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		<title>Player Rules</title>
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		<updated>2021-10-18T15:36:15Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* WFTM / WFTP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=X-Card and Roleplay Safety Systems=&lt;br /&gt;
The [[Charter#1:_The_Right_Not_to_be_Forced_to_Continue_and_Abandon_or_Cease_Uncomfortable_Scenes_.28Global_X-Card.29|X-Card]] and similar roleplay safety systems shall be honored when used and treated with respect and dignity. See [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Approved Books==&lt;br /&gt;
&lt;br /&gt;
We don’t use anything that is German Exclusive Content. We also do not use the 2050 books. For specific instructions on setting up Chummer, see [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
*Assassin’s Primer&lt;br /&gt;
*Aetherology &lt;br /&gt;
*Battle of Manhattan&lt;br /&gt;
*Better Than Bad&lt;br /&gt;
*Bloody Business&lt;br /&gt;
*Book of the Lost&lt;br /&gt;
*Bullets and Bandages†&lt;br /&gt;
*Chrome Flesh&lt;br /&gt;
*Cutting Aces&lt;br /&gt;
*Data Trails&lt;br /&gt;
*Dark Terrors&lt;br /&gt;
*Forbidden Arcana&lt;br /&gt;
*Gun Heaven 3&lt;br /&gt;
*Hard Targets&lt;br /&gt;
*Howling Shadows&lt;br /&gt;
*Kill Code&lt;br /&gt;
*Krime Catalogue&lt;br /&gt;
*Lockdown&lt;br /&gt;
*No Future&lt;br /&gt;
*Rigger 5.0&lt;br /&gt;
*Run and Gun&lt;br /&gt;
*Run Faster&lt;br /&gt;
*Sail Away, Sweet Sister&lt;br /&gt;
*Shadow Spells&lt;br /&gt;
*Shadowrun 5th edition&lt;br /&gt;
*Shadows in Focus: Butte&lt;br /&gt;
*Shadows in Focus: Metrópole&lt;br /&gt;
*Shadows in Focus: San Francisco&lt;br /&gt;
*Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
*Splintered State&lt;br /&gt;
*Stolen Souls&lt;br /&gt;
*Street Grimoire&lt;br /&gt;
*Street Lethal&lt;br /&gt;
*The Complete Trog&lt;br /&gt;
*The Seattle Gambit&lt;br /&gt;
*The Vladivostok Gauntlet&lt;br /&gt;
&lt;br /&gt;
† Only sections titled &amp;quot;New Qualities&amp;quot; on page 11-12, &amp;quot;New Drugs, Toxins, and Pathogens&amp;quot; on pages 19-21, &amp;quot;New Spells and Powers&amp;quot; on page 21-22, and &amp;quot;New Gear&amp;quot; on pages 22-23.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
*Priority and Sum-To-Ten are the permitted character generation types. Karma Generation is not allowed. Most characters will be built using Standard rules (As opposed to Prime Runner/Street Level). However, it is possible to create characters using the [[#Creating Prime Runners|Prime Runner]] rules (see below).&lt;br /&gt;
&lt;br /&gt;
==Character Slots==&lt;br /&gt;
&lt;br /&gt;
*Players are allotted 3 character slots. They may buy additional slots for 10 [[GMP]] each. When doing this, post a comment to your r/Shadowhavenchargen thread with how much GMP you spent.&lt;br /&gt;
*Extralife prime slots are exempt from this limit.&lt;br /&gt;
&lt;br /&gt;
===Unretiring Characters===&lt;br /&gt;
&lt;br /&gt;
*Players may unretire a character so long as they haven&#039;t filled that slot yet. It isn&#039;t required, but it would be more fun if you included a short statement about how the character got dragged back into the shadows after escaping. For some examples: &lt;br /&gt;
&lt;br /&gt;
**you have 3 standard slots with 2 characters. You retire character #2 and have a 3rd character approved. As long as you don’t have a 4th character approved before unretiring character #2 you may unretire them.&lt;br /&gt;
**You have 3 slots filled with 3 characters. You retire 1 character and submit a new character. Eventually you retire another character or gain a new slot. You cannot unretire the first character retired.&lt;br /&gt;
**You have 3 character slots and 1 prime slot. You have 2 standard PC’s and 1 prime PC. You retire the prime PC and submit a new prime PC. Even though you have kept a slot open the entire time you may not ever unretire the first prime character, since the slot it was occupying has been filled.&lt;br /&gt;
&lt;br /&gt;
*Essentially, this is intended as a safeguard against people retiring their characters and regretting it, not as a way to allow people to play more characters than would normally be permitted.&lt;br /&gt;
&lt;br /&gt;
===Creating Prime Runners===&lt;br /&gt;
&lt;br /&gt;
*Players may purchase prime gen character slots at the cost of 100 [[GMP]] for their first purchase. Any additional slots cost an additional 100 [[GMP]] which is cumulative. &#039;&#039;&#039;(ex.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
**2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
**3rd PG Character Slot - 300 [[GMP]], etc...&lt;br /&gt;
&lt;br /&gt;
*Prime Generation slots purchased through our charity events are exempt from this cumulative price. You must always mark on your characters wiki page the source of the prime gen whether that is something like our extra life events or if it was purchased.&lt;br /&gt;
&lt;br /&gt;
==Attributes at Character Generation==&lt;br /&gt;
&lt;br /&gt;
*Physical and Mental Attributes with an unaugmented value of 1 represent severe handicaps. Often, these lead to poor gameplay, overly narrow characters, and/or a quick demise. As such, characters are limited to a single unaugmented attribute of 1, calculated using the full-body average for any cyberlimbs. Only permanent attribute augmentations count. Additionally, players will be expected to provide at least some in-game justification at chargen for such a handicap (e.g., paraplegic, metagenic defect, severe brain damage, etc.)&amp;amp;mdash;these are not just numbers on a sheet. &lt;br /&gt;
&amp;lt;!--**The sole exception to this rule is Pixies. Pixies are allowed to simultaneously maintain a BOD and STR value of 1 due to their low metatype maximums. However, they are not allowed to leave any other unaugmented attribute at 1.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Full Body Average===&lt;br /&gt;
&lt;br /&gt;
*For the purposes of determining &amp;quot;full body average&amp;quot; for Agility and Strength when cyberlimbs are involved, the average is determined using each limb and your torso (natural attribute). Cyberskulls should be disabled when [[Chummer_Setup#Character_Options|setting up chummer]].&lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
*AI are not permitted for PC use.&lt;br /&gt;
*The optional rules for playable Free Insect Spirits (Dark Terrors page 32) will not be used. At all.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
*We allow Ghouls, Vampires (Including the Sukuyan variant in Hard Targets), Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you.&lt;br /&gt;
*Optional Infected Powers may not be bought at chargen. You may buy your first optional power immediately following your first run.&lt;br /&gt;
&lt;br /&gt;
==Metasapients==&lt;br /&gt;
&lt;br /&gt;
*Pixies are not permitted for player use.&lt;br /&gt;
&lt;br /&gt;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
*We acknowledge that SURGED/Shifters/Extremely Body-Mod characters run up against other internet subcultures, but this community is not a place to explore such things. You should have an understanding of the lore, ramifications, and limitations of each type of character. Please contact Shadowhaven Chargen for resources regarding the nuanced lore of the SURGED, Shifters and Extreme Body-Modders. We would like your help in having these types of PCs represented in a way that enriches the Shadowhaven living campaign.&lt;br /&gt;
&lt;br /&gt;
*The Shadowhaven bans player characters intended to look like bug spirits, either through SURGE or body modding. To be clear, bug-themed PCs are fine. Extreme body modders with a bug theme are fine. Obvious cyberware designed to look like a bug is fine. But it must be apparent that you are not a bug spirit, otherwise mundane entities in the world would be compelled to fire upon you.&lt;br /&gt;
&lt;br /&gt;
==Skill Specializations==&lt;br /&gt;
&lt;br /&gt;
*You may purchase a specialization with skill points even if the rank (or ranks) in the skill were purchased with karma.&lt;br /&gt;
&lt;br /&gt;
==Initiations==&lt;br /&gt;
&lt;br /&gt;
*Initiations are not permitted at chargen.&lt;br /&gt;
&lt;br /&gt;
===Paradigm Shift===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift shall, rather than being a metamagic, be performed by paying the same amount of karma one would ordinarily have to pay to initiate. Thus, an uninitiated mage must pay 13 karma, while a IG 5 mage must pay 28. This does not increase initiate grade or the cost of future initiations. As part of this process, the mage will lose any current traditionalist benefits, if appropriate, and gain any new ones they qualify for based on IG and tradition, as appropriate. They will no longer benefit from their current lodge, and their reagents will be out-of-tradition and thus count for only half, barring special circumstances. Fetishes, spells, foci, and bound spirits (including Ally spirits) will remain. If there are any inconsistencies or questions about the process, contact a member of the council with your concerns.&lt;br /&gt;
*Note that this process does not require formal approval, though it should still be noted on your wiki page. This can only be performed during downtime, or with explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
*All PCs must have a fixer. You may create your own following our [[Contact Rules]], or select an [[:Category:Fixers|existing fixer]].&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
*ShadowHaven has minimum ages for PCs. With the exception of shifters, ShadowHaven PCs will have a minimum age of 18.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
*To prevent the chargen team from being overwhelmed, there is a 1 week waiting period between approvals of a player character. Once your character has been approved, we ask that you wait 1 week before submitting another character for review.&lt;br /&gt;
&lt;br /&gt;
==Sexual Themes==&lt;br /&gt;
&lt;br /&gt;
*We as a living community and leadership recognize that Shadowrun as a game and setting explores dark/mature themes. The ultimate bounds of what is acceptable will always be subjective based upon group and GM. In the case of our community, we strive for a standard that takes the setting material seriously and allows for the exploration of grittier themes while considering the comfort of the maximum amount of people.&lt;br /&gt;
&lt;br /&gt;
*To this end, submitted characters may not solely be vehicles for the exploration of sexual themes. This includes character art. Of note, cropped versions of hardcore or softcore pornography remain unacceptable after cropping due to their &amp;quot;bedroom eyes&amp;quot; quality. Discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
*Shifters by dint of what they are, will not be permitted either in backstory or play to explore/RP an intimate relationship with a metahuman. Cursory mention/RP of familial bonds/relationships with their own species is acceptable but should never be sexualized in any manner. As always, discretion lies with Chargen staff. Note that this rule explicitly covers Nagas, Centaurs, and Sasquatchs as well.&lt;br /&gt;
&lt;br /&gt;
==Banned Organisations for PCs==&lt;br /&gt;
&lt;br /&gt;
* Player characters may not belong to any organisation that seeks the mass-killing or genocide of any metatype, nationality, religion, the awakened, or the emerged.&lt;br /&gt;
&lt;br /&gt;
==Advisements==&lt;br /&gt;
===Lifestyle Location Advisement===&lt;br /&gt;
&lt;br /&gt;
*If your character&#039;s primary lifestyle is located outside of the city the mission takes place in and you lack a rail pass that is connected to the mission city, you will likely incur transportation fees and fatigue before runs, at GM discretion. The cost of a plane ticket between two cities is half the distance between the two cities in kilometers plus 100 nuyen. &lt;br /&gt;
**Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
===Social Skills Advisement===&lt;br /&gt;
&lt;br /&gt;
The council has ruled to officially recommend, but not require, at least 4 etiquette dice. Having low dice pools in etiquette can lead to difficulties on runs. The council will be unsympathetic if negative events happen in a run due to a low etiquette dice pool.&lt;br /&gt;
&lt;br /&gt;
=Maintaining a Character=&lt;br /&gt;
==Burning Edge==&lt;br /&gt;
&lt;br /&gt;
*On the ShadowHaven, characters shall remain playable after burning edge on most runs. This does not mean there is no hardship in a near-death experience, but players should be able to run with their character again with scars from their experience that are not overwhelming should they choose to continue to run.&lt;br /&gt;
&lt;br /&gt;
[[On Burning Edge|You can find information here on how burning edge works on ShadowHaven.]]&lt;br /&gt;
&lt;br /&gt;
==Gaining Positive Qualities and Buying off Negative Qualities==&lt;br /&gt;
&lt;br /&gt;
*Players are allowed to purchase positive qualities and buy off negative qualities, outside of character generation. [https://www.reddit.com/r/ShadowHavenBBS/comments/osq9qf/quality_purchasing_thread_6/ However, you must post in the quality purchasing thread.]&lt;br /&gt;
*Most qualities do not need approval, you simply need to post that you bought it in the thread and a justification for why you bought it, but some do. &lt;br /&gt;
**Qualities that require approval are approved by members of the Thematics Team. They also have veto power over all quality purchases. Below are qualities that must be approved by members of the thematics team, which is subject to expansion, or by a GM after a run:&lt;br /&gt;
***Made Man (Page 148, Run Faster)&lt;br /&gt;
***Chosen Follower&lt;br /&gt;
***Any Infected Quality (Page 136-141, Run Faster)&lt;br /&gt;
***SURGE III (Page 101, 103, 109, 111-123, Run Faster)&lt;br /&gt;
***Solid/Legendary Rep (Page 149, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
&lt;br /&gt;
*Training time for attributes, skills, martial arts and specializations will be removed.&lt;br /&gt;
&lt;br /&gt;
*Due to removing training time, several qualities must change. See [[#Qualities_affecting_Training|Altered Qualities]] below.&lt;br /&gt;
&lt;br /&gt;
==Delivery Time==&lt;br /&gt;
&lt;br /&gt;
*Delivery time while in-play on a table remains unchanged. GMs are free to and encouraged to allow immediate or near-immediate purchases of items at or below 12 availability, including illegal items, assuming the PCs are not under undue time pressure. GMs are free to truncate any other delivery time on their table as they deem fit.&lt;br /&gt;
&lt;br /&gt;
*Delivery time while not in-play on a table is immediate. A successful or tied availability test indicates that the player may add the item to their character’s sheet immediately for the appropriate cost. In the event that a character fails a test, they must wait twice the normal delivery time for that item before they may try again to acquire that item through the same vector. In this case, a vector is a particular PC rolling negotiation against availability to acquire an item (Note, one can not roll negotiation to get gear for another PC outside of a run), or an NPC rolling their appropriate Gear Acquisition roll as outlined in our [[Contact Rules]]. For example, a character who wishes to acquire an item with a RAW delivery time of 2 days may roll their negotiation themselves to acquire an item. If they fail, they may not attempt to roll for that item themselves again for 4 days. They may, however, still have an appropriate contact attempt to acquire it before that time.For these purposes, time is tracked in real time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |RAW Delivery Times&lt;br /&gt;
|-&lt;br /&gt;
|Gear Cost&lt;br /&gt;
|Cool down&lt;br /&gt;
|-&lt;br /&gt;
|Up to 100 nuyen&lt;br /&gt;
|6 hours&lt;br /&gt;
|-&lt;br /&gt;
|101 nuyen to 1000 nuyen&lt;br /&gt;
|24 hours&lt;br /&gt;
|-&lt;br /&gt;
|1001 nuyen to 10000 nuyen&lt;br /&gt;
|2 days&lt;br /&gt;
|-&lt;br /&gt;
|10001 nuyen to 100000 nuyen&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|More than 100000 nuyen&lt;br /&gt;
|1 month&lt;br /&gt;
|}&lt;br /&gt;
==Initiations and Submersions==&lt;br /&gt;
&lt;br /&gt;
*Initiations remain linked to real-life passage of time, however, the timeframes shall differ from RAW. An Awakened character may initiate for the first time immediately after the completion first run, but not prior.&lt;br /&gt;
*This does not require a roll, and does not take any time, but costs the normal amount of karma.&lt;br /&gt;
*The second initiation for a full Magician or Mystic Adept may not be undertaken until 6 real-life weeks have passed from the first initiation, requires no time or roll, and costs the usual amount of karma. &lt;br /&gt;
**Each additional initiation adds an additional 2 weeks to this timer. There is no upper cap on how long one must wait before initiating again. Other types of Awakened must wait half as long as Magicians and Mystic Adepts, but must still pay the normal karma cost.&lt;br /&gt;
**This means the formula for how long after your previous initiation you must wait in order to initiate again for Mystic Adepts and Magicians is (4+2*(Current Initiate Grade)) weeks.&lt;br /&gt;
**For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
*Submersions, as per RAW, have no roll required, no time, and no cooldown.&lt;br /&gt;
&lt;br /&gt;
===Ordeals===&lt;br /&gt;
&lt;br /&gt;
*Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
*Karma discounts for ordeal runs (initiation/submersion) do not count against RVP. The discount is more than made up by the danger inherent in a solo run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Nine Paths of Enlightenment (Page 140, SG) , Asceticism (Page 141, SG), Familiar (Page 142, SG), Hermit (Page 142, SG), Sacrifice (Page 142, SG), and Thesis/Masterpiece (Page 142, SG) initiatory ordeals are banned.&lt;br /&gt;
*Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) require a run focused around them.&lt;br /&gt;
*Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. &lt;br /&gt;
**Geas must also be noted on the PC&#039;s wiki page in a separate section so GMs can easily interact with them.&lt;br /&gt;
&lt;br /&gt;
==Medical Needs and Downtime==&lt;br /&gt;
&lt;br /&gt;
*All health is restored at the end of a run, unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
*Cyberware, bioware, geneware, and other augmentations requiring surgery or vat time are installed instantly, without the need for healing.&lt;br /&gt;
&lt;br /&gt;
==Downtime Edge==&lt;br /&gt;
&lt;br /&gt;
*If edge is used during downtime, it can be regained after the start of the next run. (That is, you start with the lost edge but start regaining it with normal rest in play.) At the end of a run, all edge is regained.&lt;br /&gt;
&lt;br /&gt;
==Character Development Points==&lt;br /&gt;
&lt;br /&gt;
*Contacts can be purchased and upgraded via [[CDP]], a new system that encourages story driven character growth outside of core competencies. CDP (Character Development Points) are a new run reward separate from RVP. It can be used to upgrade knowledge skills and buy or upgrade contacts. It may not be used for any other purpose. GMs should feel free to suggest CDP expenditures to reflect lessons learned and contacts made during a run. Players can work together and contribute CDP to a public contact to globally boost that contact’s Connection Rating. For the purposes of awarding contacts on a run at GM discretion, the GM may convert RVP from the run rewards into CDP at an exchange rate of 1 [[RVP]] = 2 CDP. This may be used for Buying Contacts or Upgrading Contacts in accordance with the [[Contact_Rules#Buying_and_Upgrading_Contacts|contact rules]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 2 CDP per run, this can be increased with thematics approval for low payout (for example hooding) or failed runs.&lt;br /&gt;
&lt;br /&gt;
*CDP can alternatively be spent on knowledge skills, at a rate equivalent to karma. While not required, it is considered tradition to spend some CDP on knowledge skills which reflect the runs your character has been on, showing things learned over their career.&lt;br /&gt;
&lt;br /&gt;
==Resubmit Rules==&lt;br /&gt;
&lt;br /&gt;
===Voluntary Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*At any given time, a player may choose to resubmit an approved character for a respec or full rebuild. The resubmitted character must go through the approval process again. The character can keep run rewards from one previous run it was on, before the resubmit. It loses all other run rewards, initiations, metamagics, post-gen gear, etc. GMP invested into the character is not refunded. A character may be resubmitted as a prime-gen character should the player have an open prime slot.&lt;br /&gt;
&lt;br /&gt;
===Triggered Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*Occasionally, the rules on ShadowHaven may change. This could be due to the release of a new book, recognition that a mechanic is problematic, or introduction of new house rules or a new ruling. When this happens, council may allow full or partial resubmits for some or all characters. A player may (or---occasionally---must) elect to resubmit a character. The resubmitted character must go through the approval process again. The character may keep *all* prior run rewards (whether they are karma, nuyen, constrained purchases of gear, contacts, etc.). All GMP invested into the character may be freely reassigned to the same character. GMP does not need to be spent at the time of the resubmit, but it may not be transferred to another character, player, or spent on non-character purchases (such as an additional or prime-gen character slot). A character may not be resubmitted using a different character generation scheme (normal or prime-gen).&lt;br /&gt;
&lt;br /&gt;
*Any event which allows for Triggered Resubmits will be called out explicitly in the post. It will specify which characters are allowed or mandated to do so and any other constraints attached to the process.&lt;br /&gt;
&lt;br /&gt;
===Permitted Minor Changes===&lt;br /&gt;
&lt;br /&gt;
*Sometimes, purchases are made due to a misunderstanding of the mechanics behind it. Minor changes, such as requesting to change a Specialization out, or swap out a spell for a different spell, may be permitted. These are handled on a case by case basis. Please submit your request to the [https://www.reddit.com/r/ShadowHavenBBS/search/?q=Topics+for+Discussion&amp;amp;include_over_18=on&amp;amp;restrict_sr=on&amp;amp;sort=new Topics for Discussion Thread] for the council to consider.&lt;br /&gt;
&lt;br /&gt;
=Houserules and Custom Mechanics=&lt;br /&gt;
==Banned Content==&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
The following qualities are not permitted for characters to have:&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
&lt;br /&gt;
*Apt Pupil (Forbidden Arcana, Page 32)&lt;br /&gt;
*Archivist (Forbidden Arcana, Page 32)&lt;br /&gt;
*Better to be Feared than Loved (Chrome Flesh, Page 54)&lt;br /&gt;
*Blood Crystal qualities (Forbidden Arcana, Page 132) are restricted to NPCs only&lt;br /&gt;
*Dracoform (Any) (Howling Shadows, 163-164)&lt;br /&gt;
*Elemental Focus (Hard Targets, Page 191)&lt;br /&gt;
*Friends in High Places (Run Faster, Page 147)&lt;br /&gt;
*Groveler (Kill Code, Page 96) shall not be permitted for use on the ShadowHaven in any capacity, in any universe, ever.&lt;br /&gt;
*Human Lifespan (The Complete Trog, Page 188): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
*Illusionist (Forbidden Arcana, Page 37)&lt;br /&gt;
*Latent Dracomorphosis (Howling Shadows, Page 164)&lt;br /&gt;
*Massive Network (No Future, Page 177)&lt;br /&gt;
*Networker (No Future, Page 177)&lt;br /&gt;
*Observant (Street Lethal, Page 127): Is assumed to be automatically possessed by all characters. [[#Other_Altered_Mechanics|See Below]].&lt;br /&gt;
*Puppet Master (Forbidden Arcana, Page 39)&lt;br /&gt;
*Revels in Murder (Chrome Flesh, Page 56)&lt;br /&gt;
*Stalwart Ally (Forbidden Arcana, Page 42)&lt;br /&gt;
*SURGE I and SURGE II (Run Faster, Page 103) ShadowHaven allows player characters to thematically be class 1, 2, or 3 surgelings. However, this is done through the exclusive use of the SURGE 3 quality and mechanics.&lt;br /&gt;
*Team Player (Kill Code, Page 97)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
&lt;br /&gt;
*Amnesia: Neural Deletion &amp;amp; Surface Loss (Run Faster, Page 152)&lt;br /&gt;
*Borrowed Time (Run Faster, Page 153)&lt;br /&gt;
*Code of Honor: Black Hat (Kill Code, Page 99)&lt;br /&gt;
*Consummate Professional (Assassin&#039;s Primer, Page 17)&lt;br /&gt;
*Dead Emotion (Chrome Flesh, Page 57)&lt;br /&gt;
*Dead SIN (Better Than Bad, Page 162)&lt;br /&gt;
*Earther (Run &amp;amp; Gun, Page 169)&lt;br /&gt;
*Echo Chamber (Kill Code, Page 78)&lt;br /&gt;
*Every Man For Himself (Street Lethal, Page 181)&lt;br /&gt;
*Escaped Custody (Kill Code, Page 99)&lt;br /&gt;
*Hung Out to Dry (Run Faster, Page 155)&lt;br /&gt;
*In Debt (Run Faster, Page 156)&lt;br /&gt;
*Information Auctioneer (Kill Code, Page 78)&lt;br /&gt;
*Lazy Fingers (Kill Code, Page 79)&lt;br /&gt;
*Neoteny (Run Faster, 121) - The negative metagenic quality Neoteny (RF, 121) has been banned for play on the Haven unless the character is a Gnome. Any characters that have the Neoteny quality that are not gnomes and have been approved prior to October 16th, 2020 are grandfathered in and may keep the quality. As a note, Gnome neoteny does not make the gnome appear childlike.&lt;br /&gt;
*One of Them (Chrome Flesh, Page 58)&lt;br /&gt;
*Pregnant (Bullets &amp;amp; Bandages, Page 12)&lt;br /&gt;
*Resonant Burnout (Kill Code, Page 99)&lt;br /&gt;
*So Jacked Up (Chrome Flesh, Page 59)&lt;br /&gt;
*Stay Out Of My Way (Street Lethal, Page 129)&lt;br /&gt;
*Stolen Gear (No Future, Page 177)&lt;br /&gt;
*This Is Your Last Chance (Street Lethal, Page 129)&lt;br /&gt;
*Tough and Targeted (Chrome Flesh, Page 59)&lt;br /&gt;
*Well, Actually... (Kill Code, Page 79)&lt;br /&gt;
*&#039;Ware Intolerance (Kill Code, Page 100)&lt;br /&gt;
*Wildcard Chimera (Dark Terrors, Page 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Awakened Content===&lt;br /&gt;
====Banned Spells====&lt;br /&gt;
Everything involving Blood, Bug, and Toxic Magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned. &lt;br /&gt;
&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince (Page 189, Stolen Souls)&lt;br /&gt;
*Growth (Page 49, Forbidden Arcana)&lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food (Page 50, Forbidden Arcana)&lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
*Shape [Material] (Page 118, Street Grimoire)&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
&lt;br /&gt;
====Banned Alchemical Preps====&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Adept Powers for player characters====&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 player characters====&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;
*&#039;&#039;&#039;Necro Magic&#039;&#039;&#039; (Page 82, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Draconic Tradition&#039;&#039;&#039; (Page 76, Forbidden Arcana) - Draconic Tradition is only permitted for the use by Drakes, which makes it de facto banned on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot&#039;&#039;&#039; (Page 91, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Traditions&#039;&#039;&#039; (Page 101, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All Custom Traditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Banned Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Insect Shaman&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Toxic&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Expansion: Shedim&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predator Feast&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sacrifice&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot Summoning&#039;&#039;&#039; (Page 45, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Page 90, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
====Banned Arts====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Geomancy&#039;&#039;&#039; (Page 143, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
====Banned Mechanics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fettering&#039;&#039;&#039; (Page 192, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
===Banned Emerged Content===&lt;br /&gt;
&lt;br /&gt;
====Banned Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Host Emulator Complex Form&#039;&#039;&#039; (KC 94) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Pinch Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Resonance Cache Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Search History Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
====Dissonant Ban====&lt;br /&gt;
&lt;br /&gt;
*Dissonant streams, powers, echos, forms, and etc. shall be NPC only, including those from page 132 through 134 of Kill Code&lt;br /&gt;
&lt;br /&gt;
====Banned Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Draining Spike&#039;&#039;&#039; echo (KC 101) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Refined Reagents Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Radical Reagent Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Group Resources&#039;&#039;&#039; (Page 43, Data Trails) &lt;br /&gt;
**The mechanics of the example groups on pages 35 through 43 in Data Trails are also not in use, [[:Category:Factions|see the factions page for the rules in play on the Haven for those listed factions.]]&lt;br /&gt;
*&#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
*All content relating to Submersion Groups, Tribes, and Flash Tribes from pages 106 through 117 of Kill Code.&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;
&lt;br /&gt;
===Banned Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haywire&#039;&#039;&#039; (KC 38) shall not be permitted on the ShadowHaven.&lt;br /&gt;
*&#039;&#039;&#039;Intervene&#039;&#039;&#039; (KC 39) shall not be permitted on the ShadowHaven.&lt;br /&gt;
*&#039;&#039;&#039;Masquerade&#039;&#039;&#039; (KC 39) shall not be permitted on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
*Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
*Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
*Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
*Renfield (Page 128, Hard Targets)&lt;br /&gt;
*The MOS (KC 58) shall not be permitted until it is evaluated in light of our custom deck rules.&lt;br /&gt;
*Fuchi Cyber-N Series (KC 60) is banned.&lt;br /&gt;
*Fuchi Cyber-EX Series (KC 60) is banned.&lt;br /&gt;
*The Co-Pilot line of programs (KC 71) shall not be permitted for use on the ShadowHaven in any capacity due to a critical inability to understand what they were trying to do.&lt;br /&gt;
*Surplus and Refurbished PI-Tacs (KC 73) are not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
*The &amp;quot;Mercury-Alpha&amp;quot; Battlefield Signal booster (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*The Micro-Dish Transmitter (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*Hardened Mil-Spec Armor of any kind (R&amp;amp;G 66) shall not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
* The Krime Calliope (KK, 19) is banned on ShadowHaven.&lt;br /&gt;
* The Krime Ripper (KK, 20) is banned on ShadowHaven.&lt;br /&gt;
* The Krime Carpet (KK, 21) is banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Banned Ammo &amp;amp; Grenades====&lt;br /&gt;
&lt;br /&gt;
* Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (SL 132) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* Painade (Page 135, Cutting Aces)&lt;br /&gt;
* The Krime Crackle Fin-Stabilized HEAT Slugs (KK, 25) are banned on ShadowHaven.&lt;br /&gt;
* The Krime Splash Self-Defense Ammunition (KK, 26) is banned on ShadowHaven.&lt;br /&gt;
* The Krime Party (KK, 27) is banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
&lt;br /&gt;
*Horizon Little Buddy (Page 146, Rigger 5.0)&lt;br /&gt;
*Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
*Noizquito (Page 128, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
&lt;br /&gt;
*Chameleon Coating (Page 184,194 Stolen Souls) (We only use the Rigger 5 Chameleon Coating on ShadowHaven)&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf, or Ork) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*Smuggling Compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (Page 461, Core) (We only use the Rigger 5 weapon mount rules on ShadowHaven)&lt;br /&gt;
*Yerz Kit (Page 187, The Complete Trog) (Use ‘Yerzed Out’ from Page 171, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
&lt;br /&gt;
*Immunization (Chrome Flesh 164)&lt;br /&gt;
*All Gammaware grades&lt;br /&gt;
*All Omegaware grades&lt;br /&gt;
*One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
===Banned Lifestyle Options===&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Altered Content==&lt;br /&gt;
===Altered Qualities===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adept Healer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Adept Healer does not function on drain damage.&lt;br /&gt;
**Damage transferred by this ability will count 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;
*&#039;&#039;&#039;Animal Familiar&#039;&#039;&#039; (Page 31, Forbidden Arcana) &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;
**A Familiar must be a mundane critter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Bombmaker&#039;&#039;&#039; (Page 31, Forbidden Arcana) &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;
*&#039;&#039;&#039;Alchemical Armorer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Armorer is required to learn the Alter Ballistics (p51) 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;
*&#039;&#039;&#039;Arcane Bodyguard&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**As per page 48 of the Core Rules, &amp;quot;A Note on Rounding&amp;quot;, round the dice you can use on yourself up&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Improviser&#039;&#039;&#039; (Page 32, Forbidden Arcana)&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 will be altered to 1/run for ease/simplicity of bookkeeping&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;
*&#039;&#039;&#039;Astral Bouncer&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**This will only identity 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 will only identity the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’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 can not 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;
*&#039;&#039;&#039;AVRSE&#039;&#039;&#039; (KC 76) shall apply a -4 penalty to all actions taken while in VR, regardless of location. VR is how you get your brain fried, chummer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barehanded Adept&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**This will not work with a spell learned with adept spell&lt;br /&gt;
**These spells will not work on yourself. Further, the target must be attacked.&lt;br /&gt;
**This will only work with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Better on the Net&#039;&#039;&#039; (KC 96) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Baby&#039;&#039;&#039; (KC 77) shall function as written, except that the penalty is -1 to all actions, and will always fade when you next would regain edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Forest Native&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**You do not require this quality to be from The Black Forest&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brittle&#039;&#039;&#039; [Attribute] negative quality (KC 99) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Breaker&#039;&#039;&#039; (Page 33, Forbidden Arcana)&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;
*&#039;&#039;&#039;Chosen Follower&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**The following options are removed from the list of benefits: ‘Learn two spells or rituals.’ &amp;amp; ‘Improve a magical active skill from rank 1 to rank 3.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;College Education&#039;&#039;&#039; (Page 145, Run Faster) &lt;br /&gt;
**This quality is incompatible with the Uneducated (Page 87, Core) Quality&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted only with a genuine Corporate Limited or Full SIN. On loss of the SIN, you lose the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Pariah&#039;&#039;&#039; (Page 129, Street Lethal) shall be 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;
*&#039;&#039;&#039;Community Connection&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cyber-Snob&#039;&#039;&#039; (CF 57) shall be altered to allow Alphaware as the minimum grade so that it may be taken at chargen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Ally&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Only spirits that are not toxic or blood related which PCs normally have access to can be chosen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Data Hog negative quality&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers. Deckers are encouraged to examine “Wanted By GOD” instead, from Data Trails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Dealer&#039;&#039;&#039; (Page 35, Forbidden Arcana)&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;
*&#039;&#039;&#039;Dedicated Conjurer&#039;&#039;&#039; (Page 33, Forbidden Arcana)&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;
*&#039;&#039;&#039;Dependent&#039;&#039;&#039; &lt;br /&gt;
**Some addictions are better suited with the Dependent 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;
*&#039;&#039;&#039;Discombobulated&#039;&#039;&#039; (KC 77) shall instead apply a -2 penalty to all actions when acting outside of VR.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durable Preparations&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Durable Preparations stacks with Practiced Alchemist (p39, FA), effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Master&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Elemental Master will only work with the natural elements; Air, Earth, Fire, or Water. Electricity is not a valid choice.&lt;br /&gt;
**Elemental Master does not apply to damage received from drain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual-Natured Defender&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Dual-Natured Defender is a free action to activate, and 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 will temporarily cause you to not count as a Dual Natured being while active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frostbite&#039;&#039;&#039; (KC 78) shall only be permitted in abilities for which the character has at least 4 ranks. It also may not be applied to any skill in the Tasking group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Location Attunement&#039;&#039;&#039; (Page 128, Street Lethal) shall be 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;
*&#039;&#039;&#039;Hi-Rez&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Does not permit a character possessing the quality to make a Matrix Perception test to detect hidden icons as a free action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Door&#039;&#039;&#039; (KC 96) shall be permitted for use. It provides a stacking, cumulative +2 bonus to the Data Spike action when targeting Persona or IC. The bonus is gained upon filling a persona or IC&#039;s matrix condition with a Data Spike or Brute Force. This bonus is retained until the character takes a Simple or Complex Action other than Data Spike, or until a Data Spike action is taken that does not fill the condition monitor of a Persona or IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Hack&#039;&#039;&#039; (BTB 160) shall be permitted for use on the ShadowHaven, however, the user may not gain any benefits from teamwork from either sprites or agents for this action. The user also does not get any free actions to shift deck attributes or swap programs before this action. It is made as a sudden reflexive action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Know Your Limit&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Deflector&#039;&#039;&#039; (Page 38, Forbidden Arcana)&lt;br /&gt;
**Missile Deflector requires a successful Missile Parry (p310. CRB) interrupt, followed by the Counterstrike Adept Power (p170, SG) 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 will allow 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;
*&#039;&#039;&#039;Nasty Trog&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natural Hacker&#039;&#039;&#039; (KC 97) shall only be permitted for technomancer characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One With The Matrix&#039;&#039;&#039; (KC 97) shall only exist at the 8 karma level. The 2 and 10 karma versions are not permitted for use on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pacifist Adept&#039;&#039;&#039; (Page 39, Forbidden Arcana)&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;
*&#039;&#039;&#039;Prototype Materials&#039;&#039;&#039; (Page 160, Better Than Bad)&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;
&lt;br /&gt;
*&#039;&#039;&#039;Prototype Transhuman&#039;&#039;&#039; (Page 54, Chrome Flesh)&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;
&lt;br /&gt;
*&#039;&#039;&#039;Resonant Discordance&#039;&#039;&#039; (Page 161, Better Than Bad)&lt;br /&gt;
**Despite being a Mastery Quality, this does not require a Magic score. It may be taken by any Technomancer who has submerged at least once, by paying the appropriate karma cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restricted Gear&#039;&#039;&#039;&lt;br /&gt;
**May not be used to get Deltaware or Milspec armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenant Adept&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**If used, note the date used on your character&#039;s wiki page along with a link to the run where it was used on.&lt;br /&gt;
**Revenant Adept works until it&#039;s cleared all the damage that Regeneration can clear, you&#039;ve 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;
*&#039;&#039;&#039;Special Modifications&#039;&#039;&#039; (Page 161, Better Than Bad) shall be permitted. It shall remain mundane only - 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 if 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;
**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;
*&#039;&#039;&#039;Silence is Golden&#039;&#039;&#039; (KC 77) functionally provides 2 noise reduction to all devices and personas within a 10 meter radius of the character with the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SINner&#039;&#039;&#039; (Page 84, Core)&lt;br /&gt;
**Instead of a tax on NuYen earned, the SINner quality shall act as an increase to lifestyle costs, similar to Dependent (Page 80, Core).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Jammer&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Hunter&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
**Spirit Hunter will cancel any sustained powers, and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skinwalker&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**The pelt for a mundane creature will cost 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;
*&#039;&#039;&#039;Sloppy Code&#039;&#039;&#039; (KC 79) applies to tests to defend against Matrix Perception when running silent, not to Stealth tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spectral Warden&#039;&#039;&#039; (Page 40, Forbidden Arcana)&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;
*&#039;&#039;&#039;Sprawl Tamer&#039;&#039;&#039; (Page 41, Forbidden Arcana)&lt;br /&gt;
**Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
**Sprawl Tamer may be taken by those without a MAG score.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprite Combustion&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SURGE III&#039;&#039;&#039; (Page 103, Run Faster) ShadowHaven allows player characters to thematically be class 1, 2, or 3 surgelings (Run Faster, Page 101). However, this is done through the exlcusive use of the SURGE 3 quality and mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taint of Dissonance&#039;&#039;&#039; (KC 100) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Technical School Education&#039;&#039;&#039; (Page 150, Run Faster)&lt;br /&gt;
**Incompatible with the Uneducated (Page 87, Core) quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trog Traitor&#039;&#039;&#039; (Page 189, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trust Fund&#039;&#039;&#039; (Page 151, Run Faster) may be taken with a Corporate Limited SIN (Page 84, Core). Hard Luck and Trust Fund are incompatible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uneducated&#039;&#039;&#039; (Page 87, Core)&lt;br /&gt;
**This quality is incompatible with the College Education (Page 145, Run Faster) or the Technical School Education (Page 150, Run Faster) qualities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vexcraft&#039;&#039;&#039; (Page 42, Forbidden Arcana)&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;
*&#039;&#039;&#039;Worship Leader&#039;&#039;&#039; (Page 42, Forbidden Arcana)&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;
====Qualities affecting Training====&lt;br /&gt;
&lt;br /&gt;
*Dependents will remove all references to training time. All other impacts are in effect.&lt;br /&gt;
&lt;br /&gt;
*The Sensei quality will have 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 “Sensei” 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 will 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;
====Note on Kill Code Qualities====&lt;br /&gt;
&lt;br /&gt;
Except where noted, all Qualities listed from Page 96 to 100 of Kill Code shall be permitted for any matrix PC, not just technomancers. This also applies to the positive and negative qualities on Page 76 to 79 of Kill Code&lt;br /&gt;
&lt;br /&gt;
===Altered Awakened Content===&lt;br /&gt;
====Altered Spells====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Comet&#039;&#039;&#039; (Page 50, Forbidden Arcana)&lt;br /&gt;
**Comet does not ignore armour specific elemental resistances (Specifically, fire resistance.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered Ballistics&#039;&#039;&#039; (Page 51, Forbidden Arcana)&lt;br /&gt;
**Alter Ballistics can also be used on arrows &amp;amp; bolts, as well as bullets, but not area of effect explosives such as rockets or grenades, or other “ballistic” weapons such as darts, thrown weapons, or tasers.&lt;br /&gt;
**Alter Ballistics requires Alchemical Armorer to learn, and can only be made into a preparation, not cast as a spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Detox&#039;&#039;&#039; (Page 288, Core Rule Book)&lt;br /&gt;
**Detox may be used on drug crashes. In such cases the minimum force is equal to the addiction rating.&lt;br /&gt;
&lt;br /&gt;
=====Touch Spells and Punching=====&lt;br /&gt;
*Until Defiance Manifest is released, one may only cast touch spells as a touch-only melee attack. Once Defiance Manifest comes out, this ruling will be reevaluated with new information. All magicians and mystic adepts currently using a combination of Touch spells and Unarmed attacks are offered a Triggered Resubmit.&lt;br /&gt;
&lt;br /&gt;
=====Multi-Casting=====&lt;br /&gt;
&lt;br /&gt;
*To determine dicepools for multi-casting, take the dice pool and divide pool for a given spell by the number of times splitting, round up. Thus, if you cast 3 spells, each with a pool of 18 normally, you&#039;d get 6 dice each. If you cast 2 spells and one had a pool of 20, and the other a pool of 14, the first would cast with 10 dice and the second with 7.&lt;br /&gt;
&lt;br /&gt;
====Altered Adept Powers====&lt;br /&gt;
&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;
*Mystic Aptitude (BTB 159) shall be permitted on ShadowHaven. 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;
*Rapid Draw (SG 173) does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
*Adept Spell (HT 190) 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 lose of the focus.&lt;br /&gt;
*State of Purity (BTB 160) shall be permitted for use on ShadowHaven. Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
*Nerve Strike (SG 173), when used with a weapon, considers the reach of the weapon itself to be 0. Remember that reach from yourself (Troll, Elongated Limbs, etc.) still applies.&lt;br /&gt;
&lt;br /&gt;
====Altered Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Guanyin&#039;&#039;&#039; mentor spirit (BTB 139) shall be permitted for use on the ShadowHaven, but it must be included as a listed quality on your wiki, and the wiki page must 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;
*Regarding &#039;&#039;&#039;Oracle&#039;&#039;&#039; (SG 200) - Adepts, Magicians, Aspected Magicians, and Mysads following Oracle both may and must take the Divination art (SG 147) and the Augury and Sortilege ritual (SG 124) for the next initiation if they do not already possess it. Adepts and Mystic Adepts without the Magician&#039;s Way, as well as any Aspected Conjurers or Aspected Enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute only in d6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the Question with an Arcana + Logic check. Mystic Adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way, and any Magician or Aspected Sorcerer, will use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual is highly dependent on factors that are not actually within the GM&#039;s control, and I encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&lt;br /&gt;
&lt;br /&gt;
====Altered Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancestor Shamans&#039;&#039;&#039; (Page 74, Forbidden Arcana)&lt;br /&gt;
**You receive the Channeling Metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditional Black Mage&#039;&#039;&#039; (Page 60, Forbidden Arcana)&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;
**&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;
*&#039;&#039;&#039;Traditionalist Traditions&#039;&#039;&#039; (Pages 60-91, Forbidden Arcana)&lt;br /&gt;
**If you take a Traditionalist or other special path, it is a Paradigm Shift to leave said path. Your Initiation count cannot &#039;restart&#039;. If you missed the Initiation for the level 1 gain, it is missed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norse&#039;&#039;&#039; (Page 68, Forbidden Arcana)&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;
*&#039;&#039;&#039;Islamic Alchemist&#039;&#039;&#039; (Page 70, Forbidden Arcana)&lt;br /&gt;
**The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice shall remain 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;
*&#039;&#039;&#039;Path Of Pariah&#039;&#039;&#039; (Page 85, Forbidden Arcana)&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;
*&#039;&#039;&#039;Elder God Magic&#039;&#039;&#039; (Page 78, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planar Magic&#039;&#039;&#039; (Page 87, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Romani&#039;&#039;&#039; (Page 90, Forbidden Arcana)&lt;br /&gt;
**Only traditionalists are allowed on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Altered Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Defense&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Defense does require the user to Astrally Perceive to be used. If you do not have an innate way to perceive astrally, you must take the astral perception adept power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Reflection&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Reflection requires the user to be Astrally Perceiving, similar to the Reflect Spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
**Must have line of sight to allies to work.&lt;br /&gt;
**For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage.&lt;br /&gt;
&lt;br /&gt;
====Altered Mage Archetypes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Elementalist&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may be Elementalists. You must choose to be an Elementalist at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hedge Witch/Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&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 character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Null Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected Magicians, Full Magicians, and Mystic Adepts may be Null Wizards. You must choose to be a Null Wizard at character generation.&lt;br /&gt;
**The ‘summoning’ skill will be added to the list of skills they cannot take.&lt;br /&gt;
**A Null Wizard receives the ‘Spell Resistance’ adept power, at a rating equal to initiate grade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Seer&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, Physical Adepts (with Astral Perception), and Mystic Adepts may be Seers. You must chose to be a Seer at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Apprentice&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**An Apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
**An Apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting, and Counterspelling. However, Summoning, Binding, Spellcasting, and Ritual Spellcasting shall be 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;
*&#039;&#039;&#039;Mystic Adept Alterations&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**Mystic Adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access too.&lt;br /&gt;
**Per Core page 69, Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so. The table in Forbidden Arcana does not superseded this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Explorer&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**An Explorer can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aware&#039;&#039;&#039; (Page 49, Forbidden Arcana)&lt;br /&gt;
**An Aware can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aspected Free Spells&#039;&#039;&#039;&lt;br /&gt;
**Aspected Magicians shall be granted free spells, based on their priority selection.&lt;br /&gt;
&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;
====Mystic Adepts and Ways====&lt;br /&gt;
&lt;br /&gt;
*Mystic Adepts will be held to the RAW 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 Channelling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they will have to follow The Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*This precludes them from accessing any other way and has a barrier to entry (in the form of the cost of joining the Way.)&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
**The Mentor&#039;s Mask will be visible while casting a spell, using an active adept power, or any other active use of magic. It will not be visible for having passive adept powers or for sustaining spells.&lt;br /&gt;
**Mystic Adepts, if they take a Mentor’s Mask, get the type of Mask bonus dependent on the bonus they receive from their Mentor Spirit (IE: 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’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’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’s Mask.&lt;br /&gt;
**You may obtain or remove your Mentor’s Mask by paying 20 karma without ‘losing’ your Mentor. (Effectively buying off the Mentor, then buying it again.)&lt;br /&gt;
**There is no way to hide a Mentor’s Mask, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Possession====&lt;br /&gt;
&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
&lt;br /&gt;
====Spells Sustained By Spirits====&lt;br /&gt;
&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 within Remote Service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain within remote service range of that target, however, line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
 Example: Awful Weight, a mage, just received a serious wound and retreats behind a brick building while his earth spirit and a street sam on his team engage an Ares Company man. He could keep fighting, but the Increase Reflexes spell he is sustaining is taking its toll. In order to pass it off to his spirit, he orders it to disengage and move to behind the brick building. After the transaction is complete, he orders it to hide in a building a few blocks away.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge Background Count====&lt;br /&gt;
&lt;br /&gt;
*Mage Lodges shall have no background count.&lt;br /&gt;
&lt;br /&gt;
====Clarification on Astral Signatures====&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
====Rules On Summoning Above One&#039;s Magic====&lt;br /&gt;
**When summoning above your magic, after resisting drain as normal take unresisted drain equal to (Force of Spirit - Your Magic) x 1.5.&lt;br /&gt;
**This counts as drain damage for all purposes, including for healing and recovery.&lt;br /&gt;
**Remember that only one Edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
&lt;br /&gt;
===Altered Emerged Content===&lt;br /&gt;
====Known Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*Technomancers at character creation shall have a limit of 2x RES known Complex Forms.&lt;br /&gt;
*Technomancers after character creation shall have no limit on number of known Complex Forms.&lt;br /&gt;
&lt;br /&gt;
====Altered Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bootleg Program Complex Form&#039;&#039;&#039; (KC 94) shall be permitted for use on the ShadowHaven. The defending party may elect to not roll their defense, making the test unopposed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mirrored Persona Complex Form&#039;&#039;&#039; (KC 95) shall be permitted on the ShadowHaven, but rather than the written text, it shall have Target: Self, Duration: Sustained, Fade Value: Level -2, and shall automatically negate the next failed defense test against a matrix action other than Matrix Perception targeting the sustaining technomancer.&lt;br /&gt;
&lt;br /&gt;
====Altered Sprite Powers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bodyguard&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but requires the sprite using it to be actively on the matrix in the same &amp;quot;location&amp;quot; as you - the same grid or host. When used, it will stop a single Attack action targetting the compiling technomancer&#039;s persona. The sprite must have 10 initiative on the clock, must have at least 1 task left, and is irreparably destroyed with no chance of resistance. Activating this is not an action on the part of the technomancer, and does not require awareness of the incoming attack IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but the redirected damage is unresisted, and cannot be healed by any means. Additionally, the sprite must be of at least the same level as the effect causing the fading, if relevant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Enhance&#039;&#039;&#039; optional sprite power (KC 101) may be taken and used by any sprite who qualifies, not just companion sprites. It still uses tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Altered Paragons====&lt;br /&gt;
&lt;br /&gt;
*The Archivist (KC 103) paragon&#039;s advantage shall give a +1 dice pool bonus and +1 limit bonus on Matrix Search actions, rather than the listed bonuses.&lt;br /&gt;
&lt;br /&gt;
*The Daedalus (KC 103) paragon&#039;s advantage shall give +1 die on Hardware tests, and +1 limit to Pilot [x-craft] skill tests - specifically, tests which roll an attribute and a Pilot skill together. It does not increase the limit for purposes other than the number of hits one can keep on these tests.&lt;br /&gt;
&lt;br /&gt;
*The advantage granted by the IC paragon (KC 104) shall not apply in any fashion against or in relation to IC.&lt;br /&gt;
&lt;br /&gt;
=====Note on Paragons=====&lt;br /&gt;
&lt;br /&gt;
A Paragon&#039;s favor may be lost in the course of a run. Typically this shall be due to the written cause in each Paragon, though a GM has discretion for other, related things to cause a loss of favor. If this occurs, it is lost until the end of the run, unless the GM wishes to offer and opportunity to regain it at their sole discretion. Favor is automatically regained at the start of the next run. While favor is lost, the technomancer loses the Advantages offered by their paragon, but still suffers the disadvantages.&lt;br /&gt;
&lt;br /&gt;
A technomancer may choose and change paragons freely during downtime, including &amp;quot;no paragon&amp;quot;, but may not change them during a run. The sole exception is that if they follow no Paragon, and have not for the entire run, they may gain one mid-run given 5 minutes alone in VR.&lt;br /&gt;
====Altered Streams====&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Overdrive (KC 90) shall be permitted, however, the final rating of any piece of cyberware shall be limited at one rating above the maximum normal, naturally installable rating, or at twice the current rating, whichever is lower. Thus, a set of Rating 2 or Rating 3 Wired Reflexes would be capped at Rating 4, while a set of Rating 1 Wired Reflexes would be capped at Rating 2.&lt;br /&gt;
&lt;br /&gt;
*Complex Form LOTO (KC 90) shall be permitted with the following modifications: LOTO can only target wireless on devices.&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Hyperthreading (KC 91) shall be permitted, however, one can not thread the same complex form multiple times in the same hyperthread. All tests shall be resolved using the pre-hyper thread statistics. (Most notably, this means that Diffusion of Matrix Attribute in a Hyperthread does not impact defenses against any Complex Form in that same Hyperthread).&lt;br /&gt;
&lt;br /&gt;
*The RAW Technoshaman Daemon (KC 91) shall not be permitted.&lt;br /&gt;
&lt;br /&gt;
====Altered Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aegis&#039;&#039;&#039; echo (KC 101) shall be permitted. The boxes are healed 24 hours after the most recent &amp;quot;Aegis&amp;quot; box was filled, and may not be healed by any other means.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Neural Synergy&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven as-is, except that it shall be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Predictive Analytics&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven. It shall not stack with any other source of initiative dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Van Der Waals Effect&#039;&#039;&#039; echo (KC 102) shall be permitted. Rather than as written, treat it as a Magnetic System (CF 84) implanted separately in each of the character&#039;s limbs, as well as both front and back of their torso. The Mechanics Team would also like to remind people at this time that this is not what the Van Der Waals effect is, does, or resembles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Will of the Resonance&#039;&#039;&#039; echo (KC 102) shall be permitted on the ShadowHaven as-is, except that it shall additionally be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
====Techno Errata====&lt;br /&gt;
&lt;br /&gt;
The Fading for Complex Forms is -3 from the values printed in the Core Rulebook and in Data Trails. Thus, as examples, the correct Fading for Puppeteer is L+1 and the correct Fading for Derezz is L-1. Both Chummer and Herolab have incorporated this errata. Fading values in any other book (e.g., Kill Code) are unchanged. Remember that, per RAW, Fading can never be lower than 2.&lt;br /&gt;
&lt;br /&gt;
There is also a priority table change (P. 65, core. - Priority Table) for Technomancers, change the number of Complex Forms in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Increase from 5 Complex Forms to 7 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Increase from 2 Complex Forms to 4 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Increase from 1 Complex Forms to 3 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
In the Magic or Resonance column in the priority table (P. 65, core. - Priority Table) for Technomancers, change the number and type of skills in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Change from &#039;two Rating 5 Resonance skills&#039; to &#039;three Rating 5 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Change from &#039;two Rating 4 Resonance skills&#039; to &#039;three Rating 4 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Change from none to &#039;three Rating 2 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
The Cost for Submersions are 10+(grade x 3) Karma.&lt;br /&gt;
&lt;br /&gt;
===Altered Critter Powers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook) shall have its text replaced with the following:&lt;br /&gt;
**Type: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*&#039;&#039;&#039;Essence Drain&#039;&#039;&#039; (Page 396-397 Core Rulebook) Shall have the following line adjusted&lt;br /&gt;
**&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;
===Altered and Clarified Cyberware and Bioware===&lt;br /&gt;
&lt;br /&gt;
* The Bioware Tail (CF 115) shall follow the same mechanics as the cyberware (CF 82) tail.&lt;br /&gt;
* Striking Calluses (CF 121) will 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;
*Skilljacks - Essence becomes 0.1 regardless of rating. Currently it is 0.1 essence times rating. Cost goes to 1000 nuyen times rating. Currently it is 10x that amount.&lt;br /&gt;
*Skillwires - Essence becomes 0.1 times rating. Current it is 0.2 essence times rating.&lt;br /&gt;
&lt;br /&gt;
===Altered and Clarified Items===&lt;br /&gt;
&lt;br /&gt;
These items function differently or have added clarification than what is stated Rules As Written.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gas Mask&#039;&#039;&#039; shall 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;
*&#039;&#039;&#039;Ace of Diamonds&#039;&#039;&#039; gives a Concealability of -2, instead of the listed +2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adapsin&#039;&#039;&#039; (Page 160, Chrome Flesh) For simplicity&#039;s sake, Adapsin will provide immediate essence reduction of already implanted &#039;ware. This will leave an essence hole, without true essence recovery. This is solely to save the step of &amp;quot;Yo, street doc, rip out all my &#039;ware and put it back in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomizer&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**An Atomizer has an Accuracy of 3, and Concealability of +0, uses the skill Exotic Weapon (Atomizer) with a range array of 0.1/0.25/0.5/1 meters. The Atomizer takes a Complex Action to reload, and requires a Simple Action to fire.&lt;br /&gt;
**The preparation used with an Atomizer will trigger on a valid target after firing (i.e., a living aura, similar to a contact prep).&lt;br /&gt;
**The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e., if the Atomizer is broken, the spell will drop.)&lt;br /&gt;
**An Atomizer cannot take accessories or modifications.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antenna Grill&#039;&#039;&#039; (Page 184, The Complete Trog)&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;
*&#039;&#039;&#039;AR Enhanced&#039;&#039;&#039; (Page 138, Cutting Aces) &lt;br /&gt;
**Creation of your own is permitted only on-table at GM discretion and shall not be carried off the table on which they were created. AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for seperately at the listed prices. Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.&lt;br /&gt;
*The &#039;&#039;&#039;Ares Armatus&#039;&#039;&#039; (Page 184, Hard Targets) uses the Exotic Ranged Weapon (Lasers) skill.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology Blood Drinker Combat Axe&#039;&#039;&#039; (Page 130, Street Lethal) shall be permitted as-is. It shall have a reach score of 0.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Barrens Special&#039;&#039;&#039; (Page 29, Street Lethal)&lt;br /&gt;
**The Barrens Special shall be permitted, but will not have any alterations from the listed statblock. All uses of it should conform to the printed statblock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blight&#039;&#039;&#039; (page 157 and 158, Better than Bad) &lt;br /&gt;
**Vector: Contact, Injection, Speed: Special, Penetration: 0, Power: 12, Effect: A spirit hit exposed to this toxin must immediately make the toxin resistance test. If it fails, it immediately loses its Immunity to Normal Weapons for (12 - Spirit’s Force, min 1 hour).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical Glands&#039;&#039;&#039; (Page 112, Chrome Flesh)&lt;br /&gt;
**Gradual Release has been banned&lt;br /&gt;
***Permitted drugs for use in Chemical Glands are:&lt;br /&gt;
****All drugs in the Core Rulebook are permitted. BTLs, as noted below, are excepted.&lt;br /&gt;
****All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.&lt;br /&gt;
****No magical compounds, awakened drugs, or BTLs.&lt;br /&gt;
****No contact vector only drugs.&lt;br /&gt;
****All drugs in Boston Lockdown are permitted, with the following exception: Numb.&lt;br /&gt;
*The &#039;&#039;&#039;Collapsible Scythe&#039;&#039;&#039; (Page 183, Hard Targets) uses the Blades skill and falls under the &amp;quot;Polearms&amp;quot; specialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepweed&#039;&#039;&#039; (Page 411, Core Rulebook) shall have an addiction rating of 4 and an addiction threshold of 2.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Door Gunner tac-app&#039;&#039;&#039; (KC 71) shall be permitted for use. The mounted weapon must have a Smartgun System (not a smartlink), be wireless on, and be a valid target for remote control. Since it can only be used for mounted weapons, the &amp;quot;necessary skill&amp;quot; is always Gunnery.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement&#039;&#039;&#039; (Street Lethal, Page 130) shall be permitted with the following changes.&lt;br /&gt;
**Remove the &amp;quot;hardened&amp;quot; tag. This means when it is used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor. The EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement shall not expand with sufficient force to harm anyone. While expanded, it has Structure 10, Armor 10, and is treated as being 10cm for the purposes of barrier rules. While deployed, this barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed, and may not re-extend. While useless, it provides no armor bonus, but still uses the original armor value for the purpose of calculating encumbrance. It may be repaired with an Armorer + Logic [Mental] (12, 30 minutes) extended test, or by a contact with the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamethrowers&#039;&#039;&#039;&lt;br /&gt;
**Flamethrowers can take internal smart guns and advanced safety systems.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Motion Mace&#039;&#039;&#039; (Page 21, Street Lethal)&lt;br /&gt;
**The Fluid Motion Mace shall disregard the penalties listed outside their statblock, for simplicity&#039;s sake. This means that it has no minimum strength requirement to avoid penalties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghost Box&#039;&#039;&#039; (Page 141, Cutting Aces)&lt;br /&gt;
**This 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;
*The &#039;&#039;&#039;GMC Armadillo&#039;&#039;&#039; comes with a single &amp;quot;pod&amp;quot; of your choice. Purchasing a new &amp;quot;pod&amp;quot; has no availability and costs 6k nuyen. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;pod&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.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Grey Mana Integration&#039;&#039;&#039; armor modification (BTB 156) shall be permitted on the Shadowhaven with the following changes:&lt;br /&gt;
**Rather than requiring a Chemical Seal for ratings 4 to 6, Ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated - that is to say, while wearing the entire suit of armor, including helmet. If not wearing the helmet, they provide the benefits of a Rating 3 system.&lt;br /&gt;
**When targeted by a beneficial or other targeted magical effect (including AoE), Grey Mana Integration opposes the spellcasting roll with it&#039;s rating in dice, reducing the hits on the test as appropriate.&lt;br /&gt;
**Grey Mana does not penalize passive uses of magic (such as Improved Ability Negotiation) if the target is wearing it. Active uses of magic, such as Enthralling Performance, are still penalized.&lt;br /&gt;
**The penalties for Awakened wearing Grey Mana Integration and Grey Mana Tattoos apply any time a background count would penalize them - treat it as a localized, stacking, inacclimacable background count.&lt;br /&gt;
**While Grey Mana Integration is obvious, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Mana Tattoos&#039;&#039;&#039; (BTB 156) are permitted for use on ShadowHaven and follow the rules listed above. 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 is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GreyWare&#039;&#039;&#039; (BTB 159) shall be permitted on the ShadowHaven. It shall be 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;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon-Flynn Defense-com Commlink Weapons&#039;&#039;&#039; (Street Lethal, Page 131) shall be permitted. It is a Perception + Intuition [Mental] (3) test to identify that these are weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horn Compartment&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**In order to take this option one must have a horn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Happiness&#039;&#039;&#039; (Page 38, Street Lethal)&lt;br /&gt;
**The Krime Happiness shall be permitted, to mass jubilation. Thanks to patented Troll Tough™ belt technology, the belt cannot be cut during a runaway firing situation (unless the GM deems fit, such as if cutting it would be to your disadvantage), but after the first full combat turn of nonstop fire, one may drop it. This won&#039;t stop it from firing, but will render its fire ineffective at anything other than collateral damage (GM discretion.) It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammo.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Pack&#039;&#039;&#039; (Page 45, Street Lethal) shall be permitted, except it acts as a rating 2 area jammer and has no effect on Device rating. If the noise created by the KRIME pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming “KRIME!” at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.&lt;br /&gt;
**Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to your person until you manage to remove the backpack (3 complex actions) or it ceases firing. This is not likely to be a happy experience. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Trollbow&#039;&#039;&#039; (Page 24, Street Lethal)&lt;br /&gt;
**The Krime Trollbow (SL 24) shall use the stats from the book, correcting for the erroneous &amp;quot;reach&amp;quot; entry on the table for the ranged components. The stats are reproduced as follows.&lt;br /&gt;
***It will use Archery to fire, with an accuracy of 4, DV of (Rating + 2) physical, and AP of -(rating/4) for the ranged component.&lt;br /&gt;
***The melee component shall use the Blades skill, with an Accuracy of 3, a reach of 1, a DV of (Strength + 1) physical, and an AP of -1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Whammy&#039;&#039;&#039; (Page 40, Street Lethal) shall act as listed, and additionally, shall be able to take a Complex Action in order to both fire the shotgun and swing the hammer at a single Barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morrissey Alta&#039;&#039;&#039; (Page 32, Street Lethal)&lt;br /&gt;
**The Morrissey Alta shall be Restricted, not Forbidden.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject Dazzler&#039;&#039;&#039; (Page 47, Street Lethal) shall cap at a Blinding Glare for unprotected eyes, and shall never inflict blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you did not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler - or anyone broadly in their direction - is to suffer the glare penalties or to take the Blind Fire penalty.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject PEP&#039;&#039;&#039; (Page 44, Street Lethal) shall be permitted, but it is a matter of official record that the explanation of &amp;quot;It shoots lasers to plasmatize your skin, then explodes that plasma&amp;quot; is marketing bullshit. How does it work? No clue, but not like that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Narcoject Trackstopper&#039;&#039;&#039; (Page 44, Street Lethal)&lt;br /&gt;
**The Narcoject Trackstopper shall be permitted, but with some hefty changes. It will apply the listed agility penalty as RAW to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from your body.&lt;br /&gt;
**In addition to allowing the foam to dissipate on its own, or using the special solvent, you may also attack the foam, which has 4 condition monitor boxes for each application you have successfully been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if your limbs are incapacitated by foam applications, you may still attack the foam with unarmed attacks, using an agility score of 1. This is likely to go poorly for you unless you are trained in unarmed, but c&#039;est la vie.&lt;br /&gt;
**Being incapacitated by the foam does not preclude defense tests, though it may well make Agile Defender less desirable.&lt;br /&gt;
**The ammo capacity is 6(m), with a full reload of 6 shots taking up about a third of the backpack mechanism. Despite allusions to it, a single shot may not be split across multiple targets.&lt;br /&gt;
**It can also be used to barricade doors or entries. A single application of foam can block off about one square meter, vertically, of hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and it&#039;s soak values) before carrying through into the door... assuming you&#039;re clever enough to turn the doorknob when you bash into it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Arms Praetorian&#039;&#039;&#039; (Page 134, Cutting Aces)&lt;br /&gt;
**Accuracy code should read 4(5), not 4(6).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Onotari HL-13&#039;&#039;&#039; (Page 38, Street Lethal) shall use Automatics rather than Firearms for its configuration roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Osmium Mace&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**Requires two hands to wield.&lt;br /&gt;
**In the event an osmium mace is made a weapon focus, your Charisma shall determine its variable stats in astral space.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Remote Cyberhand&#039;&#039;&#039; (Page 130, Rigger 5.0) shall use the following stats when operating as a drone: Handling 5, Speed 1(G), Acceleration 1, Body 1, Armor 1, Pilot 2, Sensor 1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Renraku Red Samurai Katana&#039;&#039;&#039; (Page 132, Street Lethal) shall be permitted, however, PC possession shall incur the Wanted negative quality automatically, with a bounty of 50,000 nuyen. This may be bought off with 20 karma, 40,000 nuyen, or any combination thereof (2000 nuyen to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause you to retain the bounty until your death.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Shaman Tuxedo&#039;&#039;&#039; (Page 143, Cutting Aces) shall be modified thusly&lt;br /&gt;
**The price will be modified to 16000 nuyen.&lt;br /&gt;
**The availability will be 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;
*&#039;&#039;&#039;Subliminal Subacoustics&#039;&#039;&#039; (Page 146, Cutting Aces)&lt;br /&gt;
**Emotions that fit are GM discretion, and their decision is final.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tailored Perfume/Cologne&#039;&#039;&#039; (Page 143, Cutting Aces) &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;
*The &#039;&#039;&#039;Ultimax Rain Forest Carbine&#039;&#039;&#039; (Page 32, Gun H(e)aven 3) shall use the missions FAQ errata [http://files.meetup.com/363658/Shadowrun%205%20Missions%20FAQ%20Update%20v1.1.1.pdf linked here].&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Urban Explorer Daedalus&#039;&#039;&#039; (Page 47, Street Lethal) cannot be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vault of Ages&#039;&#039;&#039; (Page 193, Forbidden Arcana)&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 a size dependant 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;
*The &#039;&#039;&#039;Wuxing-Armstech PTL-02&#039;&#039;&#039; (Page 133, Street Lethal) shall be permitted, but note that it only functions underwater.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Looper Rounds&#039;&#039;&#039; (KC 49) shall be permitted, but rather than using the text written, refer to the following: Looper Rounds are available for 200 nuyen for every 10 rounds, and have an availability of 12R. When they strike a valid device - a sensor, a visual device, or an audio device - they loop the last five seconds over again for the next minute. They are programmed to account for things such as clocks, but crowds or complex changes of scene will reveal the deception. Physical examination of the device will note the round attached, and direct matrix examination with Matrix Perception will note the effects after they have run their course. In order to affect worn gear, a called shot at -6 is necessary. They have a maximum accuracy of 2, require 1 net hit to attach, deal no damage of any kind, and may not be used against any device paid for with essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ArrowLink&#039;&#039;&#039; (KC 52) shall be permitted. The existing types, cost and availability, and rules for attaching and removing the arrow or cord shall remain in place. However, instead of ignoring noise, the ArrowLink provides a direct connection through touchlink technology to the target struck. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything meaningfully larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them. They are available for Bows, Trollbows, Pistol Crossbows, and Light/Medium/Heavy Crossbows. In order to benefit from the direct connection, one must plug a device into the cord at the firer&#039;s end, and they can not provide any connection to a targeted device paid for by essence (Devices on the firer&#039;s end may be paid for with essence, if desired.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Faceless&#039;&#039;&#039; (KC 57) shall be permitted. Double the cost and availability of the base item (thus, it is Rating*4F and Rating*1000 nuyen.) 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. Generic Face versions may function as plain Faceless, and Specific Face versions may function as Generic Face or Faceless. 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 [[#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;
*&#039;&#039;&#039;Booster Clouds&#039;&#039;&#039; (KC 57) shall be permitted. Rather than a spray can, they shall be an inhaler. They affect only one person for 3 combat turns. They are not affected by wind and must be triggered physically by the person benefiting from them. They do not stack with themselves - only the greatest bonus to a single action applies. Disregard the &amp;quot;Custom Case&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Chips&#039;&#039;&#039; (KC 59) shall be permitted. &amp;quot;Armor Defeating&amp;quot; will apply to Attack, &amp;quot;Slick WIlly&amp;quot; to Sleaze, &amp;quot;Data Dynamo&amp;quot; to Data Processing, and &amp;quot;Fortified&amp;quot; to Firewall. They have no impact on one&#039;s mental attributes. The damage is resisted with Body alone and is treated as Fading for the purposes of healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Security Decks&#039;&#039;&#039; (KC 61) shall be permitted as-is. Note that the Encryption program is not factored into the attribute array.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Warrior&#039;&#039;&#039; (KC 62-63) shall be permitted as-is. Note that a bonus to the limit on sleaze tests does not alter the actual Sleaze attribute.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The EVO Sublime&#039;&#039;&#039; (KC 62-63) shall be permitted. Disregard the requirement that it be implanted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Destiny Blade&#039;&#039;&#039; (KC 63) shall be permitted as-is. Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kitbashed Sleeper&#039;&#039;&#039; (KC 63) shall be permitted as-is. As usual for a technomancer using a device, they do not benefit from their Living Persona&#039;s attributes, though they can still use Resonance actions per its rules. The number of irreparable matrix boxes must be tracked on your character&#039;s wiki page after each run. The deck is still irreparably broken and unusable after it&#039;s natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of it&#039;s ultimately consumable nature.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cry Wolf&#039;&#039;&#039; (KC 65) shall be permitted. It shall cost the same as a normal Hacking Program and have the same availability, except that it is Forbidden. When someone running Cry Wolf would normally be struck by Convergence, they instead are alerted, and Convergence will strike again in 1d6 combat turns. This second Convergence may not be averted with Cry Wolf. After Convergence is delayed, the Cry Wolf program is deleted irrevocably. Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from it&#039;s effects for 24 hours after it triggers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DataJack Plus&#039;&#039;&#039; (KC 65) shall be permitted. It 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 by it&#039;s rating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EARRS&#039;&#039;&#039; (KC 66) shall be permitted, but the -10 penalty shall apply to all non-matrix, non-resonance actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The MCT Biolink&#039;&#039;&#039; (KC 67) shall be permitted. It 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;
*&#039;&#039;&#039;The Shiawase Cyber-6 RCC&#039;&#039;&#039; (KC 68) shall be permitted. Instead of it&#039;s 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;
*&#039;&#039;&#039;The SpinRad Global Skirmisher RCC&#039;&#039;&#039; (KC 68) shall be permitted. 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;
*&#039;&#039;&#039;The Horizon Flow commlink&#039;&#039;&#039; (KC 68) shall be permitted. It provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wuxing Frequency&#039;&#039;&#039; commlink (KC 68) shall be permitted. Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Saeder-Krupp Last Chance Link&#039;&#039;&#039; (KC 69) shall be permitted, Disregard irritation if worn by a PC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mobile CNC tac-app&#039;&#039;&#039; (KC 72) shall be permitted for use. Rather than what is written, it provides 6 bonus dice, allocated as desired amongst people connected to the PI-Tac&#039;s network, for Navigation tests and Combat Maneuvers. It also provides 2 Noise Reduction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield Wall tac-app&#039;&#039;&#039; (KC 72) shall be permitted. Rather than what is written, it shall provide +3 firewall to any linked device for the purposes of defending against any Attack action or any matrix or resonance action that could cause Matrix Damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tactical Program Dongle&#039;&#039;&#039; (KC 72) shall be permitted. It provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs 200 nuyen. A PI-Tac may only have one dongle attached. I have no idea why this exists.&lt;br /&gt;
&lt;br /&gt;
*The stat block for &#039;&#039;&#039;Gyrojet&#039;&#039;&#039; ammunition in the official errata for Run &amp;amp; Gun shall be ignored. The FN-AAL Gyrojet Pistol shall be allowed to use any type of ammunition, but it shall not be shareable between other classes of firearms (i.e., Gyrojet ammunition will not work in a Heavy Pistol, and vice versa). There are no changes to the stats or mechanics of the weapon itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PPP Vitals&#039;&#039;&#039; cannot be used with “heavy armor,” defined as base armors having Armor Rating 13 or more (like what’s described by the Hang Time adept power on page 171 of Street Grimoire). It will stack with any base armor of Rating 12 or lower.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PPP Arms/Legs/Vitals&#039;&#039;&#039; shall stack with Forearm Guards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personal Drone Rack&#039;&#039;&#039; is permitted. You may mount 2 personal drone racks per CCOB. Mounted drones have no movement and do not have initiative and do not gain initiative until the pass after they&#039;re deployed from the rack. These do not take up capacity in the CCOB unit.&lt;br /&gt;
&lt;br /&gt;
====Burner SINs====&lt;br /&gt;
&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;
====Krime Katalogue====&lt;br /&gt;
* The KRIME Vester (KK,3) is Classified as a holdout pistol&lt;br /&gt;
* The KRIME Heater (KK, 4) is Classified as a Light Pistol&lt;br /&gt;
* The KRIME Varmint Stocked pistol (KK, 5) is a Heavy pistol. It has - RC without the stock and 1 RC with the stock.&lt;br /&gt;
* The KRIME Chatter (KK, 6) is classified as a Machine Pistol.&lt;br /&gt;
* The KRIME Tradition (KK, 7) is classified as an SMG.&lt;br /&gt;
* Krime Saint Nicholas Carbine (KK,8) is Classified as a Carbine, the concealment of the weapon is changed to -2 if a character is wearing any armor or cloak with a concealment modifier.&lt;br /&gt;
* The AKM-97 (KK, 9), when used as a Carbine has its RC is changed to 0(1). When used as an Assault rifle, it has a RC of 1.&lt;br /&gt;
* The Krime Ditch Combination Gun&#039;s (KK, 10) rifle component is a sporting rifle.&lt;br /&gt;
* The Krime Stopper-II (KK, 11) is classified as a shotgun.&lt;br /&gt;
* The Krime Junior Carbine (KK, 12) is classified as a Carbine.&lt;br /&gt;
* The Krime Soldier (KK, 13) is classified as a Sniper Rifle.&lt;br /&gt;
* The Krime KAR-97-H (KK, 14) is classified as an LMG&lt;br /&gt;
* The Krime Monster (KK, 15) is classified as an MMG&lt;br /&gt;
* The Krime Confederate (KK, 15) has its availability changed to 20F on ShadowHaven&lt;br /&gt;
* The Krime T-Shirt Cannon (KK, 17) may be fired with Longarms, automatics, or heavy weapons&lt;br /&gt;
* The Krime Escalation (KK, 18) is classified as a rocket launcher, you may matrix perceive with the Krime Escalation&lt;br /&gt;
* The Krime Penetrators Buckshot Shells (KK, 24) uses flechette rules.&lt;br /&gt;
* The Krime Runner (KK, 28) may not be equipped with a grenade.&lt;br /&gt;
* The Krime Barco De Pesca (KK, 38) has a speed attribute of 4.&lt;br /&gt;
&lt;br /&gt;
====Military/Future Weapons====&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons are banned in their entirety, with no player use permitted. GMs may make use of them with approval per our [[GM_Rules#Needs_Approval|GM Rules]], but players may not obtain/retain such items or use them outside the scope of the single run.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology-Dassault Blood Hawk Mk 1&#039;&#039;&#039; (Page 53, Street Lethal) shall be 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;
&lt;br /&gt;
*The &#039;&#039;&#039;Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System&#039;&#039;&#039; (Page 55, Street Lethal) shall be permitted, but 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 25m, 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 on point of fuel, while using it as a free action takes two point. 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 didn&#039;t 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;
**&#039;&#039;&#039;The Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System shall cost 50,000 nuyen, and have an availability of 18F. Refuels shall cost 250 nuyen, and have an availability of 16F.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maker Mags&#039;&#039;&#039; (Page 75, Street Lethal) shall be permitted, but cannot be used to make Depleted Uranium rounds, to reduce Thematics team migraines. The extended magazine is treated as the +2 concealability version from Hard Targets. Maker grenades shall not be permitted. It is worth noting that you may, as usual, purchase multiple of an item with a single availability roll, increasing the delivery time based on the total cost of the purchase.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
&lt;br /&gt;
*The Haven will assume 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 will take penalties deemed appropriate by the GM. They will 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;
====Cyberlimb Armor Limitations====&lt;br /&gt;
&lt;br /&gt;
*Cyberlimbs shall limit armor to 1 for hands and feet, 2 for partial limbs and partial skulls, and 3 for full limbs and full skulls.&lt;br /&gt;
*In the case of modular cyberlimbs, only the section with the highest armor applies.&lt;br /&gt;
&lt;br /&gt;
===Better Than Bad&#039;s New Uses for Karma and Street Cred===&lt;br /&gt;
&lt;br /&gt;
The &#039;New Uses for Karma and Street Cred&#039; on page 164 of Better than Bad are in effect, except where noted below.&lt;br /&gt;
&lt;br /&gt;
*The rules for purchasing additional loyalty and connection with contacts on page 164 are not in effect, superseded by our own [[Contact Rules]].&lt;br /&gt;
&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 &#039;Faction Rep&#039;, as Mechanics Team suspects, this is also superseded by our own rules.&lt;br /&gt;
&lt;br /&gt;
===Addiction Rules===&lt;br /&gt;
&lt;br /&gt;
*Each time you take an addictive substance, you will immediately make an addiction test. &lt;br /&gt;
**For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.)&lt;br /&gt;
**For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.)&lt;br /&gt;
**For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools 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;
&lt;br /&gt;
===BTL and Drug Stacking===&lt;br /&gt;
&lt;br /&gt;
*BTLs do not stack with drugs. They cause drug interactions like drugs, and overdose 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 WIL before factoring in Narco). In either case overdose applies.&lt;br /&gt;
&lt;br /&gt;
===Critter Rules===&lt;br /&gt;
*Training Time&#039;s on Critters are removed&lt;br /&gt;
*Critters also have their own edge pool they may spend from via rules from SR5 pg.56&lt;br /&gt;
&lt;br /&gt;
====Critter Tricks====&lt;br /&gt;
&lt;br /&gt;
*All animals are able to learn LOGx2 tricks, with domesticated animals able to learn LOGx3.&lt;br /&gt;
*Animals are considered to know 2 tricks at character generation.&lt;br /&gt;
&lt;br /&gt;
====Techno-Critters====&lt;br /&gt;
&lt;br /&gt;
*Techno-critters, being almost impossible to train, shall 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;
====Animal Availability====&lt;br /&gt;
&lt;br /&gt;
*[[Animal_Availability|See Here]]&lt;br /&gt;
&lt;br /&gt;
===Melee attacks and Immunity to Normal Weapons===&lt;br /&gt;
&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;
===Movement Power===&lt;br /&gt;
&lt;br /&gt;
*For living targets, The Movement Power shall add Force to or subtract 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 shall be 0, but even with a score of 0 for determining movement rate, a character shall be able to move at a walking rate of 1 meter and a running rate of 2 meters.&lt;br /&gt;
*The Movement Power does not function on vehicles.&lt;br /&gt;
*Additionally, the clause about &amp;quot;only functioning in terrain the creature controls&amp;quot; shall be stricken, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
&lt;br /&gt;
===Altered Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reckless Hacking&#039;&#039;&#039; (KC 37) shall function as written, except that glitches and critical glitches function at the discretion of the GM (as usual), and any action which is performed while Recklessly Hacking builds Overwatch Score and is considered illegal, even if it normally would not. Reckless Hacking may only performed for opposed actions. A Reckless Data Processing or Firewall action, whether successful or not, alerts the owner of the device akin to a failed Attack action, though it does not grant a mark, cause any damage, or give away your location. It may never substitute for ownership, or for a number of marks greater than 3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Calibration&#039;&#039;&#039; (KC 37) shall function as written, except that it will be a complex action. For clarity&#039;s sake, &amp;quot;One per persona&amp;quot; means that you require a mark on the persona of each person you are attempting to perform the action on, you may perform it on a number of personas up to your data processing score, and their initiative - meat or matrix - will increase by 1 point for every 2 full hits you receive on your test. The bonus initiative goes away at the end of the combat turn. Calibration and Leadership function similarly. A character can only benefit from a single source providing Calibration or Leadership tests in a given combat turn, and a character providing Calibration or Leadership tests may not benefit from any Calibration or Leadership tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Denial of Service&#039;&#039;&#039; (KC 37) shall function as follows: With a simple action, make a Cybercombat + Logic [Attack] vs. Willpower + Firewall opposed test, targetting a device you have at least one mark on. The net hits on this test are applied as a dice pool malus to any actions performed using that device until the start of the next combat turn. If performed multiple times on the same device, only the greatest penalty applies. This action is not subject to the normal rules about making multiple attacks - if you wish, you can spend two simple actions in the same Action Phase to perform it twice with your full dice pool, or spend a simple action to perform Denial of Service and another Simple Action to perform a different attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I Am The Firewall&#039;&#039;&#039; (KC 38) shall function as follows: As a complex action on your turn, perform a Computer + Intuition &amp;lt;nowiki&amp;gt;[Data Processing]&amp;lt;/nowiki&amp;gt; test. The hits on this test are bonus dice on defense tests performed by all teammates from whom you are receiving an AR feed. The bonus dice last until the end of the next initiative pass, and apply to any physical defense tests. You may receive an AR feed from a number of teammates not exceeding your Data Processing attribute. You must share a feed with your decker. Under assumed competence, we will assume you are almost always sharing unless you state otherwise, as long as you have a device capable of giving an image feed. If you are not sharing a feed, to do so, use the Send Message action to send a decker your feed, which they can accept with no action. This requires some form of primary sensory input on their person, typically a camera (or cybereyes.) You must have a primary sense link to receive the benefits. This can be accomplished with either image link, sound link or a sim module connected with a DNI. You may also perform this action as an interrupt action, costing 5 initiative, and affecting only one teammate from whom you are receiving a feed for the same duration. Since this requires a conception of how the real world works, this action may not be undertaken by agents or sprites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Popup&#039;&#039;&#039; (KC 39) shall function as written, except that the penalty shall apply until the end of the combat turn, and it may target any persona with some form of sensory enhancement, including Smartlink or DNI, which is not in VR. One must still be able to see the persona, which typically - but does not always - require wireless to be on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squelch&#039;&#039;&#039; (KC 39) shall function as written. It prevents all use of the Send Message matrix action. It does not prohibit any other matrix action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subvert Infrastructure&#039;&#039;&#039; (KC 39) shall function as written. The target of the matrix action is the host you have the mark on and to which the devices being controlled are slaved. Simple Devices are to be most non-drone, non-vehicle devices with a DR of 1, with GM discretion making the final call on any given device. A device controlled by Subvert Infrastructure will make a single action (free, simple, or complex) that it is capable of and that is not an attack per combat turn, as ordered by the person performing the action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watchdog&#039;&#039;&#039; (KC 40) shall function as written. The mark placed by this does flow up to the master of the device, however, the special option and effects of the Watchdog action against the target marked do not.&lt;br /&gt;
&lt;br /&gt;
===Altered Martial Arts===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Vines&#039;&#039;&#039; shall be accessible by the Cowboy Way and Whip Fighting in addition to the techniques already listed within these styles respectively.&lt;br /&gt;
*&#039;&#039;&#039;Mana Strike&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Strike.&lt;br /&gt;
*&#039;&#039;&#039;Mana Choke&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Choke.&lt;br /&gt;
**Requires you to have subdued your opponent.&lt;br /&gt;
**Damage is resisted as drain. Body + Willpower for Adepts and Mundanes, Willpower + Drain Attribute for Magicians and Mystic Adepts. This damage cannot be healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
===Other Altered Mechanics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&lt;br /&gt;
&lt;br /&gt;
**When taking the Dive Attack action you also take damage equal to the number of meters fallen, as appropriate. This rule will apply to GMs as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**The Observant quality (Page 127, Street Lethal) shall be 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&#039;re serious. The game works better that way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Attacks With Launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**Direct attacks with launchers shall be permitted. In such cases, the defense test is resolved normally, and the immediate target may not Run For Your Life. Nearby targets may Run For Your Life. Net hits do not add to the damage roll. Misses, scatter, and glitches will follow the rules on (SR5 182).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemical Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**Command preparations may have their variables chosen at activation. All other preparations must have their variables chosen during the creation of the prep.&lt;br /&gt;
**Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exponential diminishing returns for Multiple Simultaneous Explosions====&lt;br /&gt;
&lt;br /&gt;
*The damage and AP from multiple simultaneous explosions is computed as per RAW except that the DV of explosions beyond the second are halved again for each additional explosion. So the first explosion causes full damage, the the next causes half, the following half again, etc., until you reach zero (note: round down). Each explosion improves the best AP by 1 for every additional explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
&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, and 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;
&lt;br /&gt;
====Riggers And Anthro Drones====&lt;br /&gt;
&lt;br /&gt;
Weapons held by rigged anthro drones may benefit from Hot-Sim and Control Rig bonuses.&lt;br /&gt;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
Repairing vehicles and drones will cost 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) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means it will cost 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;
&lt;br /&gt;
====Resisting Mind Magic====&lt;br /&gt;
&lt;br /&gt;
Any PCs, as well as any non-Grunt NPCs the GM deems fit, shall be excepted from the normal penalty to resist ongoing Mental Manipulation spells. NPCs with a Professional Rating are always subject to the aforementioned penalties.&lt;br /&gt;
&lt;br /&gt;
====Health and Edge Between Runs====&lt;br /&gt;
&lt;br /&gt;
Your PC will fully recover health and edge between runs unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
====WFTM / WFTP====&lt;br /&gt;
&lt;br /&gt;
After a run, you may convert karma into Nuyen (Working For the Man), or vice versa (Working For the People) at a ratio of 2000nY to 1 karma. This can be done up to 5 times per run. For example, your initial rewards for a run are 7 Karma and 10,000nY. You Work For the Man, converting 5 karma into 10,000nY, making your final rewards 2 Karma and 20,000nY.&lt;br /&gt;
&lt;br /&gt;
In any case, you must document this in the paperwork channel in discord. If you have a quality that taxes income, apply to tax to the initial amount you earn.&lt;br /&gt;
&lt;br /&gt;
====Burning out as a Mage====&lt;br /&gt;
&lt;br /&gt;
Any character whose current Magic Score reaches 0 is treated as burnt out. They permanently lose access to all magical abilities, the ability to raise their magic score, and any other features deriving from Magic. This brings Magic in line with Resonance. Any characters whose Magic score was 0 prior to Jan 31, 2018 are grandfathered, and may still raise their Magic score, assuming their maximum magic is above 0.&lt;br /&gt;
&lt;br /&gt;
====Optional Rules In Effect====&lt;br /&gt;
&lt;br /&gt;
*Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[#Other_Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
*We use the optional Drone Modification rules (Rigger 5.0, 122)&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
&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&#039;s a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
&lt;br /&gt;
====Initiative Stacking====&lt;br /&gt;
The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Edge&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Edge to Seize the Initiative or Blitz will function with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5d6 initiative dice. These also work in the Astral and Matrix.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Qualities&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative.)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Pain is Gain applies only to matrix initiative.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Lightning Reflexes will not stack with any drugs, adept powers, spells, cyberware, bioware, or generware. The defense die stacks normally. Lightning Reflexes will, uniquely, work in the Astral, but not Matrix VR.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Spells&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Adept Powers&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Other Magic&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or generware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Cyberware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Bioware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Geneware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Reaction Optimization, the poor thing, will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;As a reminder, drugs will not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Final Notes&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix and Rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Additional base dice, like those possessed by all shapeshifters and certain HMHVV Infected, are just that - base dice. They functionally stack with everything.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Called Shot Engine Block====&lt;br /&gt;
* Called Shot Engine Block shall remain unbanned for the reason that it has no effect on most 6th World Vehicles.&lt;br /&gt;
&lt;br /&gt;
==Custom Mechanics==&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
*The default is for players to choose their contacts from the already made [[:Category:Public Contacts|public contacts]]. We additionally allow as an option to create and stat out your own contact. [[Contact_Rules|Shadowhaven uses a custom contact system you can read about here]].&lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&#039;&#039;&#039;Note:&#039;&#039;&#039; If you create your own contact you can belay stating out the aspects. If the GM asks/lets you use it, the assumed dice pool is &amp;lt;code&amp;gt; Connection + Loyalty + Archetype Modifier + 2&amp;lt;/code&amp;gt;. It is best to fill out the Aspects, as you usually will be able to make use of more than 1 available aspect.}}&lt;br /&gt;
&lt;br /&gt;
===Buff to Adepts with No Augmentations===&lt;br /&gt;
&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. This includes mentors mask and exceptional attribute. For clarity’s sake this disallows infected and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
===Houserule to the Vehicle Crashes===&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;
&lt;br /&gt;
Rollover: A catchall 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. Players suffer speed*3 stun, and speed*3 physical at speed 5 and higher, capping at 15.&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In all cases, the vehicle’s speed is set to 0, and all vehicle mods that provide protection in some way still count in all cases.&lt;br /&gt;
&lt;br /&gt;
===Gear Aquisition===&lt;br /&gt;
&lt;br /&gt;
*You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). The exception to this is:&lt;br /&gt;
**You can&#039;t purchase Foci over Availability 19, even though they are otherwise upgradable and have a rating.&lt;br /&gt;
*Items beyond availability 19 may be obtained as run rewards with Thematics approval.&lt;br /&gt;
*The awakened or emerged may only gain a chance to purchase deltaware as a run reward for Semi-Prime or Prime runs.&lt;br /&gt;
**For mundane PCs, there are no restrictions on getting deltaware.&lt;br /&gt;
&lt;br /&gt;
====Acquiring gear under availability 12====&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
&lt;br /&gt;
You can upgrade (paying only the difference in cost) anything that has a rating, as well as cyberdecks and rigger control consoles and any cyberware or bioware. You must still make the availability roll for the upgrade.&lt;br /&gt;
&lt;br /&gt;
When upgrading a SIN using our upgrade rules, one may also upgrade the licenses attached to that SIN without making an availability test for each license. Only one test, for the base SIN, is required.&lt;br /&gt;
&lt;br /&gt;
Items with capacity may have new things put into the capacity without needing to rebuy the item. If this changes the availability of the item and/or it has its own availability, roll against the highest new availability. Notably this will extend to cyberlimbs and armor.&lt;br /&gt;
&lt;br /&gt;
====Refined Radical Reagents and Foci Made by Contacts====&lt;br /&gt;
&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;
&lt;br /&gt;
=== Subcontracting Other PC Shadowrunners ===&lt;br /&gt;
Shadowhaven officially encourages players to work with their game masters to subcontract other runners. Creativity and game master approval is the limit to subcontracts. They can range from just hiring a decker to drekpost to hiring a full team to do a sub-mission. You hire a rigger to escape from a scene of a crime or a street sam for extreme exterior remodeling. &lt;br /&gt;
&lt;br /&gt;
===Misc. Lifestyle Rules===&lt;br /&gt;
&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;
&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 but 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;
&lt;br /&gt;
==== Traveler Lifestyle (Page 218, Run Faster) ====&lt;br /&gt;
When you pay rent or at character generation, roll on the 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. Second, SINner taxes should not be covered by Trust Fund.&lt;br /&gt;
&lt;br /&gt;
===Downtime Registering And Binding===&lt;br /&gt;
* Characters at the start of a run &#039;during downtime&#039; may attempt to Summon and then Bind one Spirit of Force up to their Magic, rolling as normal.&lt;br /&gt;
* Characters at the start of a run &#039;during downtime&#039; may attempt to Compile and then Register one Sprite of Level up to their Resonance, rolling as normal.&lt;br /&gt;
* In either case, Drain or Fading accrued is considered to be healed at the time the run starts.&lt;br /&gt;
* Binding or Registering during a run is conducted as normal.&lt;br /&gt;
&lt;br /&gt;
===Downtime Alchemy===&lt;br /&gt;
* During downtime players may fill a single Vault of Ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
* Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
* For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 4, rounded down, with a minimum of 1.&lt;br /&gt;
* Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
* Enchanting during a run is conducted as normal.&lt;br /&gt;
&lt;br /&gt;
===Mundane Ascension===&lt;br /&gt;
Mundane characters may undertake a story building ordeal much like awakened/emerged characters do. Ascensions have an eight week cooldown.&lt;br /&gt;
&lt;br /&gt;
Make up to 5 selections (including multiple copies of the same). Each selection replaces 1 RVP normally gained from the run. Purchasing high availability items falls under the purview of Thematics.&lt;br /&gt;
&lt;br /&gt;
* 5 karma towards a skill or martial art&lt;br /&gt;
* 20k nuyen towards non-ware. You may bank this across multiple ascensions.&lt;br /&gt;
* 6 karma towards qualities at post-gen price&lt;br /&gt;
* 4 karma towards Edge&lt;br /&gt;
* 10k nuyen towards &#039;ware. You may bank this across multiple ascensions.&lt;br /&gt;
* +20 Faction Rep&lt;br /&gt;
&lt;br /&gt;
===Mana Aspect Mechanic===&lt;br /&gt;
&lt;br /&gt;
Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.&lt;br /&gt;
&lt;br /&gt;
Mana Aspect Mechanic: An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the Rating of the MA, actions unrelated to it are unaffected, and actions in concert with it receive a bonus. Those without a magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the Mana Aspect divided by 2 (rounded down) fizzle out.&lt;br /&gt;
&lt;br /&gt;
==Rules Clarifications==&lt;br /&gt;
===Armor===&lt;br /&gt;
* PPP Arms (R&amp;amp;G, 70) and Forearm Guards (R&amp;amp;G 73) shall stack&lt;br /&gt;
===Drones===&lt;br /&gt;
*Multiple belt-fed ammunition bays (R5 124) may be installed into a single drone, each following the normal rules.&lt;br /&gt;
*Drone Racks&lt;br /&gt;
**A large drone rack can hold one of these:&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;
** Micro Drone racks can still hold 10 Micro drones, though the design is different enough that they aren’t compatible with holding other types of drones (or having micro drones fit into bigger racks).&lt;br /&gt;
===Drugs===&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;
*It is the stance of ShadowHaven that, mechanically, drugs are not toxins and are not subject to immunity to toxins.&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
===== Cyberware =====&lt;br /&gt;
Centaur body is just the 4 legs for capacity.&lt;br /&gt;
&lt;br /&gt;
===== Weapon Modificaiton Clarifications =====&lt;br /&gt;
In order to benefit from a Stock slot modification, a weapon must be wielded in two hands. This can be done even with one handed weapons, such as SMGs,&lt;br /&gt;
&lt;br /&gt;
Motorized Folding stock listed price is the same for the standard Simple Action stock. Activating the motor wirelessly is a free action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Melee and Thrown&#039;&#039;&#039; - Melee and thrown weapons (except for grenades) may not take any modifications except for a grip modification, &amp;quot;Custom Look&amp;quot;, &amp;quot;Overclocked&amp;quot;, &amp;quot;Sling&amp;quot;, &amp;quot;Tracker&amp;quot;, &amp;quot;Weapon Commlink&amp;quot;, &amp;quot; Plasteel/Ceramic Components&amp;quot;, and &amp;quot;Weapon Personality.&amp;quot; They can make use of holsters, if the weapon is appropriately sized. Grenades may not take any modifications whatsoever.&lt;br /&gt;
* &#039;&#039;&#039;Tasers&#039;&#039;&#039; - Tasers have access to the Top, Side, and Internal slots by default. They are one handed.&lt;br /&gt;
* &#039;&#039;&#039;Holdouts&#039;&#039;&#039; - Holdouts cannot take any modifications that require slots. They are one handed.&lt;br /&gt;
* &#039;&#039;&#039;Pistols&#039;&#039;&#039; - Light, Heavy, and Machine Pistols have access to Top, Barrel, Side and Internal slots by default. They are one handed.&lt;br /&gt;
** &#039;&#039;&#039;Revolvers&#039;&#039;&#039; - In addition to the above, they may take ammo skip.&lt;br /&gt;
* &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039; - SMGs have access to the Top, Side, Barrel, Stock, and Internal slots by default. They are one handed.&lt;br /&gt;
* &#039;&#039;&#039;Carbines, ARs, Sporting Rifles, Snipers, Shotguns, MGs&#039;&#039;&#039;- Carbines, Assault Rifles, Sporting Rifles, Sniper Rifles, Shotguns, and all categories of Machine Guns have access to all slots by default. They are two handed.&lt;br /&gt;
* &#039;&#039;&#039;ACs and Launchers&#039;&#039;&#039; - Assault Cannons, Grenade Launchers, Rocket Launchers, and Missile Launchers have access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two handed.&lt;br /&gt;
* &#039;&#039;&#039;Flamethrowers&#039;&#039;&#039;, including Flame Bracers, cannot take any modifications that require slots. They are two handed.&lt;br /&gt;
* &#039;&#039;&#039;Crossbows&#039;&#039;&#039; - Light, Medium, and Heavy crossbows have access to the Top, Side, Stock, and Internal slots. They cannot take Electronic Firing. They are two handed.&lt;br /&gt;
** The Ranger Sliver Pistol Crossbow has access to the Top, Side, and Internal slots. It cannot take Electronic Firing. The Ranger Sliver Pistol Crossbow is one handed, and has a concealability modifier of +0.&lt;br /&gt;
* &#039;&#039;&#039;Bows&#039;&#039;&#039; - Bows, including the Krime Trollbow and the Dynamic Tension Bow, are obligate two handed weapons. They cannot be fired in one hand by taking a penalty. The Krime Trollbow and Dynamic Tension Bow as well as Compound Bows can take an Internal Smartgun System and a grip modification, as well as a probably superfluous laser sight. Traditional bows can take a grip modification, a probably superfluous laser sight, and their own special breakdown system detail on Hard Targets P197. Bows have access to top slots as well.&lt;br /&gt;
** The Winchester Airbow has the same slots as detailed in RAW. It is two handed and has a concealability of +6.&lt;br /&gt;
** PEPS - The Narcoject PEP has the same slots as detailed in RAW. It is one handed and has a concealability of +0.&lt;br /&gt;
* &#039;&#039;&#039;Excluded Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list cannot take any modifications except for grips.&lt;br /&gt;
** Any weapon which has a paid essence or capacity cost, typically cyberweapons and bioweapons, are incapable of taking any modifications, grips included, except for those specifically called out in RAW.&lt;br /&gt;
** The Tiffani Elegance Shooting Bracers. They are treated as one handed at concealability +0 for spotting it, though they retain the RAW modifier to discern the true function. They cannot benefit even from grips, but cannot be disarmed by called shots or similar effects.&lt;br /&gt;
** The SA Retiarus Net Gun (Basic and XL.) They are treated as two handed at concealability +6.&lt;br /&gt;
** The Mortimer of London &amp;quot;Trafalgar&amp;quot; Gun Cane and Knockoff Gun Cane. They are treated as one handed.&lt;br /&gt;
** Bolas (Regular and Monofilament). Bolas are one handed and have a concealability of +4. Additionally, bolas cannot take grips.&lt;br /&gt;
** Blowguns. Blowguns are one handed and have a concealability of +2.&lt;br /&gt;
** The Ares Giantslayer Slingshot. Slingshots are obligate two-handed weapons - you cannot take a penalty to wield them in one hand, due to their nature - with a concealability of +0.&lt;br /&gt;
** The Micro Flare Launcher. Micro Flare Launchers are typically one handed weapons with a concealability of -2.&lt;br /&gt;
** The Modified Spray Pen and The Pepper Punch Pen may only take grips.&lt;br /&gt;
* &#039;&#039;&#039;Pistol-sized Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list has access to the Top and Internal slots by default. They are one-handed and count as pistol-sized with a concealability of +0. Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Parashield Dart Pistol, The Ares Redline Laser Pistol, The FN-AAL Gyrojet Pistol (In addition to the above, the Gyrojet pistol has access to the Barrel slot and Electronic Firing, but not Suppressors), The Narcoject Gas Gun, The Narcoject Trackstopper, The Narcoject Dazzler (This only applies to the standalone version, &#039;&#039;&#039;not&#039;&#039;&#039; the weapon modification version.)&lt;br /&gt;
* &#039;&#039;&#039;Submachine Gun-sized Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list has access to the Top, Side, Stock, and Internal slots by default. They are one-handed and count as SMG-sized with a concealability of +4. Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Ares Lancer MP Laser, Ares Screech Sonic Rifle, Grapple guns (regular and tactical), &lt;br /&gt;
* &#039;&#039;&#039;Carbine/Assault Rifle-sized Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list has access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two handed and count as rifle-sized with a concealability of +6 Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Ares S-III Super Squirt, The Fichetti Pain Inducer, The Aquadyne Shark-XS Harpoon Gun, The Standard Harpoon Gun, The Ares Armatus (Laser Shotgun)&lt;br /&gt;
* &#039;&#039;&#039;Sniper-sized Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list has access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two handed and count as rifle-sized with a concealability of +8. Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Parashield Dart Rifle, The Ares Archon Heavy MP Laser, The Ares Thunderstruck Gauss Rifle.&lt;br /&gt;
&lt;br /&gt;
=== Martial Arts ===&lt;br /&gt;
Martial Arts techniques (including actions) may be taken twice to increase the benefit from 1 to 2 unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
===Infected Mechanics===&lt;br /&gt;
* Q: When can I pick my first optional power after chargen?&lt;br /&gt;
** A: After your first run.&lt;br /&gt;
*Banshees and vampires can not take state of purity.&lt;br /&gt;
===Spirits===&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
* An Ally Spirit has materialization if you follow a materialization tradition, possession if you follow a possession tradition, and inhabitation if you follow an inhabitation tradition.&lt;br /&gt;
*Ally Spirits with materialization may be given additional materialized forms based on the spirits in your tradition (ex. fire, water, earth, etc.)&lt;br /&gt;
====Channeling====&lt;br /&gt;
* When channeling a spirit, the magician continues to use their own mental attributes, and special attributes. If they choose to spend a service to give control of their body to the spirit, the spirit in control of their body will use its own mental attributes, and special attributes. In either case the spirit&#039;s initiative dice are used.&lt;br /&gt;
* A Power Focus bonded to the magician continues to work while the magician is in control.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Q: The Guard critter power explicitly protects against drowning, RAW. Does this mean you can hold your breath forever underwater? Vampires under the effect can&#039;t go dormant? Does it apply to cave-ins (should they occur in actual caves or something)?&lt;br /&gt;
** A: It’s about preventing accidents from occurring. Saving someone from drowning could easily be interpreted as, say, making a weight tied to your ankle slip off, or making it so you don’t fall off the boat when a wave hits. It’s not “you get to breathe underwater now.”&lt;br /&gt;
* Q: Do [Element] Aura (SG 115) and Energy Aura (Critter Power, CRB), stack? IE: can one summon a spirit of air, give it energy aura (electric) and then cast [electric] aura on it? What if the two elements/energies are different?&lt;br /&gt;
** A: Energy auras that overlap do not stack. The higher aura takes priority.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Spells have AP based on their force if described in the spell. Fire-based spells do not get AP other than that. [Element] Aura spells do not have AP.&lt;br /&gt;
&lt;br /&gt;
=== Grey Mana ===&lt;br /&gt;
Affects active uses of magic, but not passive uses of magic, when worn by someone you are targeting. Notably this will mean that Critical Strike, Killing Hands, Improved Ability (Skill), and so on are not affected by Grey Mana on targets, but Adept Accident, Adept Spell, and similar are.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* Metahuman adaptation is meaningless on the Shadowhaven, please ignore any mentions of it.&lt;br /&gt;
*When using Cleansing, Cleansing applies to the cleansing character and any preparations used in the same BGC prepared by that character. When used by an Enchanter, Disenchanting may substitute for Counterspelling in the Cleansing check.&lt;br /&gt;
*Orks and Trolls are able to use their natural weapon (tusk) with +2 accuracy, and trolls able to use the natural weapons (horns) at +2 accuracy.&lt;br /&gt;
&lt;br /&gt;
==Traveler Lifestyle Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Traveler Lifestyle Table&lt;br /&gt;
|-&lt;br /&gt;
|Die Result&lt;br /&gt;
|Name&lt;br /&gt;
|Location&lt;br /&gt;
|Comforts and Necessities&lt;br /&gt;
|Security&lt;br /&gt;
|Neighborhood&lt;br /&gt;
|Assets, Services, and Outings&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Crusher 495 Community Outreach Shelter&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Bat Cave (Sociology), Sports Court (Small, Basket Ball)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|R@-Pack Hacker Den&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Global Grid Subscription (Ares), Global Grid Subscription (NeoNet),Global Grid Subscription (MCT), Local Grid Subscription (Seattle), Bat Cave (Computer Science), Bat Cave (Matrix Design)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Redmond Public Pool Supply Shack&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Swimming Pool&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Redmond Public Pool Supply Shack&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Swimming Pool&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|YMAC, Puyallup&lt;br /&gt;
|Puyallup&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Swimming Pool, Gym, Sports Court (Small, Handball)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Underworld 93 Store Room&lt;br /&gt;
|Puyallup&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Patron of the Arts(Underworld 93)&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|The Fish &amp;amp; Chips Hole, Shadowrunner Hangout&lt;br /&gt;
|Puyallup&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den(Shadow Community, AROs of runners on the walls), Armory, Shooting Range, Local Bar Patron, Walk-In Freezer&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|The Fun Zone Arcade&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den(Arcades)&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Ghoul gang (Lunatic Horrors of Afterlife) Sewer hidout&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Indoor Arboretum, Subsistence Hutning/Gathering Rating 2, Escape Tunnel Rating 1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Nuno Implants United Cleanrooms&lt;br /&gt;
|Tacoma&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Cleaning Service, Cleaning Serivce (Mage Sensitive), Cleaning Service (Pollution Sensitive)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Alan&#039;s Refurbished Flooring, Shadowrunner Hangout&lt;br /&gt;
|Aurburn&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Discreet Cleaning Service,Discreet Deliveryman&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Recently abandoned factory&lt;br /&gt;
|Tacoma&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Yard&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Radioshack&lt;br /&gt;
|Renton&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Merchandise: Goods (Radio Shack PCD-500)&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Smuggling Tunnel&lt;br /&gt;
|Puyallup&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Private Room, Merchandise: Used Goods (Aztech Striker), Escape Tunnel Rating 4&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Islander Motel&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Garage (Boat), Local Grid Subscription (Seattle), Merchandise: Goods (Mitsubushi Waveskipper), Merchandise: Goods (Kawasaki Manta Ray)&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|U-stor-it Climate Controlled Storage&lt;br /&gt;
|Snohomish&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Garage (Small Car)&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Quick Rest Coffin Motel&lt;br /&gt;
|Ork Underground&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Indoor Arboretum, Local Grid Subscription (Seattle), Global Grid Subscription (Evo), Escape Tunnel (Rating 1)&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Sailor&#039;s Heart Motel&lt;br /&gt;
|Everett&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den (Maritime culture), Global Grid Subscription (Wuxing)&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Evergreen Ranch&lt;br /&gt;
|Snohomish&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den (Animal Husbandry)&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Into The Shadows, Theme Restaurant and Motel&lt;br /&gt;
|Downtown&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Bat Cave (Secuirty Design), Shooting Range&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Phase Shift Cybercafe and Motel&lt;br /&gt;
|Downtown&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|Bat Cave (Matrix Law),Patron of the Arts(E-Gaming @ Phase Shift), Global Grid Subscription (Aztechnology), Global Grid Subscription (Ares),Global Grid Subscription (Horizon), Global Grid Subscription (Sader-Krupp),&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Island House&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Ballyhoo Family Campground&lt;br /&gt;
|Renton&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Hotel Firangipani&lt;br /&gt;
|Bellevue&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|North Star Lodge&lt;br /&gt;
|Auburn&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Swiss Holiday Resort&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|Harpers Ferry Guest House&lt;br /&gt;
|Everett&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|LANcity Cybercafe and Motel&lt;br /&gt;
|Auburn&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|Zen Den (Trid Games), Global Grid Subscription (MCT), Global Grid Subscription (Shiawase),Global Grid Subscription (Horizon), Global Grid Subscription (Sader-Krupp), Global Grid Subscription (Renraku)&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Bywater Bed &amp;amp; Breakfast&lt;br /&gt;
|Bellevue&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Radisson Hotels &amp;amp; Resorts&lt;br /&gt;
|Everett&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Cousin&#039;s Country Inn&lt;br /&gt;
|Fort Lewis&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Higgins Beach Inn&lt;br /&gt;
|Ork Underground&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|Heritage Manor&lt;br /&gt;
|Outremer&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Thunderbird Motel&lt;br /&gt;
|Renton&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Loveless Cafe&lt;br /&gt;
|Downtown&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|Back Ground Count Motel&lt;br /&gt;
|Snohomish&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|Castamere Motel&lt;br /&gt;
|Tacoma&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Zen Den (Medieval Literature)&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Whispering Pines Cottages&lt;br /&gt;
|Auburn&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|Inn On Church Street&lt;br /&gt;
|Bellevue&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Country Inn-Somerset&lt;br /&gt;
|Everett&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|Huntington Country Inn&lt;br /&gt;
|Fort Lewis&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Hexagon House Bed &amp;amp; Breakfast&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Budget Host&lt;br /&gt;
|Renton&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|Aztec Motel&lt;br /&gt;
|Downtown&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|Lucas Palace, Luxury hotel&lt;br /&gt;
|Downtown&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|Manservant/Maid - Servant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Acknowledgement=&lt;br /&gt;
&lt;br /&gt;
The development of these house rules benefited from discussions with and content generated by the staffs and members of EmeraldGrid, Runnerhub, Adem Koebel&#039;s Mathsquad Community and ShadowNET. Further insight was gained by referring to the Shadowrun Missions rules.&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Template:Run_AAR&amp;diff=83165</id>
		<title>Template:Run AAR</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Template:Run_AAR&amp;diff=83165"/>
		<updated>2021-10-18T15:06:49Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&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=2082-MM-DD&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
&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|Runner1|Runner2|Runner3|Runner4}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
&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: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Tombstone&amp;diff=83112</id>
		<title>Tombstone</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Tombstone&amp;diff=83112"/>
		<updated>2021-10-17T00:30:22Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= FLR Street Samurai&lt;br /&gt;
|header2= &amp;quot;Got hit by a car&amp;quot;&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human (Infected - Ghoul)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 9&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 4&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = Trash-Cat&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=80&lt;br /&gt;
|Bonuses=60&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 2/19/2055&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=19&lt;br /&gt;
|Year=2055&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/u/1/folders/1ecTUPteRFdDOfd-gSOUByVhrCsxjgnwY Tombstone]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A ghoul street sam who currently lives in Puyallup. Specializing in using relatively close range firearms. Now trying to help others and figure out who caused their turning.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Help the Hellraisers live to see more days&lt;br /&gt;
&lt;br /&gt;
Find out who was responsible for the ghoul lab&lt;br /&gt;
&lt;br /&gt;
Strike back at whoever was responsible for the ghoul lab&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Born with a weak immune system, Mark was hospitalized at birth. Living in a hospital day in, day out all they could do was read and pray for a miracle. Well what came wasn&#039;t a miracle but a plague. The hospital was actually a secret corp site researching the ghoul infection when they got out. The entire hospital became a warzone. At the end of it only a few people walked out, some random ghouls, and Mark newly turned.&lt;br /&gt;
&lt;br /&gt;
With the infection coursing through their veins they knew they didn&#039;t have much time. Luckily a helpful street doc found them stumbling about and picked them up, helping them survive the infection and giving them some ware when some of the body was failing. Surviving the infection actually fortified her immune system and allowed him to live outside of a hospital bed. Unfortunately even then being a ghoul doesn&#039;t allow the same life they would be able to have as a normal human. Seeing that they couldn&#039;t rejoin normal society they decided to help others from the shadows.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Shoot First - Tombstone has a tendency to act before they think due to the large amount of hatred for ghouls&lt;br /&gt;
&lt;br /&gt;
Catlike - Got given the title Trash-Cat after a run where he perfectly impersonated a cat to stay stealthed after knocking down a metal trash can&lt;br /&gt;
&lt;br /&gt;
Tough as Nails (Physical) - Got hit by a car in the process of trying to kill an opposing street sam.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
SINer (National) - Before they were a ghoul they were a regular citizen. Now that they have turned they can’t go back to that life.&lt;br /&gt;
&lt;br /&gt;
Bad Luck - While in life they have been relatively lucky, it all seems to have been tinged with bad luck.&lt;br /&gt;
&lt;br /&gt;
Impassive - having seen the horror of the hospital, they have far less reaction than normal to these things.&lt;br /&gt;
&lt;br /&gt;
Phobia, Uncommon Mild (Squirrels) - Due to this otherwordly being not knowing what Tombstone is afraid of, they said &amp;quot;Fuck it, Squirrels&amp;quot; so here we are.&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;
{{HasContact|&lt;br /&gt;
|Name=Fiendest&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Doctor O+&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Nameless&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Gord &amp;quot;Twitch&amp;quot; Rodney&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Sahalé&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Movers&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Joyride&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Alexander-James Brodrick Johnson III&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Pump King Jack&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Hellraisers&lt;br /&gt;
|Position=Brick Wall&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|DateJoined=2082-08-14&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
+5 Streets of Redmond Rep&lt;br /&gt;
&lt;br /&gt;
+20 Streets of Seattle Rep&lt;br /&gt;
&lt;br /&gt;
+50 Shadows of Seattle Rep&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
Salish City Council -  We&#039;re wanted by them for stealing the thunderbird, however they only have descriptions, unclear footage, and signatures.&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=A large, flat inscribed stone standing or laid over a grave.&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Mark Carrel (National UCAS)&lt;br /&gt;
&lt;br /&gt;
Jacob Green (Rating 6) - Driver’s, Firearms, Weapons, Controlled Substance, Restricted Armor, Restricted Augmentations&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Never seen out of long-sleeves and jeans due to the allergy to sunlight.&lt;br /&gt;
&lt;br /&gt;
Has had extensive bioscultping done to look human.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A hooded armor jacket that is modded to be able to turn to whatever colour they feel like&lt;br /&gt;
&lt;br /&gt;
Some urban camo jeans&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A smiling white mannequin. The mouth will simulate real movement and when open shows shark teeth, still white.&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Tombstone&amp;diff=83110</id>
		<title>Tombstone</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Tombstone&amp;diff=83110"/>
		<updated>2021-10-17T00:26:25Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* Contacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= FLR Street Samurai&lt;br /&gt;
|header2= &amp;quot;Got hit by a car&amp;quot;&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human (Infected - Ghoul)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 9&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 4&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = Trash-Cat&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=80&lt;br /&gt;
|Bonuses=50&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 2/19/2055&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=19&lt;br /&gt;
|Year=2055&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/u/1/folders/1ecTUPteRFdDOfd-gSOUByVhrCsxjgnwY Tombstone]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A ghoul street sam who currently lives in Puyallup. Specializing in using relatively close range firearms. Now trying to help others and figure out who caused their turning.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Help the Hellraisers live to see more days&lt;br /&gt;
&lt;br /&gt;
Find out who was responsible for the ghoul lab&lt;br /&gt;
&lt;br /&gt;
Strike back at whoever was responsible for the ghoul lab&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Born with a weak immune system, Mark was hospitalized at birth. Living in a hospital day in, day out all they could do was read and pray for a miracle. Well what came wasn&#039;t a miracle but a plague. The hospital was actually a secret corp site researching the ghoul infection when they got out. The entire hospital became a warzone. At the end of it only a few people walked out, some random ghouls, and Mark newly turned.&lt;br /&gt;
&lt;br /&gt;
With the infection coursing through their veins they knew they didn&#039;t have much time. Luckily a helpful street doc found them stumbling about and picked them up, helping them survive the infection and giving them some ware when some of the body was failing. Surviving the infection actually fortified her immune system and allowed him to live outside of a hospital bed. Unfortunately even then being a ghoul doesn&#039;t allow the same life they would be able to have as a normal human. Seeing that they couldn&#039;t rejoin normal society they decided to help others from the shadows.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Shoot First - Tombstone has a tendency to act before they think due to the large amount of hatred for ghouls&lt;br /&gt;
&lt;br /&gt;
Catlike - Got given the title Trash-Cat after a run where he perfectly impersonated a cat to stay stealthed after knocking down a metal trash can&lt;br /&gt;
&lt;br /&gt;
Tough as Nails (Physical) - Got hit by a car in the process of trying to kill an opposing street sam.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
SINer (National) - Before they were a ghoul they were a regular citizen. Now that they have turned they can’t go back to that life.&lt;br /&gt;
&lt;br /&gt;
Bad Luck - While in life they have been relatively lucky, it all seems to have been tinged with bad luck.&lt;br /&gt;
&lt;br /&gt;
Impassive - having seen the horror of the hospital, they have far less reaction than normal to these things.&lt;br /&gt;
&lt;br /&gt;
Phobia, Uncommon Mild (Squirrels) - Due to this otherwordly being not knowing what Tombstone is afraid of, they said &amp;quot;Fuck it, Squirrels&amp;quot; so here we are.&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;
{{HasContact|&lt;br /&gt;
|Name=Fiendest&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Doctor O+&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Nameless&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Gord &amp;quot;Twitch&amp;quot; Rodney&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Sahalé&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Movers&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Joyride&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Alexander-James Brodrick Johnson III&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Pump King Jack&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Hellraisers&lt;br /&gt;
|Position=Brick Wall&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|DateJoined=2082-08-14&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
+5 Streets of Redmond Rep&lt;br /&gt;
&lt;br /&gt;
+20 Streets of Seattle Rep&lt;br /&gt;
&lt;br /&gt;
+50 Shadows of Seattle Rep&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
Salish City Council -  We&#039;re wanted by them for stealing the thunderbird, however they only have descriptions, unclear footage, and signatures.&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=A large, flat inscribed stone standing or laid over a grave.&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Mark Carrel (National UCAS)&lt;br /&gt;
&lt;br /&gt;
Jacob Green (Rating 6) - Driver’s, Firearms, Weapons, Controlled Substance, Restricted Armor, Restricted Augmentations&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Never seen out of long-sleeves and jeans due to the allergy to sunlight.&lt;br /&gt;
&lt;br /&gt;
Has had extensive bioscultping done to look human.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A hooded armor jacket that is modded to be able to turn to whatever colour they feel like&lt;br /&gt;
&lt;br /&gt;
Some urban camo jeans&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A smiling white mannequin. The mouth will simulate real movement and when open shows shark teeth, still white.&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=83103</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=83103"/>
		<updated>2021-10-16T19:49:51Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* Banned Ammo &amp;amp; Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=X-Card and Roleplay Safety Systems=&lt;br /&gt;
The [[Charter#1:_The_Right_Not_to_be_Forced_to_Continue_and_Abandon_or_Cease_Uncomfortable_Scenes_.28Global_X-Card.29|X-Card]] and similar roleplay safety systems shall be honored when used and treated with respect and dignity. See [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Approved Books==&lt;br /&gt;
&lt;br /&gt;
We don’t use anything that is German Exclusive Content. We also do not use the 2050 books. For specific instructions on setting up Chummer, see [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
*Assassin’s Primer&lt;br /&gt;
*Aetherology &lt;br /&gt;
*Battle of Manhattan&lt;br /&gt;
*Better Than Bad&lt;br /&gt;
*Bloody Business&lt;br /&gt;
*Book of the Lost&lt;br /&gt;
*Bullets and Bandages†&lt;br /&gt;
*Chrome Flesh&lt;br /&gt;
*Cutting Aces&lt;br /&gt;
*Data Trails&lt;br /&gt;
*Dark Terrors&lt;br /&gt;
*Forbidden Arcana&lt;br /&gt;
*Gun Heaven 3&lt;br /&gt;
*Hard Targets&lt;br /&gt;
*Howling Shadows&lt;br /&gt;
*Kill Code&lt;br /&gt;
*Krime Catalogue&lt;br /&gt;
*Lockdown&lt;br /&gt;
*No Future&lt;br /&gt;
*Rigger 5.0&lt;br /&gt;
*Run and Gun&lt;br /&gt;
*Run Faster&lt;br /&gt;
*Sail Away, Sweet Sister&lt;br /&gt;
*Shadow Spells&lt;br /&gt;
*Shadowrun 5th edition&lt;br /&gt;
*Shadows in Focus: Butte&lt;br /&gt;
*Shadows in Focus: Metrópole&lt;br /&gt;
*Shadows in Focus: San Francisco&lt;br /&gt;
*Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
*Splintered State&lt;br /&gt;
*Stolen Souls&lt;br /&gt;
*Street Grimoire&lt;br /&gt;
*Street Lethal&lt;br /&gt;
*The Complete Trog&lt;br /&gt;
*The Seattle Gambit&lt;br /&gt;
*The Vladivostok Gauntlet&lt;br /&gt;
&lt;br /&gt;
† Only sections titled &amp;quot;New Qualities&amp;quot; on page 11-12, &amp;quot;New Drugs, Toxins, and Pathogens&amp;quot; on pages 19-21, &amp;quot;New Spells and Powers&amp;quot; on page 21-22, and &amp;quot;New Gear&amp;quot; on pages 22-23.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
*Priority and Sum-To-Ten are the permitted character generation types. Karma Generation is not allowed. Most characters will be built using Standard rules (As opposed to Prime Runner/Street Level). However, it is possible to create characters using the [[#Creating Prime Runners|Prime Runner]] rules (see below).&lt;br /&gt;
&lt;br /&gt;
==Character Slots==&lt;br /&gt;
&lt;br /&gt;
*Players are allotted 3 character slots. They may buy additional slots for 10 [[GMP]] each. When doing this, post a comment to your r/Shadowhavenchargen thread with how much GMP you spent.&lt;br /&gt;
*Extralife prime slots are exempt from this limit.&lt;br /&gt;
&lt;br /&gt;
===Unretiring Characters===&lt;br /&gt;
&lt;br /&gt;
*Players may unretire a character so long as they haven&#039;t filled that slot yet. It isn&#039;t required, but it would be more fun if you included a short statement about how the character got dragged back into the shadows after escaping. For some examples: &lt;br /&gt;
&lt;br /&gt;
**you have 3 standard slots with 2 characters. You retire character #2 and have a 3rd character approved. As long as you don’t have a 4th character approved before unretiring character #2 you may unretire them.&lt;br /&gt;
**You have 3 slots filled with 3 characters. You retire 1 character and submit a new character. Eventually you retire another character or gain a new slot. You cannot unretire the first character retired.&lt;br /&gt;
**You have 3 character slots and 1 prime slot. You have 2 standard PC’s and 1 prime PC. You retire the prime PC and submit a new prime PC. Even though you have kept a slot open the entire time you may not ever unretire the first prime character, since the slot it was occupying has been filled.&lt;br /&gt;
&lt;br /&gt;
*Essentially, this is intended as a safeguard against people retiring their characters and regretting it, not as a way to allow people to play more characters than would normally be permitted.&lt;br /&gt;
&lt;br /&gt;
===Creating Prime Runners===&lt;br /&gt;
&lt;br /&gt;
*Players may purchase prime gen character slots at the cost of 100 [[GMP]] for their first purchase. Any additional slots cost an additional 100 [[GMP]] which is cumulative. &#039;&#039;&#039;(ex.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
**2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
**3rd PG Character Slot - 300 [[GMP]], etc...&lt;br /&gt;
&lt;br /&gt;
*Prime Generation slots purchased through our charity events are exempt from this cumulative price. You must always mark on your characters wiki page the source of the prime gen whether that is something like our extra life events or if it was purchased.&lt;br /&gt;
&lt;br /&gt;
==Attributes at Character Generation==&lt;br /&gt;
&lt;br /&gt;
*Physical and Mental Attributes with an unaugmented value of 1 represent severe handicaps. Often, these lead to poor gameplay, overly narrow characters, and/or a quick demise. As such, characters are limited to a single unaugmented attribute of 1, calculated using the full-body average for any cyberlimbs. Only permanent attribute augmentations count. Additionally, players will be expected to provide at least some in-game justification at chargen for such a handicap (e.g., paraplegic, metagenic defect, severe brain damage, etc.)&amp;amp;mdash;these are not just numbers on a sheet. &lt;br /&gt;
&amp;lt;!--**The sole exception to this rule is Pixies. Pixies are allowed to simultaneously maintain a BOD and STR value of 1 due to their low metatype maximums. However, they are not allowed to leave any other unaugmented attribute at 1.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Full Body Average===&lt;br /&gt;
&lt;br /&gt;
*For the purposes of determining &amp;quot;full body average&amp;quot; for Agility and Strength when cyberlimbs are involved, the average is determined using each limb and your torso (natural attribute). Cyberskulls should be disabled when [[Chummer_Setup#Character_Options|setting up chummer]].&lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
*AI are not permitted for PC use.&lt;br /&gt;
*The optional rules for playable Free Insect Spirits (Dark Terrors page 32) will not be used. At all.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
*We allow Ghouls, Vampires (Including the Sukuyan variant in Hard Targets), Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you.&lt;br /&gt;
*Optional Infected Powers may not be bought at chargen. You may buy your first optional power immediately following your first run.&lt;br /&gt;
&lt;br /&gt;
==Metasapients==&lt;br /&gt;
&lt;br /&gt;
*Pixies are not permitted for player use.&lt;br /&gt;
&lt;br /&gt;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
*We acknowledge that SURGED/Shifters/Extremely Body-Mod characters run up against other internet subcultures, but this community is not a place to explore such things. You should have an understanding of the lore, ramifications, and limitations of each type of character. Please contact Shadowhaven Chargen for resources regarding the nuanced lore of the SURGED, Shifters and Extreme Body-Modders. We would like your help in having these types of PCs represented in a way that enriches the Shadowhaven living campaign.&lt;br /&gt;
&lt;br /&gt;
*The Shadowhaven bans player characters intended to look like bug spirits, either through SURGE or body modding. To be clear, bug-themed PCs are fine. Extreme body modders with a bug theme are fine. Obvious cyberware designed to look like a bug is fine. But it must be apparent that you are not a bug spirit, otherwise mundane entities in the world would be compelled to fire upon you.&lt;br /&gt;
&lt;br /&gt;
==Skill Specializations==&lt;br /&gt;
&lt;br /&gt;
*You may purchase a specialization with skill points even if the rank (or ranks) in the skill were purchased with karma.&lt;br /&gt;
&lt;br /&gt;
==Initiations==&lt;br /&gt;
&lt;br /&gt;
*Initiations are not permitted at chargen.&lt;br /&gt;
&lt;br /&gt;
===Paradigm Shift===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift shall, rather than being a metamagic, be performed by paying the same amount of karma one would ordinarily have to pay to initiate. Thus, an uninitiated mage must pay 13 karma, while a IG 5 mage must pay 28. This does not increase initiate grade or the cost of future initiations. As part of this process, the mage will lose any current traditionalist benefits, if appropriate, and gain any new ones they qualify for based on IG and tradition, as appropriate. They will no longer benefit from their current lodge, and their reagents will be out-of-tradition and thus count for only half, barring special circumstances. Fetishes, spells, foci, and bound spirits (including Ally spirits) will remain. If there are any inconsistencies or questions about the process, contact a member of the council with your concerns.&lt;br /&gt;
*Note that this process does not require formal approval, though it should still be noted on your wiki page. This can only be performed during downtime, or with explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
*All PCs must have a fixer. You may create your own following our [[Contact Rules]], or select an [[:Category:Fixers|existing fixer]].&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
*ShadowHaven has minimum ages for PCs. With the exception of shifters, ShadowHaven PCs will have a minimum age of 18.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
*To prevent the chargen team from being overwhelmed, there is a 1 week waiting period between approvals of a player character. Once your character has been approved, we ask that you wait 1 week before submitting another character for review.&lt;br /&gt;
&lt;br /&gt;
==Sexual Themes==&lt;br /&gt;
&lt;br /&gt;
*We as a living community and leadership recognize that Shadowrun as a game and setting explores dark/mature themes. The ultimate bounds of what is acceptable will always be subjective based upon group and GM. In the case of our community, we strive for a standard that takes the setting material seriously and allows for the exploration of grittier themes while considering the comfort of the maximum amount of people.&lt;br /&gt;
&lt;br /&gt;
*To this end, submitted characters may not solely be vehicles for the exploration of sexual themes. This includes character art. Of note, cropped versions of hardcore or softcore pornography remain unacceptable after cropping due to their &amp;quot;bedroom eyes&amp;quot; quality. Discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
*Shifters by dint of what they are, will not be permitted either in backstory or play to explore/RP an intimate relationship with a metahuman. Cursory mention/RP of familial bonds/relationships with their own species is acceptable but should never be sexualized in any manner. As always, discretion lies with Chargen staff. Note that this rule explicitly covers Nagas, Centaurs, and Sasquatchs as well.&lt;br /&gt;
&lt;br /&gt;
==Banned Organisations for PCs==&lt;br /&gt;
&lt;br /&gt;
* Player characters may not belong to any organisation that seeks the mass-killing or genocide of any metatype, nationality, religion, the awakened, or the emerged.&lt;br /&gt;
&lt;br /&gt;
==Advisements==&lt;br /&gt;
===Lifestyle Location Advisement===&lt;br /&gt;
&lt;br /&gt;
*If your character&#039;s primary lifestyle is located outside of the city the mission takes place in and you lack a rail pass that is connected to the mission city, you will likely incur transportation fees and fatigue before runs, at GM discretion. The cost of a plane ticket between two cities is half the distance between the two cities in kilometers plus 100 nuyen. &lt;br /&gt;
**Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
===Social Skills Advisement===&lt;br /&gt;
&lt;br /&gt;
The council has ruled to officially recommend, but not require, at least 4 etiquette dice. Having low dice pools in etiquette can lead to difficulties on runs. The council will be unsympathetic if negative events happen in a run due to a low etiquette dice pool.&lt;br /&gt;
&lt;br /&gt;
=Maintaining a Character=&lt;br /&gt;
==Burning Edge==&lt;br /&gt;
&lt;br /&gt;
*On the ShadowHaven, characters shall remain playable after burning edge on most runs. This does not mean there is no hardship in a near-death experience, but players should be able to run with their character again with scars from their experience that are not overwhelming should they choose to continue to run.&lt;br /&gt;
&lt;br /&gt;
[[On Burning Edge|You can find information here on how burning edge works on ShadowHaven.]]&lt;br /&gt;
&lt;br /&gt;
==Gaining Positive Qualities and Buying off Negative Qualities==&lt;br /&gt;
&lt;br /&gt;
*Players are allowed to purchase positive qualities and buy off negative qualities, outside of character generation. [https://www.reddit.com/r/ShadowHavenBBS/comments/osq9qf/quality_purchasing_thread_6/ However, you must post in the quality purchasing thread.]&lt;br /&gt;
*Most qualities do not need approval, you simply need to post that you bought it in the thread and a justification for why you bought it, but some do. &lt;br /&gt;
**Qualities that require approval are approved by members of the Thematics Team. They also have veto power over all quality purchases. Below are qualities that must be approved by members of the thematics team, which is subject to expansion, or by a GM after a run:&lt;br /&gt;
***Made Man (Page 148, Run Faster)&lt;br /&gt;
***Chosen Follower&lt;br /&gt;
***Any Infected Quality (Page 136-141, Run Faster)&lt;br /&gt;
***SURGE III (Page 101, 103, 109, 111-123, Run Faster)&lt;br /&gt;
***Solid/Legendary Rep (Page 149, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
&lt;br /&gt;
*Training time for attributes, skills, martial arts and specializations will be removed.&lt;br /&gt;
&lt;br /&gt;
*Due to removing training time, several qualities must change. See [[#Qualities_affecting_Training|Altered Qualities]] below.&lt;br /&gt;
&lt;br /&gt;
==Delivery Time==&lt;br /&gt;
&lt;br /&gt;
*Delivery time while in-play on a table remains unchanged. GMs are free to and encouraged to allow immediate or near-immediate purchases of items at or below 12 availability, including illegal items, assuming the PCs are not under undue time pressure. GMs are free to truncate any other delivery time on their table as they deem fit.&lt;br /&gt;
&lt;br /&gt;
*Delivery time while not in-play on a table is immediate. A successful or tied availability test indicates that the player may add the item to their character’s sheet immediately for the appropriate cost. In the event that a character fails a test, they must wait twice the normal delivery time for that item before they may try again to acquire that item through the same vector. In this case, a vector is a particular PC rolling negotiation against availability to acquire an item (Note, one can not roll negotiation to get gear for another PC outside of a run), or an NPC rolling their appropriate Gear Acquisition roll as outlined in our [[Contact Rules]]. For example, a character who wishes to acquire an item with a RAW delivery time of 2 days may roll their negotiation themselves to acquire an item. If they fail, they may not attempt to roll for that item themselves again for 4 days. They may, however, still have an appropriate contact attempt to acquire it before that time.For these purposes, time is tracked in real time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |RAW Delivery Times&lt;br /&gt;
|-&lt;br /&gt;
|Gear Cost&lt;br /&gt;
|Cool down&lt;br /&gt;
|-&lt;br /&gt;
|Up to 100 nuyen&lt;br /&gt;
|6 hours&lt;br /&gt;
|-&lt;br /&gt;
|101 nuyen to 1000 nuyen&lt;br /&gt;
|24 hours&lt;br /&gt;
|-&lt;br /&gt;
|1001 nuyen to 10000 nuyen&lt;br /&gt;
|2 days&lt;br /&gt;
|-&lt;br /&gt;
|10001 nuyen to 100000 nuyen&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|More than 100000 nuyen&lt;br /&gt;
|1 month&lt;br /&gt;
|}&lt;br /&gt;
==Initiations and Submersions==&lt;br /&gt;
&lt;br /&gt;
*Initiations remain linked to real-life passage of time, however, the timeframes shall differ from RAW. An Awakened character may initiate for the first time immediately after the completion first run, but not prior.&lt;br /&gt;
*This does not require a roll, and does not take any time, but costs the normal amount of karma.&lt;br /&gt;
*The second initiation for a full Magician or Mystic Adept may not be undertaken until 6 real-life weeks have passed from the first initiation, requires no time or roll, and costs the usual amount of karma. &lt;br /&gt;
**Each additional initiation adds an additional 2 weeks to this timer. There is no upper cap on how long one must wait before initiating again. Other types of Awakened must wait half as long as Magicians and Mystic Adepts, but must still pay the normal karma cost.&lt;br /&gt;
**This means the formula for how long after your previous initiation you must wait in order to initiate again for Mystic Adepts and Magicians is (4+2*(Current Initiate Grade)) weeks.&lt;br /&gt;
**For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
*Submersions, as per RAW, have no roll required, no time, and no cooldown.&lt;br /&gt;
&lt;br /&gt;
===Ordeals===&lt;br /&gt;
&lt;br /&gt;
*Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
*Karma discounts for ordeal runs (initiation/submersion) do not count against RVP. The discount is more than made up by the danger inherent in a solo run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Nine Paths of Enlightenment (Page 140, SG) , Asceticism (Page 141, SG), Familiar (Page 142, SG), Hermit (Page 142, SG), Sacrifice (Page 142, SG), and Thesis/Masterpiece (Page 142, SG) initiatory ordeals are banned.&lt;br /&gt;
*Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) require a run focused around them.&lt;br /&gt;
*Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. &lt;br /&gt;
**Geas must also be noted on the PC&#039;s wiki page in a separate section so GMs can easily interact with them.&lt;br /&gt;
&lt;br /&gt;
==Medical Needs and Downtime==&lt;br /&gt;
&lt;br /&gt;
*All health is restored at the end of a run, unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
*Cyberware, bioware, geneware, and other augmentations requiring surgery or vat time are installed instantly, without the need for healing.&lt;br /&gt;
&lt;br /&gt;
==Downtime Edge==&lt;br /&gt;
&lt;br /&gt;
*If edge is used during downtime, it can be regained after the start of the next run. (That is, you start with the lost edge but start regaining it with normal rest in play.) At the end of a run, all edge is regained.&lt;br /&gt;
&lt;br /&gt;
==Character Development Points==&lt;br /&gt;
&lt;br /&gt;
*Contacts can be purchased and upgraded via [[CDP]], a new system that encourages story driven character growth outside of core competencies. CDP (Character Development Points) are a new run reward separate from RVP. It can be used to upgrade knowledge skills and buy or upgrade contacts. It may not be used for any other purpose. GMs should feel free to suggest CDP expenditures to reflect lessons learned and contacts made during a run. Players can work together and contribute CDP to a public contact to globally boost that contact’s Connection Rating. For the purposes of awarding contacts on a run at GM discretion, the GM may convert RVP from the run rewards into CDP at an exchange rate of 1 [[RVP]] = 2 CDP. This may be used for Buying Contacts or Upgrading Contacts in accordance with the [[Contact_Rules#Buying_and_Upgrading_Contacts|contact rules]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 2 CDP per run, this can be increased with thematics approval for low payout (for example hooding) or failed runs.&lt;br /&gt;
&lt;br /&gt;
*CDP can alternatively be spent on knowledge skills, at a rate equivalent to karma. While not required, it is considered tradition to spend some CDP on knowledge skills which reflect the runs your character has been on, showing things learned over their career.&lt;br /&gt;
&lt;br /&gt;
==Resubmit Rules==&lt;br /&gt;
&lt;br /&gt;
===Voluntary Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*At any given time, a player may choose to resubmit an approved character for a respec or full rebuild. The resubmitted character must go through the approval process again. The character can keep run rewards from one previous run it was on, before the resubmit. It loses all other run rewards, initiations, metamagics, post-gen gear, etc. GMP invested into the character is not refunded. A character may be resubmitted as a prime-gen character should the player have an open prime slot.&lt;br /&gt;
&lt;br /&gt;
===Triggered Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*Occasionally, the rules on ShadowHaven may change. This could be due to the release of a new book, recognition that a mechanic is problematic, or introduction of new house rules or a new ruling. When this happens, council may allow full or partial resubmits for some or all characters. A player may (or---occasionally---must) elect to resubmit a character. The resubmitted character must go through the approval process again. The character may keep *all* prior run rewards (whether they are karma, nuyen, constrained purchases of gear, contacts, etc.). All GMP invested into the character may be freely reassigned to the same character. GMP does not need to be spent at the time of the resubmit, but it may not be transferred to another character, player, or spent on non-character purchases (such as an additional or prime-gen character slot). A character may not be resubmitted using a different character generation scheme (normal or prime-gen).&lt;br /&gt;
&lt;br /&gt;
*Any event which allows for Triggered Resubmits will be called out explicitly in the post. It will specify which characters are allowed or mandated to do so and any other constraints attached to the process.&lt;br /&gt;
&lt;br /&gt;
===Permitted Minor Changes===&lt;br /&gt;
&lt;br /&gt;
*Sometimes, purchases are made due to a misunderstanding of the mechanics behind it. Minor changes, such as requesting to change a Specialization out, or swap out a spell for a different spell, may be permitted. These are handled on a case by case basis. Please submit your request to the [https://www.reddit.com/r/ShadowHavenBBS/search/?q=Topics+for+Discussion&amp;amp;include_over_18=on&amp;amp;restrict_sr=on&amp;amp;sort=new Topics for Discussion Thread] for the council to consider.&lt;br /&gt;
&lt;br /&gt;
=Houserules and Custom Mechanics=&lt;br /&gt;
==Banned Content==&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
The following qualities are not permitted for characters to have:&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
&lt;br /&gt;
*Apt Pupil (Forbidden Arcana, Page 32)&lt;br /&gt;
*Archivist (Forbidden Arcana, Page 32)&lt;br /&gt;
*Better to be Feared than Loved (Chrome Flesh, Page 54)&lt;br /&gt;
*Blood Crystal qualities (Forbidden Arcana, Page 132) are restricted to NPCs only&lt;br /&gt;
*Dracoform (Any) (Howling Shadows, 163-164)&lt;br /&gt;
*Elemental Focus (Hard Targets, Page 191)&lt;br /&gt;
*Friends in High Places (Run Faster, Page 147)&lt;br /&gt;
*Groveler (Kill Code, Page 96) shall not be permitted for use on the ShadowHaven in any capacity, in any universe, ever.&lt;br /&gt;
*Human Lifespan (The Complete Trog, Page 188): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
*Illusionist (Forbidden Arcana, Page 37)&lt;br /&gt;
*Latent Dracomorphosis (Howling Shadows, Page 164)&lt;br /&gt;
*Massive Network (No Future, Page 177)&lt;br /&gt;
*Networker (No Future, Page 177)&lt;br /&gt;
*Observant (Street Lethal, Page 127): Is assumed to be automatically possessed by all characters. [[#Other_Altered_Mechanics|See Below]].&lt;br /&gt;
*Puppet Master (Forbidden Arcana, Page 39)&lt;br /&gt;
*Revels in Murder (Chrome Flesh, Page 56)&lt;br /&gt;
*Stalwart Ally (Forbidden Arcana, Page 42)&lt;br /&gt;
*SURGE I and SURGE II (Run Faster, Page 103) ShadowHaven allows player characters to thematically be class 1, 2, or 3 surgelings. However, this is done through the exclusive use of the SURGE 3 quality and mechanics.&lt;br /&gt;
*Team Player (Kill Code, Page 97)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
&lt;br /&gt;
*Amnesia: Neural Deletion &amp;amp; Surface Loss (Run Faster, Page 152)&lt;br /&gt;
*Borrowed Time (Run Faster, Page 153)&lt;br /&gt;
*Code of Honor: Black Hat (Kill Code, Page 99)&lt;br /&gt;
*Consummate Professional (Assassin&#039;s Primer, Page 17)&lt;br /&gt;
*Dead Emotion (Chrome Flesh, Page 57)&lt;br /&gt;
*Dead SIN (Better Than Bad, Page 162)&lt;br /&gt;
*Earther (Run &amp;amp; Gun, Page 169)&lt;br /&gt;
*Echo Chamber (Kill Code, Page 78)&lt;br /&gt;
*Every Man For Himself (Street Lethal, Page 181)&lt;br /&gt;
*Escaped Custody (Kill Code, Page 99)&lt;br /&gt;
*Hung Out to Dry (Run Faster, Page 155)&lt;br /&gt;
*In Debt (Run Faster, Page 156)&lt;br /&gt;
*Information Auctioneer (Kill Code, Page 78)&lt;br /&gt;
*Lazy Fingers (Kill Code, Page 79)&lt;br /&gt;
*Neoteny (Run Faster, 121) - The negative metagenic quality Neoteny (RF, 121) has been banned for play on the Haven unless the character is a Gnome. Any characters that have the Neoteny quality that are not gnomes and have been approved prior to October 16th, 2020 are grandfathered in and may keep the quality. As a note, Gnome neoteny does not make the gnome appear childlike.&lt;br /&gt;
*One of Them (Chrome Flesh, Page 58)&lt;br /&gt;
*Pregnant (Bullets &amp;amp; Bandages, Page 12)&lt;br /&gt;
*Resonant Burnout (Kill Code, Page 99)&lt;br /&gt;
*So Jacked Up (Chrome Flesh, Page 59)&lt;br /&gt;
*Stay Out Of My Way (Street Lethal, Page 129)&lt;br /&gt;
*Stolen Gear (No Future, Page 177)&lt;br /&gt;
*This Is Your Last Chance (Street Lethal, Page 129)&lt;br /&gt;
*Tough and Targeted (Chrome Flesh, Page 59)&lt;br /&gt;
*Well, Actually... (Kill Code, Page 79)&lt;br /&gt;
*&#039;Ware Intolerance (Kill Code, Page 100)&lt;br /&gt;
*Wildcard Chimera (Dark Terrors, Page 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Awakened Content===&lt;br /&gt;
====Banned Spells====&lt;br /&gt;
Everything involving Blood, Bug, and Toxic Magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned. &lt;br /&gt;
&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince (Page 189, Stolen Souls)&lt;br /&gt;
*Growth (Page 49, Forbidden Arcana)&lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food (Page 50, Forbidden Arcana)&lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
*Shape [Material] (Page 118, Street Grimoire)&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
&lt;br /&gt;
====Banned Alchemical Preps====&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Adept Powers for player characters====&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 player characters====&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;
*&#039;&#039;&#039;Necro Magic&#039;&#039;&#039; (Page 82, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Draconic Tradition&#039;&#039;&#039; (Page 76, Forbidden Arcana) - Draconic Tradition is only permitted for the use by Drakes, which makes it de facto banned on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot&#039;&#039;&#039; (Page 91, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Traditions&#039;&#039;&#039; (Page 101, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All Custom Traditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Banned Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Insect Shaman&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Toxic&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Expansion: Shedim&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predator Feast&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sacrifice&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot Summoning&#039;&#039;&#039; (Page 45, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Page 90, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
====Banned Arts====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Geomancy&#039;&#039;&#039; (Page 143, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
====Banned Mechanics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fettering&#039;&#039;&#039; (Page 192, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
===Banned Emerged Content===&lt;br /&gt;
&lt;br /&gt;
====Banned Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Host Emulator Complex Form&#039;&#039;&#039; (KC 94) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Pinch Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Resonance Cache Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Search History Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
====Dissonant Ban====&lt;br /&gt;
&lt;br /&gt;
*Dissonant streams, powers, echos, forms, and etc. shall be NPC only, including those from page 132 through 134 of Kill Code&lt;br /&gt;
&lt;br /&gt;
====Banned Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Draining Spike&#039;&#039;&#039; echo (KC 101) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Refined Reagents Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Radical Reagent Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Group Resources&#039;&#039;&#039; (Page 43, Data Trails) &lt;br /&gt;
**The mechanics of the example groups on pages 35 through 43 in Data Trails are also not in use, [[:Category:Factions|see the factions page for the rules in play on the Haven for those listed factions.]]&lt;br /&gt;
*&#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
*All content relating to Submersion Groups, Tribes, and Flash Tribes from pages 106 through 117 of Kill Code.&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;
&lt;br /&gt;
===Banned Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haywire&#039;&#039;&#039; (KC 38) shall not be permitted on the ShadowHaven.&lt;br /&gt;
*&#039;&#039;&#039;Intervene&#039;&#039;&#039; (KC 39) shall not be permitted on the ShadowHaven.&lt;br /&gt;
*&#039;&#039;&#039;Masquerade&#039;&#039;&#039; (KC 39) shall not be permitted on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
*Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
*Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
*Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
*Renfield (Page 128, Hard Targets)&lt;br /&gt;
*The MOS (KC 58) shall not be permitted until it is evaluated in light of our custom deck rules.&lt;br /&gt;
*Fuchi Cyber-N Series (KC 60) is banned.&lt;br /&gt;
*Fuchi Cyber-EX Series (KC 60) is banned.&lt;br /&gt;
*The Co-Pilot line of programs (KC 71) shall not be permitted for use on the ShadowHaven in any capacity due to a critical inability to understand what they were trying to do.&lt;br /&gt;
*Surplus and Refurbished PI-Tacs (KC 73) are not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
*The &amp;quot;Mercury-Alpha&amp;quot; Battlefield Signal booster (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*The Micro-Dish Transmitter (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*Hardened Mil-Spec Armor of any kind (R&amp;amp;G 66) shall not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
* The Krime Calliope (KK, 19) is banned on ShadowHaven.&lt;br /&gt;
* The Krime Ripper (KK, 20) is banned on ShadowHaven.&lt;br /&gt;
* The Krime Carpet (KK, 21) is banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Banned Ammo &amp;amp; Grenades====&lt;br /&gt;
&lt;br /&gt;
* Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (SL 132) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
* Painade (Page 135, Cutting Aces)&lt;br /&gt;
* The Krime Crackle Fin-Stabilized HEAT Slugs (KK, 25) are banned on ShadowHaven.&lt;br /&gt;
* The Krime Splash Self-Defense Ammunition (KK, 26) is banned on ShadowHaven.&lt;br /&gt;
* The Krime Party (KK, 27) is banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
&lt;br /&gt;
*Horizon Little Buddy (Page 146, Rigger 5.0)&lt;br /&gt;
*Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
*Noizquito (Page 128, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
&lt;br /&gt;
*Chameleon Coating (Page 184,194 Stolen Souls) (We only use the Rigger 5 Chameleon Coating on ShadowHaven)&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf, or Ork) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*Smuggling Compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (Page 461, Core) (We only use the Rigger 5 weapon mount rules on ShadowHaven)&lt;br /&gt;
*Yerz Kit (Page 187, The Complete Trog) (Use ‘Yerzed Out’ from Page 171, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
&lt;br /&gt;
*Immunization (Chrome Flesh 164)&lt;br /&gt;
*All Gammaware grades&lt;br /&gt;
*All Omegaware grades&lt;br /&gt;
*One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
===Banned Lifestyle Options===&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Altered Content==&lt;br /&gt;
===Altered Qualities===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adept Healer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Adept Healer does not function on drain damage.&lt;br /&gt;
**Damage transferred by this ability will count 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;
*&#039;&#039;&#039;Animal Familiar&#039;&#039;&#039; (Page 31, Forbidden Arcana) &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;
**A Familiar must be a mundane critter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Bombmaker&#039;&#039;&#039; (Page 31, Forbidden Arcana) &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;
*&#039;&#039;&#039;Alchemical Armorer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Armorer is required to learn the Alter Ballistics (p51) 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;
*&#039;&#039;&#039;Arcane Bodyguard&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**As per page 48 of the Core Rules, &amp;quot;A Note on Rounding&amp;quot;, round the dice you can use on yourself up&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Improviser&#039;&#039;&#039; (Page 32, Forbidden Arcana)&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 will be altered to 1/run for ease/simplicity of bookkeeping&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;
*&#039;&#039;&#039;Astral Bouncer&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**This will only identity 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 will only identity the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’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 can not 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;
*&#039;&#039;&#039;AVRSE&#039;&#039;&#039; (KC 76) shall apply a -4 penalty to all actions taken while in VR, regardless of location. VR is how you get your brain fried, chummer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barehanded Adept&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**This will not work with a spell learned with adept spell&lt;br /&gt;
**These spells will not work on yourself. Further, the target must be attacked.&lt;br /&gt;
**This will only work with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Better on the Net&#039;&#039;&#039; (KC 96) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Baby&#039;&#039;&#039; (KC 77) shall function as written, except that the penalty is -1 to all actions, and will always fade when you next would regain edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Forest Native&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**You do not require this quality to be from The Black Forest&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brittle&#039;&#039;&#039; [Attribute] negative quality (KC 99) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Breaker&#039;&#039;&#039; (Page 33, Forbidden Arcana)&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;
*&#039;&#039;&#039;Chosen Follower&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**The following options are removed from the list of benefits: ‘Learn two spells or rituals.’ &amp;amp; ‘Improve a magical active skill from rank 1 to rank 3.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;College Education&#039;&#039;&#039; (Page 145, Run Faster) &lt;br /&gt;
**This quality is incompatible with the Uneducated (Page 87, Core) Quality&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted only with a genuine Corporate Limited or Full SIN. On loss of the SIN, you lose the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Pariah&#039;&#039;&#039; (Page 129, Street Lethal) shall be 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;
*&#039;&#039;&#039;Community Connection&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cyber-Snob&#039;&#039;&#039; (CF 57) shall be altered to allow Alphaware as the minimum grade so that it may be taken at chargen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Ally&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Only spirits that are not toxic or blood related which PCs normally have access to can be chosen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Data Hog negative quality&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers. Deckers are encouraged to examine “Wanted By GOD” instead, from Data Trails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Dealer&#039;&#039;&#039; (Page 35, Forbidden Arcana)&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;
*&#039;&#039;&#039;Dedicated Conjurer&#039;&#039;&#039; (Page 33, Forbidden Arcana)&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;
*&#039;&#039;&#039;Dependent&#039;&#039;&#039; &lt;br /&gt;
**Some addictions are better suited with the Dependent 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;
*&#039;&#039;&#039;Discombobulated&#039;&#039;&#039; (KC 77) shall instead apply a -2 penalty to all actions when acting outside of VR.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durable Preparations&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Durable Preparations stacks with Practiced Alchemist (p39, FA), effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Master&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Elemental Master will only work with the natural elements; Air, Earth, Fire, or Water. Electricity is not a valid choice.&lt;br /&gt;
**Elemental Master does not apply to damage received from drain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual-Natured Defender&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Dual-Natured Defender is a free action to activate, and 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 will temporarily cause you to not count as a Dual Natured being while active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frostbite&#039;&#039;&#039; (KC 78) shall only be permitted in abilities for which the character has at least 4 ranks. It also may not be applied to any skill in the Tasking group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Location Attunement&#039;&#039;&#039; (Page 128, Street Lethal) shall be 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;
*&#039;&#039;&#039;Hi-Rez&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Does not permit a character possessing the quality to make a Matrix Perception test to detect hidden icons as a free action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Door&#039;&#039;&#039; (KC 96) shall be permitted for use. It provides a stacking, cumulative +2 bonus to the Data Spike action when targeting Persona or IC. The bonus is gained upon filling a persona or IC&#039;s matrix condition with a Data Spike or Brute Force. This bonus is retained until the character takes a Simple or Complex Action other than Data Spike, or until a Data Spike action is taken that does not fill the condition monitor of a Persona or IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Hack&#039;&#039;&#039; (BTB 160) shall be permitted for use on the ShadowHaven, however, the user may not gain any benefits from teamwork from either sprites or agents for this action. The user also does not get any free actions to shift deck attributes or swap programs before this action. It is made as a sudden reflexive action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Know Your Limit&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Deflector&#039;&#039;&#039; (Page 38, Forbidden Arcana)&lt;br /&gt;
**Missile Deflector requires a successful Missile Parry (p310. CRB) interrupt, followed by the Counterstrike Adept Power (p170, SG) 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 will allow 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;
*&#039;&#039;&#039;Nasty Trog&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natural Hacker&#039;&#039;&#039; (KC 97) shall only be permitted for technomancer characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One With The Matrix&#039;&#039;&#039; (KC 97) shall only exist at the 8 karma level. The 2 and 10 karma versions are not permitted for use on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pacifist Adept&#039;&#039;&#039; (Page 39, Forbidden Arcana)&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;
*&#039;&#039;&#039;Prototype Materials&#039;&#039;&#039; (Page 160, Better Than Bad)&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;
&lt;br /&gt;
*&#039;&#039;&#039;Prototype Transhuman&#039;&#039;&#039; (Page 54, Chrome Flesh)&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;
&lt;br /&gt;
*&#039;&#039;&#039;Resonant Discordance&#039;&#039;&#039; (Page 161, Better Than Bad)&lt;br /&gt;
**Despite being a Mastery Quality, this does not require a Magic score. It may be taken by any Technomancer who has submerged at least once, by paying the appropriate karma cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restricted Gear&#039;&#039;&#039;&lt;br /&gt;
**May not be used to get Deltaware or Milspec armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenant Adept&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**If used, note the date used on your character&#039;s wiki page along with a link to the run where it was used on.&lt;br /&gt;
**Revenant Adept works until it&#039;s cleared all the damage that Regeneration can clear, you&#039;ve 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;
*&#039;&#039;&#039;Special Modifications&#039;&#039;&#039; (Page 161, Better Than Bad) shall be permitted. It shall remain mundane only - 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 if 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;
**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;
*&#039;&#039;&#039;Silence is Golden&#039;&#039;&#039; (KC 77) functionally provides 2 noise reduction to all devices and personas within a 10 meter radius of the character with the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SINner&#039;&#039;&#039; (Page 84, Core)&lt;br /&gt;
**Instead of a tax on NuYen earned, the SINner quality shall act as an increase to lifestyle costs, similar to Dependent (Page 80, Core).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Jammer&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Hunter&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
**Spirit Hunter will cancel any sustained powers, and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skinwalker&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**The pelt for a mundane creature will cost 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;
*&#039;&#039;&#039;Sloppy Code&#039;&#039;&#039; (KC 79) applies to tests to defend against Matrix Perception when running silent, not to Stealth tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spectral Warden&#039;&#039;&#039; (Page 40, Forbidden Arcana)&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;
*&#039;&#039;&#039;Sprawl Tamer&#039;&#039;&#039; (Page 41, Forbidden Arcana)&lt;br /&gt;
**Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
**Sprawl Tamer may be taken by those without a MAG score.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprite Combustion&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SURGE III&#039;&#039;&#039; (Page 103, Run Faster) ShadowHaven allows player characters to thematically be class 1, 2, or 3 surgelings (Run Faster, Page 101). However, this is done through the exlcusive use of the SURGE 3 quality and mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taint of Dissonance&#039;&#039;&#039; (KC 100) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Technical School Education&#039;&#039;&#039; (Page 150, Run Faster)&lt;br /&gt;
**Incompatible with the Uneducated (Page 87, Core) quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trog Traitor&#039;&#039;&#039; (Page 189, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trust Fund&#039;&#039;&#039; (Page 151, Run Faster) may be taken with a Corporate Limited SIN (Page 84, Core). Hard Luck and Trust Fund are incompatible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uneducated&#039;&#039;&#039; (Page 87, Core)&lt;br /&gt;
**This quality is incompatible with the College Education (Page 145, Run Faster) or the Technical School Education (Page 150, Run Faster) qualities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vexcraft&#039;&#039;&#039; (Page 42, Forbidden Arcana)&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;
*&#039;&#039;&#039;Worship Leader&#039;&#039;&#039; (Page 42, Forbidden Arcana)&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;
====Qualities affecting Training====&lt;br /&gt;
&lt;br /&gt;
*Dependents will remove all references to training time. All other impacts are in effect.&lt;br /&gt;
&lt;br /&gt;
*The Sensei quality will have 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 “Sensei” 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 will 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;
====Note on Kill Code Qualities====&lt;br /&gt;
&lt;br /&gt;
Except where noted, all Qualities listed from Page 96 to 100 of Kill Code shall be permitted for any matrix PC, not just technomancers. This also applies to the positive and negative qualities on Page 76 to 79 of Kill Code&lt;br /&gt;
&lt;br /&gt;
===Altered Awakened Content===&lt;br /&gt;
====Altered Spells====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Comet&#039;&#039;&#039; (Page 50, Forbidden Arcana)&lt;br /&gt;
**Comet does not ignore armour specific elemental resistances (Specifically, fire resistance.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered Ballistics&#039;&#039;&#039; (Page 51, Forbidden Arcana)&lt;br /&gt;
**Alter Ballistics can also be used on arrows &amp;amp; bolts, as well as bullets, but not area of effect explosives such as rockets or grenades, or other “ballistic” weapons such as darts, thrown weapons, or tasers.&lt;br /&gt;
**Alter Ballistics requires Alchemical Armorer to learn, and can only be made into a preparation, not cast as a spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Detox&#039;&#039;&#039; (Page 288, Core Rule Book)&lt;br /&gt;
**Detox may be used on drug crashes. In such cases the minimum force is equal to the addiction rating.&lt;br /&gt;
&lt;br /&gt;
=====Touch Spells and Punching=====&lt;br /&gt;
*Until Defiance Manifest is released, one may only cast touch spells as a touch-only melee attack. Once Defiance Manifest comes out, this ruling will be reevaluated with new information. All magicians and mystic adepts currently using a combination of Touch spells and Unarmed attacks are offered a Triggered Resubmit.&lt;br /&gt;
&lt;br /&gt;
=====Multi-Casting=====&lt;br /&gt;
&lt;br /&gt;
*To determine dicepools for multi-casting, take the dice pool and divide pool for a given spell by the number of times splitting, round up. Thus, if you cast 3 spells, each with a pool of 18 normally, you&#039;d get 6 dice each. If you cast 2 spells and one had a pool of 20, and the other a pool of 14, the first would cast with 10 dice and the second with 7.&lt;br /&gt;
&lt;br /&gt;
====Altered Adept Powers====&lt;br /&gt;
&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;
*Mystic Aptitude (BTB 159) shall be permitted on ShadowHaven. 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;
*Rapid Draw (SG 173) does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
*Adept Spell (HT 190) 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 lose of the focus.&lt;br /&gt;
*State of Purity (BTB 160) shall be permitted for use on ShadowHaven. Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
*Nerve Strike (SG 173), when used with a weapon, considers the reach of the weapon itself to be 0. Remember that reach from yourself (Troll, Elongated Limbs, etc.) still applies.&lt;br /&gt;
&lt;br /&gt;
====Altered Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Guanyin&#039;&#039;&#039; mentor spirit (BTB 139) shall be permitted for use on the ShadowHaven, but it must be included as a listed quality on your wiki, and the wiki page must 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;
*Regarding &#039;&#039;&#039;Oracle&#039;&#039;&#039; (SG 200) - Adepts, Magicians, Aspected Magicians, and Mysads following Oracle both may and must take the Divination art (SG 147) and the Augury and Sortilege ritual (SG 124) for the next initiation if they do not already possess it. Adepts and Mystic Adepts without the Magician&#039;s Way, as well as any Aspected Conjurers or Aspected Enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute only in d6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the Question with an Arcana + Logic check. Mystic Adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way, and any Magician or Aspected Sorcerer, will use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual is highly dependent on factors that are not actually within the GM&#039;s control, and I encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&lt;br /&gt;
&lt;br /&gt;
====Altered Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancestor Shamans&#039;&#039;&#039; (Page 74, Forbidden Arcana)&lt;br /&gt;
**You receive the Channeling Metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditional Black Mage&#039;&#039;&#039; (Page 60, Forbidden Arcana)&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;
**&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;
*&#039;&#039;&#039;Traditionalist Traditions&#039;&#039;&#039; (Pages 60-91, Forbidden Arcana)&lt;br /&gt;
**If you take a Traditionalist or other special path, it is a Paradigm Shift to leave said path. Your Initiation count cannot &#039;restart&#039;. If you missed the Initiation for the level 1 gain, it is missed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norse&#039;&#039;&#039; (Page 68, Forbidden Arcana)&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;
*&#039;&#039;&#039;Islamic Alchemist&#039;&#039;&#039; (Page 70, Forbidden Arcana)&lt;br /&gt;
**The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice shall remain 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;
*&#039;&#039;&#039;Path Of Pariah&#039;&#039;&#039; (Page 85, Forbidden Arcana)&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;
*&#039;&#039;&#039;Elder God Magic&#039;&#039;&#039; (Page 78, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planar Magic&#039;&#039;&#039; (Page 87, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Romani&#039;&#039;&#039; (Page 90, Forbidden Arcana)&lt;br /&gt;
**Only traditionalists are allowed on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Altered Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Defense&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Defense does require the user to Astrally Perceive to be used. If you do not have an innate way to perceive astrally, you must take the astral perception adept power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Reflection&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Reflection requires the user to be Astrally Perceiving, similar to the Reflect Spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
**Must have line of sight to allies to work.&lt;br /&gt;
**For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage.&lt;br /&gt;
&lt;br /&gt;
====Altered Mage Archetypes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Elementalist&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may be Elementalists. You must choose to be an Elementalist at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hedge Witch/Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&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 character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Null Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected Magicians, Full Magicians, and Mystic Adepts may be Null Wizards. You must choose to be a Null Wizard at character generation.&lt;br /&gt;
**The ‘summoning’ skill will be added to the list of skills they cannot take.&lt;br /&gt;
**A Null Wizard receives the ‘Spell Resistance’ adept power, at a rating equal to initiate grade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Seer&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, Physical Adepts (with Astral Perception), and Mystic Adepts may be Seers. You must chose to be a Seer at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Apprentice&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**An Apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
**An Apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting, and Counterspelling. However, Summoning, Binding, Spellcasting, and Ritual Spellcasting shall be 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;
*&#039;&#039;&#039;Mystic Adept Alterations&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**Mystic Adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access too.&lt;br /&gt;
**Per Core page 69, Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so. The table in Forbidden Arcana does not superseded this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Explorer&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**An Explorer can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aware&#039;&#039;&#039; (Page 49, Forbidden Arcana)&lt;br /&gt;
**An Aware can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aspected Free Spells&#039;&#039;&#039;&lt;br /&gt;
**Aspected Magicians shall be granted free spells, based on their priority selection.&lt;br /&gt;
&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;
====Mystic Adepts and Ways====&lt;br /&gt;
&lt;br /&gt;
*Mystic Adepts will be held to the RAW 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 Channelling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they will have to follow The Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*This precludes them from accessing any other way and has a barrier to entry (in the form of the cost of joining the Way.)&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
**The Mentor&#039;s Mask will be visible while casting a spell, using an active adept power, or any other active use of magic. It will not be visible for having passive adept powers or for sustaining spells.&lt;br /&gt;
**Mystic Adepts, if they take a Mentor’s Mask, get the type of Mask bonus dependent on the bonus they receive from their Mentor Spirit (IE: 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’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’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’s Mask.&lt;br /&gt;
**You may obtain or remove your Mentor’s Mask by paying 20 karma without ‘losing’ your Mentor. (Effectively buying off the Mentor, then buying it again.)&lt;br /&gt;
**There is no way to hide a Mentor’s Mask, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Possession====&lt;br /&gt;
&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
&lt;br /&gt;
====Spells Sustained By Spirits====&lt;br /&gt;
&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 within Remote Service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain within remote service range of that target, however, line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
 Example: Awful Weight, a mage, just received a serious wound and retreats behind a brick building while his earth spirit and a street sam on his team engage an Ares Company man. He could keep fighting, but the Increase Reflexes spell he is sustaining is taking its toll. In order to pass it off to his spirit, he orders it to disengage and move to behind the brick building. After the transaction is complete, he orders it to hide in a building a few blocks away.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge Background Count====&lt;br /&gt;
&lt;br /&gt;
*Mage Lodges shall have no background count.&lt;br /&gt;
&lt;br /&gt;
====Clarification on Astral Signatures====&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
====Rules On Summoning Above One&#039;s Magic====&lt;br /&gt;
**When summoning above your magic, after resisting drain as normal take unresisted drain equal to (Force of Spirit - Your Magic) x 1.5.&lt;br /&gt;
**This counts as drain damage for all purposes, including for healing and recovery.&lt;br /&gt;
**Remember that only one Edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
&lt;br /&gt;
===Altered Emerged Content===&lt;br /&gt;
====Known Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*Technomancers at character creation shall have a limit of 2x RES known Complex Forms.&lt;br /&gt;
*Technomancers after character creation shall have no limit on number of known Complex Forms.&lt;br /&gt;
&lt;br /&gt;
====Altered Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bootleg Program Complex Form&#039;&#039;&#039; (KC 94) shall be permitted for use on the ShadowHaven. The defending party may elect to not roll their defense, making the test unopposed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mirrored Persona Complex Form&#039;&#039;&#039; (KC 95) shall be permitted on the ShadowHaven, but rather than the written text, it shall have Target: Self, Duration: Sustained, Fade Value: Level -2, and shall automatically negate the next failed defense test against a matrix action other than Matrix Perception targeting the sustaining technomancer.&lt;br /&gt;
&lt;br /&gt;
====Altered Sprite Powers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bodyguard&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but requires the sprite using it to be actively on the matrix in the same &amp;quot;location&amp;quot; as you - the same grid or host. When used, it will stop a single Attack action targetting the compiling technomancer&#039;s persona. The sprite must have 10 initiative on the clock, must have at least 1 task left, and is irreparably destroyed with no chance of resistance. Activating this is not an action on the part of the technomancer, and does not require awareness of the incoming attack IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but the redirected damage is unresisted, and cannot be healed by any means. Additionally, the sprite must be of at least the same level as the effect causing the fading, if relevant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Enhance&#039;&#039;&#039; optional sprite power (KC 101) may be taken and used by any sprite who qualifies, not just companion sprites. It still uses tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Altered Paragons====&lt;br /&gt;
&lt;br /&gt;
*The Archivist (KC 103) paragon&#039;s advantage shall give a +1 dice pool bonus and +1 limit bonus on Matrix Search actions, rather than the listed bonuses.&lt;br /&gt;
&lt;br /&gt;
*The Daedalus (KC 103) paragon&#039;s advantage shall give +1 die on Hardware tests, and +1 limit to Pilot [x-craft] skill tests - specifically, tests which roll an attribute and a Pilot skill together. It does not increase the limit for purposes other than the number of hits one can keep on these tests.&lt;br /&gt;
&lt;br /&gt;
*The advantage granted by the IC paragon (KC 104) shall not apply in any fashion against or in relation to IC.&lt;br /&gt;
&lt;br /&gt;
=====Note on Paragons=====&lt;br /&gt;
&lt;br /&gt;
A Paragon&#039;s favor may be lost in the course of a run. Typically this shall be due to the written cause in each Paragon, though a GM has discretion for other, related things to cause a loss of favor. If this occurs, it is lost until the end of the run, unless the GM wishes to offer and opportunity to regain it at their sole discretion. Favor is automatically regained at the start of the next run. While favor is lost, the technomancer loses the Advantages offered by their paragon, but still suffers the disadvantages.&lt;br /&gt;
&lt;br /&gt;
A technomancer may choose and change paragons freely during downtime, including &amp;quot;no paragon&amp;quot;, but may not change them during a run. The sole exception is that if they follow no Paragon, and have not for the entire run, they may gain one mid-run given 5 minutes alone in VR.&lt;br /&gt;
====Altered Streams====&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Overdrive (KC 90) shall be permitted, however, the final rating of any piece of cyberware shall be limited at one rating above the maximum normal, naturally installable rating, or at twice the current rating, whichever is lower. Thus, a set of Rating 2 or Rating 3 Wired Reflexes would be capped at Rating 4, while a set of Rating 1 Wired Reflexes would be capped at Rating 2.&lt;br /&gt;
&lt;br /&gt;
*Complex Form LOTO (KC 90) shall be permitted with the following modifications: LOTO can only target wireless on devices.&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Hyperthreading (KC 91) shall be permitted, however, one can not thread the same complex form multiple times in the same hyperthread. All tests shall be resolved using the pre-hyper thread statistics. (Most notably, this means that Diffusion of Matrix Attribute in a Hyperthread does not impact defenses against any Complex Form in that same Hyperthread).&lt;br /&gt;
&lt;br /&gt;
*The RAW Technoshaman Daemon (KC 91) shall not be permitted.&lt;br /&gt;
&lt;br /&gt;
====Altered Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aegis&#039;&#039;&#039; echo (KC 101) shall be permitted. The boxes are healed 24 hours after the most recent &amp;quot;Aegis&amp;quot; box was filled, and may not be healed by any other means.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Neural Synergy&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven as-is, except that it shall be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Predictive Analytics&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven. It shall not stack with any other source of initiative dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Van Der Waals Effect&#039;&#039;&#039; echo (KC 102) shall be permitted. Rather than as written, treat it as a Magnetic System (CF 84) implanted separately in each of the character&#039;s limbs, as well as both front and back of their torso. The Mechanics Team would also like to remind people at this time that this is not what the Van Der Waals effect is, does, or resembles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Will of the Resonance&#039;&#039;&#039; echo (KC 102) shall be permitted on the ShadowHaven as-is, except that it shall additionally be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
====Techno Errata====&lt;br /&gt;
&lt;br /&gt;
The Fading for Complex Forms is -3 from the values printed in the Core Rulebook and in Data Trails. Thus, as examples, the correct Fading for Puppeteer is L+1 and the correct Fading for Derezz is L-1. Both Chummer and Herolab have incorporated this errata. Fading values in any other book (e.g., Kill Code) are unchanged. Remember that, per RAW, Fading can never be lower than 2.&lt;br /&gt;
&lt;br /&gt;
There is also a priority table change (P. 65, core. - Priority Table) for Technomancers, change the number of Complex Forms in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Increase from 5 Complex Forms to 7 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Increase from 2 Complex Forms to 4 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Increase from 1 Complex Forms to 3 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
In the Magic or Resonance column in the priority table (P. 65, core. - Priority Table) for Technomancers, change the number and type of skills in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Change from &#039;two Rating 5 Resonance skills&#039; to &#039;three Rating 5 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Change from &#039;two Rating 4 Resonance skills&#039; to &#039;three Rating 4 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Change from none to &#039;three Rating 2 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
The Cost for Submersions are 10+(grade x 3) Karma.&lt;br /&gt;
&lt;br /&gt;
===Altered Critter Powers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook) shall have its text replaced with the following:&lt;br /&gt;
**Type: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*&#039;&#039;&#039;Essence Drain&#039;&#039;&#039; (Page 396-397 Core Rulebook) Shall have the following line adjusted&lt;br /&gt;
**&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;
===Altered and Clarified Cyberware and Bioware===&lt;br /&gt;
&lt;br /&gt;
* The Bioware Tail (CF 115) shall follow the same mechanics as the cyberware (CF 82) tail.&lt;br /&gt;
* Striking Calluses (CF 121) will 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;
*Skilljacks - Essence becomes 0.1 regardless of rating. Currently it is 0.1 essence times rating. Cost goes to 1000 nuyen times rating. Currently it is 10x that amount.&lt;br /&gt;
*Skillwires - Essence becomes 0.1 times rating. Current it is 0.2 essence times rating.&lt;br /&gt;
&lt;br /&gt;
===Altered and Clarified Items===&lt;br /&gt;
&lt;br /&gt;
These items function differently or have added clarification than what is stated Rules As Written.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gas Mask&#039;&#039;&#039; shall 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;
*&#039;&#039;&#039;Ace of Diamonds&#039;&#039;&#039; gives a Concealability of -2, instead of the listed +2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adapsin&#039;&#039;&#039; (Page 160, Chrome Flesh) For simplicity&#039;s sake, Adapsin will provide immediate essence reduction of already implanted &#039;ware. This will leave an essence hole, without true essence recovery. This is solely to save the step of &amp;quot;Yo, street doc, rip out all my &#039;ware and put it back in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomizer&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**An Atomizer has an Accuracy of 3, and Concealability of +0, uses the skill Exotic Weapon (Atomizer) with a range array of 0.1/0.25/0.5/1 meters. The Atomizer takes a Complex Action to reload, and requires a Simple Action to fire.&lt;br /&gt;
**The preparation used with an Atomizer will trigger on a valid target after firing (i.e., a living aura, similar to a contact prep).&lt;br /&gt;
**The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e., if the Atomizer is broken, the spell will drop.)&lt;br /&gt;
**An Atomizer cannot take accessories or modifications.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antenna Grill&#039;&#039;&#039; (Page 184, The Complete Trog)&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;
*&#039;&#039;&#039;AR Enhanced&#039;&#039;&#039; (Page 138, Cutting Aces) &lt;br /&gt;
**Creation of your own is permitted only on-table at GM discretion and shall not be carried off the table on which they were created. AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for seperately at the listed prices. Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.&lt;br /&gt;
*The &#039;&#039;&#039;Ares Armatus&#039;&#039;&#039; (Page 184, Hard Targets) uses the Exotic Ranged Weapon (Lasers) skill.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology Blood Drinker Combat Axe&#039;&#039;&#039; (Page 130, Street Lethal) shall be permitted as-is. It shall have a reach score of 0.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Barrens Special&#039;&#039;&#039; (Page 29, Street Lethal)&lt;br /&gt;
**The Barrens Special shall be permitted, but will not have any alterations from the listed statblock. All uses of it should conform to the printed statblock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blight&#039;&#039;&#039; (page 157 and 158, Better than Bad) &lt;br /&gt;
**Vector: Contact, Injection, Speed: Special, Penetration: 0, Power: 12, Effect: A spirit hit exposed to this toxin must immediately make the toxin resistance test. If it fails, it immediately loses its Immunity to Normal Weapons for (12 - Spirit’s Force, min 1 hour).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical Glands&#039;&#039;&#039; (Page 112, Chrome Flesh)&lt;br /&gt;
**Gradual Release has been banned&lt;br /&gt;
***Permitted drugs for use in Chemical Glands are:&lt;br /&gt;
****All drugs in the Core Rulebook are permitted. BTLs, as noted below, are excepted.&lt;br /&gt;
****All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.&lt;br /&gt;
****No magical compounds, awakened drugs, or BTLs.&lt;br /&gt;
****No contact vector only drugs.&lt;br /&gt;
****All drugs in Boston Lockdown are permitted, with the following exception: Numb.&lt;br /&gt;
*The &#039;&#039;&#039;Collapsible Scythe&#039;&#039;&#039; (Page 183, Hard Targets) uses the Blades skill and falls under the &amp;quot;Polearms&amp;quot; specialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepweed&#039;&#039;&#039; (Page 411, Core Rulebook) shall have an addiction rating of 4 and an addiction threshold of 2.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Door Gunner tac-app&#039;&#039;&#039; (KC 71) shall be permitted for use. The mounted weapon must have a Smartgun System (not a smartlink), be wireless on, and be a valid target for remote control. Since it can only be used for mounted weapons, the &amp;quot;necessary skill&amp;quot; is always Gunnery.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement&#039;&#039;&#039; (Street Lethal, Page 130) shall be permitted with the following changes.&lt;br /&gt;
**Remove the &amp;quot;hardened&amp;quot; tag. This means when it is used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor. The EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement shall not expand with sufficient force to harm anyone. While expanded, it has Structure 10, Armor 10, and is treated as being 10cm for the purposes of barrier rules. While deployed, this barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed, and may not re-extend. While useless, it provides no armor bonus, but still uses the original armor value for the purpose of calculating encumbrance. It may be repaired with an Armorer + Logic [Mental] (12, 30 minutes) extended test, or by a contact with the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamethrowers&#039;&#039;&#039;&lt;br /&gt;
**Flamethrowers can take internal smart guns and advanced safety systems.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Motion Mace&#039;&#039;&#039; (Page 21, Street Lethal)&lt;br /&gt;
**The Fluid Motion Mace shall disregard the penalties listed outside their statblock, for simplicity&#039;s sake. This means that it has no minimum strength requirement to avoid penalties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghost Box&#039;&#039;&#039; (Page 141, Cutting Aces)&lt;br /&gt;
**This 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;
*The &#039;&#039;&#039;GMC Armadillo&#039;&#039;&#039; comes with a single &amp;quot;pod&amp;quot; of your choice. Purchasing a new &amp;quot;pod&amp;quot; has no availability and costs 6k nuyen. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;pod&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.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Grey Mana Integration&#039;&#039;&#039; armor modification (BTB 156) shall be permitted on the Shadowhaven with the following changes:&lt;br /&gt;
**Rather than requiring a Chemical Seal for ratings 4 to 6, Ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated - that is to say, while wearing the entire suit of armor, including helmet. If not wearing the helmet, they provide the benefits of a Rating 3 system.&lt;br /&gt;
**When targeted by a beneficial or other targeted magical effect (including AoE), Grey Mana Integration opposes the spellcasting roll with it&#039;s rating in dice, reducing the hits on the test as appropriate.&lt;br /&gt;
**Grey Mana does not penalize passive uses of magic (such as Improved Ability Negotiation) if the target is wearing it. Active uses of magic, such as Enthralling Performance, are still penalized.&lt;br /&gt;
**The penalties for Awakened wearing Grey Mana Integration and Grey Mana Tattoos apply any time a background count would penalize them - treat it as a localized, stacking, inacclimacable background count.&lt;br /&gt;
**While Grey Mana Integration is obvious, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Mana Tattoos&#039;&#039;&#039; (BTB 156) are permitted for use on ShadowHaven and follow the rules listed above. 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 is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GreyWare&#039;&#039;&#039; (BTB 159) shall be permitted on the ShadowHaven. It shall be 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;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon-Flynn Defense-com Commlink Weapons&#039;&#039;&#039; (Street Lethal, Page 131) shall be permitted. It is a Perception + Intuition [Mental] (3) test to identify that these are weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horn Compartment&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**In order to take this option one must have a horn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Happiness&#039;&#039;&#039; (Page 38, Street Lethal)&lt;br /&gt;
**The Krime Happiness shall be permitted, to mass jubilation. Thanks to patented Troll Tough™ belt technology, the belt cannot be cut during a runaway firing situation (unless the GM deems fit, such as if cutting it would be to your disadvantage), but after the first full combat turn of nonstop fire, one may drop it. This won&#039;t stop it from firing, but will render its fire ineffective at anything other than collateral damage (GM discretion.) It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammo.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Pack&#039;&#039;&#039; (Page 45, Street Lethal) shall be permitted, except it acts as a rating 2 area jammer and has no effect on Device rating. If the noise created by the KRIME pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming “KRIME!” at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.&lt;br /&gt;
**Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to your person until you manage to remove the backpack (3 complex actions) or it ceases firing. This is not likely to be a happy experience. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Trollbow&#039;&#039;&#039; (Page 24, Street Lethal)&lt;br /&gt;
**The Krime Trollbow (SL 24) shall use the stats from the book, correcting for the erroneous &amp;quot;reach&amp;quot; entry on the table for the ranged components. The stats are reproduced as follows.&lt;br /&gt;
***It will use Archery to fire, with an accuracy of 4, DV of (Rating + 2) physical, and AP of -(rating/4) for the ranged component.&lt;br /&gt;
***The melee component shall use the Blades skill, with an Accuracy of 3, a reach of 1, a DV of (Strength + 1) physical, and an AP of -1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Whammy&#039;&#039;&#039; (Page 40, Street Lethal) shall act as listed, and additionally, shall be able to take a Complex Action in order to both fire the shotgun and swing the hammer at a single Barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morrissey Alta&#039;&#039;&#039; (Page 32, Street Lethal)&lt;br /&gt;
**The Morrissey Alta shall be Restricted, not Forbidden.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject Dazzler&#039;&#039;&#039; (Page 47, Street Lethal) shall cap at a Blinding Glare for unprotected eyes, and shall never inflict blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you did not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler - or anyone broadly in their direction - is to suffer the glare penalties or to take the Blind Fire penalty.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject PEP&#039;&#039;&#039; (Page 44, Street Lethal) shall be permitted, but it is a matter of official record that the explanation of &amp;quot;It shoots lasers to plasmatize your skin, then explodes that plasma&amp;quot; is marketing bullshit. How does it work? No clue, but not like that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Narcoject Trackstopper&#039;&#039;&#039; (Page 44, Street Lethal)&lt;br /&gt;
**The Narcoject Trackstopper shall be permitted, but with some hefty changes. It will apply the listed agility penalty as RAW to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from your body.&lt;br /&gt;
**In addition to allowing the foam to dissipate on its own, or using the special solvent, you may also attack the foam, which has 4 condition monitor boxes for each application you have successfully been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if your limbs are incapacitated by foam applications, you may still attack the foam with unarmed attacks, using an agility score of 1. This is likely to go poorly for you unless you are trained in unarmed, but c&#039;est la vie.&lt;br /&gt;
**Being incapacitated by the foam does not preclude defense tests, though it may well make Agile Defender less desirable.&lt;br /&gt;
**The ammo capacity is 6(m), with a full reload of 6 shots taking up about a third of the backpack mechanism. Despite allusions to it, a single shot may not be split across multiple targets.&lt;br /&gt;
**It can also be used to barricade doors or entries. A single application of foam can block off about one square meter, vertically, of hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and it&#039;s soak values) before carrying through into the door... assuming you&#039;re clever enough to turn the doorknob when you bash into it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Arms Praetorian&#039;&#039;&#039; (Page 134, Cutting Aces)&lt;br /&gt;
**Accuracy code should read 4(5), not 4(6).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Onotari HL-13&#039;&#039;&#039; (Page 38, Street Lethal) shall use Automatics rather than Firearms for its configuration roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Osmium Mace&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**Requires two hands to wield.&lt;br /&gt;
**In the event an osmium mace is made a weapon focus, your Charisma shall determine its variable stats in astral space.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Remote Cyberhand&#039;&#039;&#039; (Page 130, Rigger 5.0) shall use the following stats when operating as a drone: Handling 5, Speed 1(G), Acceleration 1, Body 1, Armor 1, Pilot 2, Sensor 1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Renraku Red Samurai Katana&#039;&#039;&#039; (Page 132, Street Lethal) shall be permitted, however, PC possession shall incur the Wanted negative quality automatically, with a bounty of 50,000 nuyen. This may be bought off with 20 karma, 40,000 nuyen, or any combination thereof (2000 nuyen to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause you to retain the bounty until your death.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Shaman Tuxedo&#039;&#039;&#039; (Page 143, Cutting Aces) shall be modified thusly&lt;br /&gt;
**The price will be modified to 16000 nuyen.&lt;br /&gt;
**The availability will be 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;
*&#039;&#039;&#039;Subliminal Subacoustics&#039;&#039;&#039; (Page 146, Cutting Aces)&lt;br /&gt;
**Emotions that fit are GM discretion, and their decision is final.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tailored Perfume/Cologne&#039;&#039;&#039; (Page 143, Cutting Aces) &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;
*The &#039;&#039;&#039;Ultimax Rain Forest Carbine&#039;&#039;&#039; (Page 32, Gun H(e)aven 3) shall use the missions FAQ errata [http://files.meetup.com/363658/Shadowrun%205%20Missions%20FAQ%20Update%20v1.1.1.pdf linked here].&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Urban Explorer Daedalus&#039;&#039;&#039; (Page 47, Street Lethal) cannot be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vault of Ages&#039;&#039;&#039; (Page 193, Forbidden Arcana)&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 a size dependant 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;
*The &#039;&#039;&#039;Wuxing-Armstech PTL-02&#039;&#039;&#039; (Page 133, Street Lethal) shall be permitted, but note that it only functions underwater.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Looper Rounds&#039;&#039;&#039; (KC 49) shall be permitted, but rather than using the text written, refer to the following: Looper Rounds are available for 200 nuyen for every 10 rounds, and have an availability of 12R. When they strike a valid device - a sensor, a visual device, or an audio device - they loop the last five seconds over again for the next minute. They are programmed to account for things such as clocks, but crowds or complex changes of scene will reveal the deception. Physical examination of the device will note the round attached, and direct matrix examination with Matrix Perception will note the effects after they have run their course. In order to affect worn gear, a called shot at -6 is necessary. They have a maximum accuracy of 2, require 1 net hit to attach, deal no damage of any kind, and may not be used against any device paid for with essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ArrowLink&#039;&#039;&#039; (KC 52) shall be permitted. The existing types, cost and availability, and rules for attaching and removing the arrow or cord shall remain in place. However, instead of ignoring noise, the ArrowLink provides a direct connection through touchlink technology to the target struck. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything meaningfully larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them. They are available for Bows, Trollbows, Pistol Crossbows, and Light/Medium/Heavy Crossbows. In order to benefit from the direct connection, one must plug a device into the cord at the firer&#039;s end, and they can not provide any connection to a targeted device paid for by essence (Devices on the firer&#039;s end may be paid for with essence, if desired.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Faceless&#039;&#039;&#039; (KC 57) shall be permitted. Double the cost and availability of the base item (thus, it is Rating*4F and Rating*1000 nuyen.) 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. Generic Face versions may function as plain Faceless, and Specific Face versions may function as Generic Face or Faceless. 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 [[#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;
*&#039;&#039;&#039;Booster Clouds&#039;&#039;&#039; (KC 57) shall be permitted. Rather than a spray can, they shall be an inhaler. They affect only one person for 3 combat turns. They are not affected by wind and must be triggered physically by the person benefiting from them. They do not stack with themselves - only the greatest bonus to a single action applies. Disregard the &amp;quot;Custom Case&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Chips&#039;&#039;&#039; (KC 59) shall be permitted. &amp;quot;Armor Defeating&amp;quot; will apply to Attack, &amp;quot;Slick WIlly&amp;quot; to Sleaze, &amp;quot;Data Dynamo&amp;quot; to Data Processing, and &amp;quot;Fortified&amp;quot; to Firewall. They have no impact on one&#039;s mental attributes. The damage is resisted with Body alone and is treated as Fading for the purposes of healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Security Decks&#039;&#039;&#039; (KC 61) shall be permitted as-is. Note that the Encryption program is not factored into the attribute array.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Warrior&#039;&#039;&#039; (KC 62-63) shall be permitted as-is. Note that a bonus to the limit on sleaze tests does not alter the actual Sleaze attribute.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The EVO Sublime&#039;&#039;&#039; (KC 62-63) shall be permitted. Disregard the requirement that it be implanted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Destiny Blade&#039;&#039;&#039; (KC 63) shall be permitted as-is. Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kitbashed Sleeper&#039;&#039;&#039; (KC 63) shall be permitted as-is. As usual for a technomancer using a device, they do not benefit from their Living Persona&#039;s attributes, though they can still use Resonance actions per its rules. The number of irreparable matrix boxes must be tracked on your character&#039;s wiki page after each run. The deck is still irreparably broken and unusable after it&#039;s natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of it&#039;s ultimately consumable nature.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cry Wolf&#039;&#039;&#039; (KC 65) shall be permitted. It shall cost the same as a normal Hacking Program and have the same availability, except that it is Forbidden. When someone running Cry Wolf would normally be struck by Convergence, they instead are alerted, and Convergence will strike again in 1d6 combat turns. This second Convergence may not be averted with Cry Wolf. After Convergence is delayed, the Cry Wolf program is deleted irrevocably. Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from it&#039;s effects for 24 hours after it triggers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DataJack Plus&#039;&#039;&#039; (KC 65) shall be permitted. It 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 by it&#039;s rating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EARRS&#039;&#039;&#039; (KC 66) shall be permitted, but the -10 penalty shall apply to all non-matrix, non-resonance actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The MCT Biolink&#039;&#039;&#039; (KC 67) shall be permitted. It 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;
*&#039;&#039;&#039;The Shiawase Cyber-6 RCC&#039;&#039;&#039; (KC 68) shall be permitted. Instead of it&#039;s 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;
*&#039;&#039;&#039;The SpinRad Global Skirmisher RCC&#039;&#039;&#039; (KC 68) shall be permitted. 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;
*&#039;&#039;&#039;The Horizon Flow commlink&#039;&#039;&#039; (KC 68) shall be permitted. It provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wuxing Frequency&#039;&#039;&#039; commlink (KC 68) shall be permitted. Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Saeder-Krupp Last Chance Link&#039;&#039;&#039; (KC 69) shall be permitted, Disregard irritation if worn by a PC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mobile CNC tac-app&#039;&#039;&#039; (KC 72) shall be permitted for use. Rather than what is written, it provides 6 bonus dice, allocated as desired amongst people connected to the PI-Tac&#039;s network, for Navigation tests and Combat Maneuvers. It also provides 2 Noise Reduction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield Wall tac-app&#039;&#039;&#039; (KC 72) shall be permitted. Rather than what is written, it shall provide +3 firewall to any linked device for the purposes of defending against any Attack action or any matrix or resonance action that could cause Matrix Damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tactical Program Dongle&#039;&#039;&#039; (KC 72) shall be permitted. It provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs 200 nuyen. A PI-Tac may only have one dongle attached. I have no idea why this exists.&lt;br /&gt;
&lt;br /&gt;
*The stat block for &#039;&#039;&#039;Gyrojet&#039;&#039;&#039; ammunition in the official errata for Run &amp;amp; Gun shall be ignored. The FN-AAL Gyrojet Pistol shall be allowed to use any type of ammunition, but it shall not be shareable between other classes of firearms (i.e., Gyrojet ammunition will not work in a Heavy Pistol, and vice versa). There are no changes to the stats or mechanics of the weapon itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PPP Vitals&#039;&#039;&#039; cannot be used with “heavy armor,” defined as base armors having Armor Rating 13 or more (like what’s described by the Hang Time adept power on page 171 of Street Grimoire). It will stack with any base armor of Rating 12 or lower.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PPP Arms/Legs/Vitals&#039;&#039;&#039; shall stack with Forearm Guards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personal Drone Rack&#039;&#039;&#039; is permitted. You may mount 2 personal drone racks per CCOB. Mounted drones have no movement and do not have initiative and do not gain initiative until the pass after they&#039;re deployed from the rack. These do not take up capacity in the CCOB unit.&lt;br /&gt;
&lt;br /&gt;
====Burner SINs====&lt;br /&gt;
&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;
====Krime Katalogue====&lt;br /&gt;
* The KRIME Vester (KK,3) is Classified as a holdout pistol&lt;br /&gt;
* The KRIME Heater (KK, 4) is Classified as a Light Pistol&lt;br /&gt;
* The KRIME Varmint Stocked pistol (KK, 5) is a Heavy pistol. It has - RC without the stock and 1 RC with the stock.&lt;br /&gt;
* The KRIME Chatter (KK, 6) is classified as a Machine Pistol.&lt;br /&gt;
* The KRIME Tradition (KK, 7) is classified as an SMG.&lt;br /&gt;
* Krime Saint Nicholas Carbine (KK,8) is Classified as a Carbine, the concealment of the weapon is changed to -2 if a character is wearing any armor or cloak with a concealment modifier.&lt;br /&gt;
* The AKM-97 (KK, 9), when used as a Carbine has its RC is changed to 0(1). When used as an Assault rifle, it has a RC of 1.&lt;br /&gt;
* The Krime Ditch Combination Gun&#039;s (KK, 10) rifle component is a sporting rifle.&lt;br /&gt;
* The Krime Stopper-II (KK, 11) is classified as a shotgun.&lt;br /&gt;
* The Krime Junior Carbine (KK, 12) is classified as a Carbine.&lt;br /&gt;
* The Krime Soldier (KK, 13) is classified as a Sniper Rifle.&lt;br /&gt;
* The Krime KAR-97-H (KK, 14) is classified as an LMG&lt;br /&gt;
* The Krime Monster (KK, 15) is classified as an MMG&lt;br /&gt;
* The Krime Confederate (KK, 15) has its availability changed to 20F on ShadowHaven&lt;br /&gt;
* The Krime T-Shirt Cannon (KK, 17) may be fired with Longarms, automatics, or heavy weapons&lt;br /&gt;
* The Krime Escalation (KK, 18) is classified as a rocket launcher, you may matrix perceive with the Krime Escalation&lt;br /&gt;
* The Krime Penetrators Buckshot Shells (KK, 24) uses flechette rules.&lt;br /&gt;
* The Krime Runner (KK, 28) may not be equipped with a grenade.&lt;br /&gt;
* The Krime Barco De Pesca (KK, 38) has a speed attribute of 4.&lt;br /&gt;
&lt;br /&gt;
====Military/Future Weapons====&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons are banned in their entirety, with no player use permitted. GMs may make use of them with approval per our [[GM_Rules#Needs_Approval|GM Rules]], but players may not obtain/retain such items or use them outside the scope of the single run.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology-Dassault Blood Hawk Mk 1&#039;&#039;&#039; (Page 53, Street Lethal) shall be 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;
&lt;br /&gt;
*The &#039;&#039;&#039;Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System&#039;&#039;&#039; (Page 55, Street Lethal) shall be permitted, but 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 25m, 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 on point of fuel, while using it as a free action takes two point. 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 didn&#039;t 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;
**&#039;&#039;&#039;The Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System shall cost 50,000 nuyen, and have an availability of 18F. Refuels shall cost 250 nuyen, and have an availability of 16F.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maker Mags&#039;&#039;&#039; (Page 75, Street Lethal) shall be permitted, but cannot be used to make Depleted Uranium rounds, to reduce Thematics team migraines. The extended magazine is treated as the +2 concealability version from Hard Targets. Maker grenades shall not be permitted. It is worth noting that you may, as usual, purchase multiple of an item with a single availability roll, increasing the delivery time based on the total cost of the purchase.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
&lt;br /&gt;
*The Haven will assume 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 will take penalties deemed appropriate by the GM. They will 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;
====Cyberlimb Armor Limitations====&lt;br /&gt;
&lt;br /&gt;
*Cyberlimbs shall limit armor to 1 for hands and feet, 2 for partial limbs and partial skulls, and 3 for full limbs and full skulls.&lt;br /&gt;
*In the case of modular cyberlimbs, only the section with the highest armor applies.&lt;br /&gt;
&lt;br /&gt;
===Better Than Bad&#039;s New Uses for Karma and Street Cred===&lt;br /&gt;
&lt;br /&gt;
The &#039;New Uses for Karma and Street Cred&#039; on page 164 of Better than Bad are in effect, except where noted below.&lt;br /&gt;
&lt;br /&gt;
*The rules for purchasing additional loyalty and connection with contacts on page 164 are not in effect, superseded by our own [[Contact Rules]].&lt;br /&gt;
&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 &#039;Faction Rep&#039;, as Mechanics Team suspects, this is also superseded by our own rules.&lt;br /&gt;
&lt;br /&gt;
===Addiction Rules===&lt;br /&gt;
&lt;br /&gt;
*Each time you take an addictive substance, you will immediately make an addiction test. &lt;br /&gt;
**For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.)&lt;br /&gt;
**For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.)&lt;br /&gt;
**For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools 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;
&lt;br /&gt;
===BTL and Drug Stacking===&lt;br /&gt;
&lt;br /&gt;
*BTLs do not stack with drugs. They cause drug interactions like drugs, and overdose 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 WIL before factoring in Narco). In either case overdose applies.&lt;br /&gt;
&lt;br /&gt;
===Critter Rules===&lt;br /&gt;
*Training Time&#039;s on Critters are removed&lt;br /&gt;
*Critters also have their own edge pool they may spend from via rules from SR5 pg.56&lt;br /&gt;
&lt;br /&gt;
====Critter Tricks====&lt;br /&gt;
&lt;br /&gt;
*All animals are able to learn LOGx2 tricks, with domesticated animals able to learn LOGx3.&lt;br /&gt;
*Animals are considered to know 2 tricks at character generation.&lt;br /&gt;
&lt;br /&gt;
====Techno-Critters====&lt;br /&gt;
&lt;br /&gt;
*Techno-critters, being almost impossible to train, shall 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;
====Animal Availability====&lt;br /&gt;
&lt;br /&gt;
*[[Animal_Availability|See Here]]&lt;br /&gt;
&lt;br /&gt;
===Melee attacks and Immunity to Normal Weapons===&lt;br /&gt;
&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;
===Movement Power===&lt;br /&gt;
&lt;br /&gt;
*For living targets, The Movement Power shall add Force to or subtract 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 shall be 0, but even with a score of 0 for determining movement rate, a character shall be able to move at a walking rate of 1 meter and a running rate of 2 meters.&lt;br /&gt;
*The Movement Power does not function on vehicles.&lt;br /&gt;
*Additionally, the clause about &amp;quot;only functioning in terrain the creature controls&amp;quot; shall be stricken, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
&lt;br /&gt;
===Altered Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reckless Hacking&#039;&#039;&#039; (KC 37) shall function as written, except that glitches and critical glitches function at the discretion of the GM (as usual), and any action which is performed while Recklessly Hacking builds Overwatch Score and is considered illegal, even if it normally would not. Reckless Hacking may only performed for opposed actions. A Reckless Data Processing or Firewall action, whether successful or not, alerts the owner of the device akin to a failed Attack action, though it does not grant a mark, cause any damage, or give away your location. It may never substitute for ownership, or for a number of marks greater than 3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Calibration&#039;&#039;&#039; (KC 37) shall function as written, except that it will be a complex action. For clarity&#039;s sake, &amp;quot;One per persona&amp;quot; means that you require a mark on the persona of each person you are attempting to perform the action on, you may perform it on a number of personas up to your data processing score, and their initiative - meat or matrix - will increase by 1 point for every 2 full hits you receive on your test. The bonus initiative goes away at the end of the combat turn. Calibration and Leadership function similarly. A character can only benefit from a single source providing Calibration or Leadership tests in a given combat turn, and a character providing Calibration or Leadership tests may not benefit from any Calibration or Leadership tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Denial of Service&#039;&#039;&#039; (KC 37) shall function as follows: With a simple action, make a Cybercombat + Logic [Attack] vs. Willpower + Firewall opposed test, targetting a device you have at least one mark on. The net hits on this test are applied as a dice pool malus to any actions performed using that device until the start of the next combat turn. If performed multiple times on the same device, only the greatest penalty applies. This action is not subject to the normal rules about making multiple attacks - if you wish, you can spend two simple actions in the same Action Phase to perform it twice with your full dice pool, or spend a simple action to perform Denial of Service and another Simple Action to perform a different attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I Am The Firewall&#039;&#039;&#039; (KC 38) shall function as follows: As a complex action on your turn, perform a Computer + Intuition &amp;lt;nowiki&amp;gt;[Data Processing]&amp;lt;/nowiki&amp;gt; test. The hits on this test are bonus dice on defense tests performed by all teammates from whom you are receiving an AR feed. The bonus dice last until the end of the next initiative pass, and apply to any physical defense tests. You may receive an AR feed from a number of teammates not exceeding your Data Processing attribute. You must share a feed with your decker. Under assumed competence, we will assume you are almost always sharing unless you state otherwise, as long as you have a device capable of giving an image feed. If you are not sharing a feed, to do so, use the Send Message action to send a decker your feed, which they can accept with no action. This requires some form of primary sensory input on their person, typically a camera (or cybereyes.) You must have a primary sense link to receive the benefits. This can be accomplished with either image link, sound link or a sim module connected with a DNI. You may also perform this action as an interrupt action, costing 5 initiative, and affecting only one teammate from whom you are receiving a feed for the same duration. Since this requires a conception of how the real world works, this action may not be undertaken by agents or sprites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Popup&#039;&#039;&#039; (KC 39) shall function as written, except that the penalty shall apply until the end of the combat turn, and it may target any persona with some form of sensory enhancement, including Smartlink or DNI, which is not in VR. One must still be able to see the persona, which typically - but does not always - require wireless to be on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squelch&#039;&#039;&#039; (KC 39) shall function as written. It prevents all use of the Send Message matrix action. It does not prohibit any other matrix action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subvert Infrastructure&#039;&#039;&#039; (KC 39) shall function as written. The target of the matrix action is the host you have the mark on and to which the devices being controlled are slaved. Simple Devices are to be most non-drone, non-vehicle devices with a DR of 1, with GM discretion making the final call on any given device. A device controlled by Subvert Infrastructure will make a single action (free, simple, or complex) that it is capable of and that is not an attack per combat turn, as ordered by the person performing the action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watchdog&#039;&#039;&#039; (KC 40) shall function as written. The mark placed by this does flow up to the master of the device, however, the special option and effects of the Watchdog action against the target marked do not.&lt;br /&gt;
&lt;br /&gt;
===Altered Martial Arts===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Vines&#039;&#039;&#039; shall be accessible by the Cowboy Way and Whip Fighting in addition to the techniques already listed within these styles respectively.&lt;br /&gt;
*&#039;&#039;&#039;Mana Strike&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Strike.&lt;br /&gt;
*&#039;&#039;&#039;Mana Choke&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Choke.&lt;br /&gt;
**Requires you to have subdued your opponent.&lt;br /&gt;
**Damage is resisted as drain. Body + Willpower for Adepts and Mundanes, Willpower + Drain Attribute for Magicians and Mystic Adepts. This damage cannot be healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
===Other Altered Mechanics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&lt;br /&gt;
&lt;br /&gt;
**When taking the Dive Attack action you also take damage equal to the number of meters fallen, as appropriate. This rule will apply to GMs as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**The Observant quality (Page 127, Street Lethal) shall be 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&#039;re serious. The game works better that way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Attacks With Launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**Direct attacks with launchers shall be permitted. In such cases, the defense test is resolved normally, and the immediate target may not Run For Your Life. Nearby targets may Run For Your Life. Net hits do not add to the damage roll. Misses, scatter, and glitches will follow the rules on (SR5 182).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemical Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**Command preparations may have their variables chosen at activation. All other preparations must have their variables chosen during the creation of the prep.&lt;br /&gt;
**Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exponential diminishing returns for Multiple Simultaneous Explosions====&lt;br /&gt;
&lt;br /&gt;
*The damage and AP from multiple simultaneous explosions is computed as per RAW except that the DV of explosions beyond the second are halved again for each additional explosion. So the first explosion causes full damage, the the next causes half, the following half again, etc., until you reach zero (note: round down). Each explosion improves the best AP by 1 for every additional explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
&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, and 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;
&lt;br /&gt;
====Riggers And Anthro Drones====&lt;br /&gt;
&lt;br /&gt;
Weapons held by rigged anthro drones may benefit from Hot-Sim and Control Rig bonuses.&lt;br /&gt;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
Repairing vehicles and drones will cost 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) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means it will cost 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;
&lt;br /&gt;
====Resisting Mind Magic====&lt;br /&gt;
&lt;br /&gt;
Any PCs, as well as any non-Grunt NPCs the GM deems fit, shall be excepted from the normal penalty to resist ongoing Mental Manipulation spells. NPCs with a Professional Rating are always subject to the aforementioned penalties.&lt;br /&gt;
&lt;br /&gt;
====Health and Edge Between Runs====&lt;br /&gt;
&lt;br /&gt;
Your PC will fully recover health and edge between runs unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
====WFTM / WFTP====&lt;br /&gt;
&lt;br /&gt;
After a run, you may convert karma into Nuyen (Working For the Man), or vice versa (Working For the People) at a ratio of 2000nY to 1 karma. This can be done up to 5 times per run. For example, your initial rewards for a run are 7 Karma and 10,000nY. You Work For the Man, converting 5 karma into 10,000nY, making your final rewards 2 Karma and 20,000nY.&lt;br /&gt;
&lt;br /&gt;
In any case, you must document this on the page for the run in the rewards section. If you have a quality that taxes income, apply to tax to the initial amount you earn.&lt;br /&gt;
====Burning out as a Mage====&lt;br /&gt;
&lt;br /&gt;
Any character whose current Magic Score reaches 0 is treated as burnt out. They permanently lose access to all magical abilities, the ability to raise their magic score, and any other features deriving from Magic. This brings Magic in line with Resonance. Any characters whose Magic score was 0 prior to Jan 31, 2018 are grandfathered, and may still raise their Magic score, assuming their maximum magic is above 0.&lt;br /&gt;
&lt;br /&gt;
====Optional Rules In Effect====&lt;br /&gt;
&lt;br /&gt;
*Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[#Other_Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
*We use the optional Drone Modification rules (Rigger 5.0, 122)&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
&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&#039;s a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
&lt;br /&gt;
====Initiative Stacking====&lt;br /&gt;
The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Edge&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Edge to Seize the Initiative or Blitz will function with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5d6 initiative dice. These also work in the Astral and Matrix.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Qualities&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative.)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Pain is Gain applies only to matrix initiative.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Lightning Reflexes will not stack with any drugs, adept powers, spells, cyberware, bioware, or generware. The defense die stacks normally. Lightning Reflexes will, uniquely, work in the Astral, but not Matrix VR.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Spells&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Adept Powers&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Other Magic&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or generware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Cyberware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Bioware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Geneware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Reaction Optimization, the poor thing, will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;As a reminder, drugs will not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Final Notes&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix and Rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Additional base dice, like those possessed by all shapeshifters and certain HMHVV Infected, are just that - base dice. They functionally stack with everything.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Called Shot Engine Block====&lt;br /&gt;
* Called Shot Engine Block shall remain unbanned for the reason that it has no effect on most 6th World Vehicles.&lt;br /&gt;
&lt;br /&gt;
==Custom Mechanics==&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
*The default is for players to choose their contacts from the already made [[:Category:Public Contacts|public contacts]]. We additionally allow as an option to create and stat out your own contact. [[Contact_Rules|Shadowhaven uses a custom contact system you can read about here]].&lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&#039;&#039;&#039;Note:&#039;&#039;&#039; If you create your own contact you can belay stating out the aspects. If the GM asks/lets you use it, the assumed dice pool is &amp;lt;code&amp;gt; Connection + Loyalty + Archetype Modifier + 2&amp;lt;/code&amp;gt;. It is best to fill out the Aspects, as you usually will be able to make use of more than 1 available aspect.}}&lt;br /&gt;
&lt;br /&gt;
===Buff to Adepts with No Augmentations===&lt;br /&gt;
&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. This includes mentors mask and exceptional attribute. For clarity’s sake this disallows infected and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
===Houserule to the Vehicle Crashes===&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;
&lt;br /&gt;
Rollover: A catchall 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. Players suffer speed*3 stun, and speed*3 physical at speed 5 and higher, capping at 15.&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In all cases, the vehicle’s speed is set to 0, and all vehicle mods that provide protection in some way still count in all cases.&lt;br /&gt;
&lt;br /&gt;
===Gear Aquisition===&lt;br /&gt;
&lt;br /&gt;
*You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). The exception to this is:&lt;br /&gt;
**You can&#039;t purchase Foci over Availability 19, even though they are otherwise upgradable and have a rating.&lt;br /&gt;
*Items beyond availability 19 may be obtained as run rewards with Thematics approval.&lt;br /&gt;
*The awakened or emerged may only gain a chance to purchase deltaware as a run reward for Semi-Prime or Prime runs.&lt;br /&gt;
**For mundane PCs, there are no restrictions on getting deltaware.&lt;br /&gt;
&lt;br /&gt;
====Acquiring gear under availability 12====&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
&lt;br /&gt;
You can upgrade (paying only the difference in cost) anything that has a rating, as well as cyberdecks and rigger control consoles and any cyberware or bioware. You must still make the availability roll for the upgrade.&lt;br /&gt;
&lt;br /&gt;
When upgrading a SIN using our upgrade rules, one may also upgrade the licenses attached to that SIN without making an availability test for each license. Only one test, for the base SIN, is required.&lt;br /&gt;
&lt;br /&gt;
Items with capacity may have new things put into the capacity without needing to rebuy the item. If this changes the availability of the item and/or it has its own availability, roll against the highest new availability. Notably this will extend to cyberlimbs and armor.&lt;br /&gt;
&lt;br /&gt;
====Refined Radical Reagents and Foci Made by Contacts====&lt;br /&gt;
&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;
&lt;br /&gt;
=== Subcontracting Other PC Shadowrunners ===&lt;br /&gt;
Shadowhaven officially encourages players to work with their game masters to subcontract other runners. Creativity and game master approval is the limit to subcontracts. They can range from just hiring a decker to drekpost to hiring a full team to do a sub-mission. You hire a rigger to escape from a scene of a crime or a street sam for extreme exterior remodeling. &lt;br /&gt;
&lt;br /&gt;
===Misc. Lifestyle Rules===&lt;br /&gt;
&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;
&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 but 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;
&lt;br /&gt;
==== Traveler Lifestyle (Page 218, Run Faster) ====&lt;br /&gt;
When you pay rent or at character generation, roll on the 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. Second, SINner taxes should not be covered by Trust Fund.&lt;br /&gt;
&lt;br /&gt;
===Downtime Registering And Binding===&lt;br /&gt;
* Characters at the start of a run &#039;during downtime&#039; may attempt to Summon and then Bind one Spirit of Force up to their Magic, rolling as normal.&lt;br /&gt;
* Characters at the start of a run &#039;during downtime&#039; may attempt to Compile and then Register one Sprite of Level up to their Resonance, rolling as normal.&lt;br /&gt;
* In either case, Drain or Fading accrued is considered to be healed at the time the run starts.&lt;br /&gt;
* Binding or Registering during a run is conducted as normal.&lt;br /&gt;
&lt;br /&gt;
===Downtime Alchemy===&lt;br /&gt;
* During downtime players may fill a single Vault of Ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
* Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
* For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 4, rounded down, with a minimum of 1.&lt;br /&gt;
* Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
* Enchanting during a run is conducted as normal.&lt;br /&gt;
&lt;br /&gt;
===Mundane Ascension===&lt;br /&gt;
Mundane characters may undertake a story building ordeal much like awakened/emerged characters do. Ascensions have an eight week cooldown.&lt;br /&gt;
&lt;br /&gt;
Make up to 5 selections (including multiple copies of the same). Each selection replaces 1 RVP normally gained from the run. Purchasing high availability items falls under the purview of Thematics.&lt;br /&gt;
&lt;br /&gt;
* 5 karma towards a skill or martial art&lt;br /&gt;
* 20k nuyen towards non-ware. You may bank this across multiple ascensions.&lt;br /&gt;
* 6 karma towards qualities at post-gen price&lt;br /&gt;
* 4 karma towards Edge&lt;br /&gt;
* 10k nuyen towards &#039;ware. You may bank this across multiple ascensions.&lt;br /&gt;
* +20 Faction Rep&lt;br /&gt;
&lt;br /&gt;
===Mana Aspect Mechanic===&lt;br /&gt;
&lt;br /&gt;
Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.&lt;br /&gt;
&lt;br /&gt;
Mana Aspect Mechanic: An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the Rating of the MA, actions unrelated to it are unaffected, and actions in concert with it receive a bonus. Those without a magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the Mana Aspect divided by 2 (rounded down) fizzle out.&lt;br /&gt;
&lt;br /&gt;
==Rules Clarifications==&lt;br /&gt;
===Armor===&lt;br /&gt;
* PPP Arms (R&amp;amp;G, 70) and Forearm Guards (R&amp;amp;G 73) shall stack&lt;br /&gt;
===Drones===&lt;br /&gt;
*Multiple belt-fed ammunition bays (R5 124) may be installed into a single drone, each following the normal rules.&lt;br /&gt;
*Drone Racks&lt;br /&gt;
**A large drone rack can hold one of these:&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;
** Micro Drone racks can still hold 10 Micro drones, though the design is different enough that they aren’t compatible with holding other types of drones (or having micro drones fit into bigger racks).&lt;br /&gt;
===Drugs===&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;
*It is the stance of ShadowHaven that, mechanically, drugs are not toxins and are not subject to immunity to toxins.&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
===== Cyberware =====&lt;br /&gt;
Centaur body is just the 4 legs for capacity.&lt;br /&gt;
&lt;br /&gt;
===== Weapon Modificaiton Clarifications =====&lt;br /&gt;
In order to benefit from a Stock slot modification, a weapon must be wielded in two hands. This can be done even with one handed weapons, such as SMGs,&lt;br /&gt;
&lt;br /&gt;
Motorized Folding stock listed price is the same for the standard Simple Action stock. Activating the motor wirelessly is a free action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Melee and Thrown&#039;&#039;&#039; - Melee and thrown weapons (except for grenades) may not take any modifications except for a grip modification, &amp;quot;Custom Look&amp;quot;, &amp;quot;Overclocked&amp;quot;, &amp;quot;Sling&amp;quot;, &amp;quot;Tracker&amp;quot;, &amp;quot;Weapon Commlink&amp;quot;, &amp;quot; Plasteel/Ceramic Components&amp;quot;, and &amp;quot;Weapon Personality.&amp;quot; They can make use of holsters, if the weapon is appropriately sized. Grenades may not take any modifications whatsoever.&lt;br /&gt;
* &#039;&#039;&#039;Tasers&#039;&#039;&#039; - Tasers have access to the Top, Side, and Internal slots by default. They are one handed.&lt;br /&gt;
* &#039;&#039;&#039;Holdouts&#039;&#039;&#039; - Holdouts cannot take any modifications that require slots. They are one handed.&lt;br /&gt;
* &#039;&#039;&#039;Pistols&#039;&#039;&#039; - Light, Heavy, and Machine Pistols have access to Top, Barrel, Side and Internal slots by default. They are one handed.&lt;br /&gt;
** &#039;&#039;&#039;Revolvers&#039;&#039;&#039; - In addition to the above, they may take ammo skip.&lt;br /&gt;
* &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039; - SMGs have access to the Top, Side, Barrel, Stock, and Internal slots by default. They are one handed.&lt;br /&gt;
* &#039;&#039;&#039;Carbines, ARs, Sporting Rifles, Snipers, Shotguns, MGs&#039;&#039;&#039;- Carbines, Assault Rifles, Sporting Rifles, Sniper Rifles, Shotguns, and all categories of Machine Guns have access to all slots by default. They are two handed.&lt;br /&gt;
* &#039;&#039;&#039;ACs and Launchers&#039;&#039;&#039; - Assault Cannons, Grenade Launchers, Rocket Launchers, and Missile Launchers have access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two handed.&lt;br /&gt;
* &#039;&#039;&#039;Flamethrowers&#039;&#039;&#039;, including Flame Bracers, cannot take any modifications that require slots. They are two handed.&lt;br /&gt;
* &#039;&#039;&#039;Crossbows&#039;&#039;&#039; - Light, Medium, and Heavy crossbows have access to the Top, Side, Stock, and Internal slots. They cannot take Electronic Firing. They are two handed.&lt;br /&gt;
** The Ranger Sliver Pistol Crossbow has access to the Top, Side, and Internal slots. It cannot take Electronic Firing. The Ranger Sliver Pistol Crossbow is one handed, and has a concealability modifier of +0.&lt;br /&gt;
* &#039;&#039;&#039;Bows&#039;&#039;&#039; - Bows, including the Krime Trollbow and the Dynamic Tension Bow, are obligate two handed weapons. They cannot be fired in one hand by taking a penalty. The Krime Trollbow and Dynamic Tension Bow as well as Compound Bows can take an Internal Smartgun System and a grip modification, as well as a probably superfluous laser sight. Traditional bows can take a grip modification, a probably superfluous laser sight, and their own special breakdown system detail on Hard Targets P197. Bows have access to top slots as well.&lt;br /&gt;
** The Winchester Airbow has the same slots as detailed in RAW. It is two handed and has a concealability of +6.&lt;br /&gt;
** PEPS - The Narcoject PEP has the same slots as detailed in RAW. It is one handed and has a concealability of +0.&lt;br /&gt;
* &#039;&#039;&#039;Excluded Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list cannot take any modifications except for grips.&lt;br /&gt;
** Any weapon which has a paid essence or capacity cost, typically cyberweapons and bioweapons, are incapable of taking any modifications, grips included, except for those specifically called out in RAW.&lt;br /&gt;
** The Tiffani Elegance Shooting Bracers. They are treated as one handed at concealability +0 for spotting it, though they retain the RAW modifier to discern the true function. They cannot benefit even from grips, but cannot be disarmed by called shots or similar effects.&lt;br /&gt;
** The SA Retiarus Net Gun (Basic and XL.) They are treated as two handed at concealability +6.&lt;br /&gt;
** The Mortimer of London &amp;quot;Trafalgar&amp;quot; Gun Cane and Knockoff Gun Cane. They are treated as one handed.&lt;br /&gt;
** Bolas (Regular and Monofilament). Bolas are one handed and have a concealability of +4. Additionally, bolas cannot take grips.&lt;br /&gt;
** Blowguns. Blowguns are one handed and have a concealability of +2.&lt;br /&gt;
** The Ares Giantslayer Slingshot. Slingshots are obligate two-handed weapons - you cannot take a penalty to wield them in one hand, due to their nature - with a concealability of +0.&lt;br /&gt;
** The Micro Flare Launcher. Micro Flare Launchers are typically one handed weapons with a concealability of -2.&lt;br /&gt;
** The Modified Spray Pen and The Pepper Punch Pen may only take grips.&lt;br /&gt;
* &#039;&#039;&#039;Pistol-sized Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list has access to the Top and Internal slots by default. They are one-handed and count as pistol-sized with a concealability of +0. Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Parashield Dart Pistol, The Ares Redline Laser Pistol, The FN-AAL Gyrojet Pistol (In addition to the above, the Gyrojet pistol has access to the Barrel slot and Electronic Firing, but not Suppressors), The Narcoject Gas Gun, The Narcoject Trackstopper, The Narcoject Dazzler (This only applies to the standalone version, &#039;&#039;&#039;not&#039;&#039;&#039; the weapon modification version.)&lt;br /&gt;
* &#039;&#039;&#039;Submachine Gun-sized Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list has access to the Top, Side, Stock, and Internal slots by default. They are one-handed and count as SMG-sized with a concealability of +4. Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Ares Lancer MP Laser, Ares Screech Sonic Rifle, Grapple guns (regular and tactical), &lt;br /&gt;
* &#039;&#039;&#039;Carbine/Assault Rifle-sized Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list has access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two handed and count as rifle-sized with a concealability of +6 Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Ares S-III Super Squirt, The Fichetti Pain Inducer, The Aquadyne Shark-XS Harpoon Gun, The Standard Harpoon Gun, The Ares Armatus (Laser Shotgun)&lt;br /&gt;
* &#039;&#039;&#039;Sniper-sized Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list has access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two handed and count as rifle-sized with a concealability of +8. Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Parashield Dart Rifle, The Ares Archon Heavy MP Laser, The Ares Thunderstruck Gauss Rifle.&lt;br /&gt;
&lt;br /&gt;
=== Martial Arts ===&lt;br /&gt;
Martial Arts techniques (including actions) may be taken twice to increase the benefit from 1 to 2 unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
===Infected Mechanics===&lt;br /&gt;
* Q: When can I pick my first optional power after chargen?&lt;br /&gt;
** A: After your first run.&lt;br /&gt;
*Banshees and vampires can not take state of purity.&lt;br /&gt;
===Spirits===&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
* An Ally Spirit has materialization if you follow a materialization tradition, possession if you follow a possession tradition, and inhabitation if you follow an inhabitation tradition.&lt;br /&gt;
*Ally Spirits with materialization may be given additional materialized forms based on the spirits in your tradition (ex. fire, water, earth, etc.)&lt;br /&gt;
====Channeling====&lt;br /&gt;
* When channeling a spirit, the magician continues to use their own mental attributes, and special attributes. If they choose to spend a service to give control of their body to the spirit, the spirit in control of their body will use its own mental attributes, and special attributes. In either case the spirit&#039;s initiative dice are used.&lt;br /&gt;
* A Power Focus bonded to the magician continues to work while the magician is in control.&lt;br /&gt;
====Powers====&lt;br /&gt;
* Q: The Guard critter power explicitly protects against drowning, RAW. Does this mean you can hold your breath forever underwater? Vampires under the effect can&#039;t go dormant? Does it apply to cave-ins (should they occur in actual caves or something)?&lt;br /&gt;
** A: It’s about preventing accidents from occurring. Saving someone from drowning could easily be interpreted as, say, making a weight tied to your ankle slip off, or making it so you don’t fall off the boat when a wave hits. It’s not “you get to breathe underwater now.”&lt;br /&gt;
* Q: Do [Element] Aura (SG 115) and Energy Aura (Critter Power, CRB), stack? IE: can one summon a spirit of air, give it energy aura (electric) and then cast [electric] aura on it? What if the two elements/energies are different?&lt;br /&gt;
** A: Energy auras that overlap do not stack. The higher aura takes priority.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
Spells have AP based on their force if described in the spell. Fire-based spells do not get AP other than that. [Element] Aura spells do not have AP.&lt;br /&gt;
&lt;br /&gt;
=== Grey Mana ===&lt;br /&gt;
Affects active uses of magic, but not passive uses of magic, when worn by someone you are targeting. Notably this will mean that Critical Strike, Killing Hands, Improved Ability (Skill), and so on are not affected by Grey Mana on targets, but Adept Accident, Adept Spell, and similar are.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* Metahuman adaptation is meaningless on the Shadowhaven, please ignore any mentions of it.&lt;br /&gt;
*When using Cleansing, Cleansing applies to the cleansing character and any preparations used in the same BGC prepared by that character. When used by an Enchanter, Disenchanting may substitute for Counterspelling in the Cleansing check.&lt;br /&gt;
*Orks and Trolls are able to use their natural weapon (tusk) with +2 accuracy, and trolls able to use the natural weapons (horns) at +2 accuracy.&lt;br /&gt;
&lt;br /&gt;
==Traveler Lifestyle Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Traveler Lifestyle Table&lt;br /&gt;
|-&lt;br /&gt;
|Die Result&lt;br /&gt;
|Name&lt;br /&gt;
|Location&lt;br /&gt;
|Comforts and Necessities&lt;br /&gt;
|Security&lt;br /&gt;
|Neighborhood&lt;br /&gt;
|Assets, Services, and Outings&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Crusher 495 Community Outreach Shelter&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Bat Cave (Sociology), Sports Court (Small, Basket Ball)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|R@-Pack Hacker Den&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Global Grid Subscription (Ares), Global Grid Subscription (NeoNet),Global Grid Subscription (MCT), Local Grid Subscription (Seattle), Bat Cave (Computer Science), Bat Cave (Matrix Design)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Redmond Public Pool Supply Shack&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Swimming Pool&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Redmond Public Pool Supply Shack&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Swimming Pool&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|YMAC, Puyallup&lt;br /&gt;
|Puyallup&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Swimming Pool, Gym, Sports Court (Small, Handball)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Underworld 93 Store Room&lt;br /&gt;
|Puyallup&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Patron of the Arts(Underworld 93)&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|The Fish &amp;amp; Chips Hole, Shadowrunner Hangout&lt;br /&gt;
|Puyallup&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den(Shadow Community, AROs of runners on the walls), Armory, Shooting Range, Local Bar Patron, Walk-In Freezer&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|The Fun Zone Arcade&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den(Arcades)&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Ghoul gang (Lunatic Horrors of Afterlife) Sewer hidout&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Indoor Arboretum, Subsistence Hutning/Gathering Rating 2, Escape Tunnel Rating 1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Nuno Implants United Cleanrooms&lt;br /&gt;
|Tacoma&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Cleaning Service, Cleaning Serivce (Mage Sensitive), Cleaning Service (Pollution Sensitive)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Alan&#039;s Refurbished Flooring, Shadowrunner Hangout&lt;br /&gt;
|Aurburn&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Discreet Cleaning Service,Discreet Deliveryman&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Recently abandoned factory&lt;br /&gt;
|Tacoma&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Yard&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Radioshack&lt;br /&gt;
|Renton&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Merchandise: Goods (Radio Shack PCD-500)&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Smuggling Tunnel&lt;br /&gt;
|Puyallup&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Private Room, Merchandise: Used Goods (Aztech Striker), Escape Tunnel Rating 4&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Islander Motel&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Garage (Boat), Local Grid Subscription (Seattle), Merchandise: Goods (Mitsubushi Waveskipper), Merchandise: Goods (Kawasaki Manta Ray)&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|U-stor-it Climate Controlled Storage&lt;br /&gt;
|Snohomish&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Garage (Small Car)&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Quick Rest Coffin Motel&lt;br /&gt;
|Ork Underground&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Indoor Arboretum, Local Grid Subscription (Seattle), Global Grid Subscription (Evo), Escape Tunnel (Rating 1)&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Sailor&#039;s Heart Motel&lt;br /&gt;
|Everett&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den (Maritime culture), Global Grid Subscription (Wuxing)&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Evergreen Ranch&lt;br /&gt;
|Snohomish&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den (Animal Husbandry)&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Into The Shadows, Theme Restaurant and Motel&lt;br /&gt;
|Downtown&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Bat Cave (Secuirty Design), Shooting Range&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Phase Shift Cybercafe and Motel&lt;br /&gt;
|Downtown&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|Bat Cave (Matrix Law),Patron of the Arts(E-Gaming @ Phase Shift), Global Grid Subscription (Aztechnology), Global Grid Subscription (Ares),Global Grid Subscription (Horizon), Global Grid Subscription (Sader-Krupp),&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Island House&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Ballyhoo Family Campground&lt;br /&gt;
|Renton&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Hotel Firangipani&lt;br /&gt;
|Bellevue&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|North Star Lodge&lt;br /&gt;
|Auburn&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Swiss Holiday Resort&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|Harpers Ferry Guest House&lt;br /&gt;
|Everett&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|LANcity Cybercafe and Motel&lt;br /&gt;
|Auburn&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|Zen Den (Trid Games), Global Grid Subscription (MCT), Global Grid Subscription (Shiawase),Global Grid Subscription (Horizon), Global Grid Subscription (Sader-Krupp), Global Grid Subscription (Renraku)&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Bywater Bed &amp;amp; Breakfast&lt;br /&gt;
|Bellevue&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Radisson Hotels &amp;amp; Resorts&lt;br /&gt;
|Everett&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Cousin&#039;s Country Inn&lt;br /&gt;
|Fort Lewis&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Higgins Beach Inn&lt;br /&gt;
|Ork Underground&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|Heritage Manor&lt;br /&gt;
|Outremer&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Thunderbird Motel&lt;br /&gt;
|Renton&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Loveless Cafe&lt;br /&gt;
|Downtown&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|Back Ground Count Motel&lt;br /&gt;
|Snohomish&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|Castamere Motel&lt;br /&gt;
|Tacoma&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Zen Den (Medieval Literature)&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Whispering Pines Cottages&lt;br /&gt;
|Auburn&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|Inn On Church Street&lt;br /&gt;
|Bellevue&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Country Inn-Somerset&lt;br /&gt;
|Everett&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|Huntington Country Inn&lt;br /&gt;
|Fort Lewis&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Hexagon House Bed &amp;amp; Breakfast&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Budget Host&lt;br /&gt;
|Renton&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|Aztec Motel&lt;br /&gt;
|Downtown&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|Lucas Palace, Luxury hotel&lt;br /&gt;
|Downtown&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|Manservant/Maid - Servant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Acknowledgement=&lt;br /&gt;
&lt;br /&gt;
The development of these house rules benefited from discussions with and content generated by the staffs and members of EmeraldGrid, Runnerhub, Adem Koebel&#039;s Mathsquad Community and ShadowNET. Further insight was gained by referring to the Shadowrun Missions rules.&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Hot_Potato&amp;diff=83081</id>
		<title>Hot Potato</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Hot_Potato&amp;diff=83081"/>
		<updated>2021-10-16T04:10:29Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-12-20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Sarcarian&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=Everett, Seattle Metroplex&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;
&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|Frag Face|Relay|Roadkill (Inactive)|Sp4rks|Vichnozeleny}}&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;
&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=Federated-Boeing&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Military Police|High-Threat Response|Spirit of Air}}&lt;br /&gt;
|OppositionCasualties=Military Police x18, High-Threat Response x4, Spirit of Air&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: 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=Potato was rescued from captivity. Fed-Bo believes that she is dead, so she does not have a Criminal SIN, however her former National SIN has been burned and she has lost her Day Job. &amp;lt;/br&amp;gt; Frag Face has earned a 75k nuyen bounty from Federated-Boeing to add to the growing price on his head.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
In which the runners rescue [[Potato]] from Federated-Boeing custody.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
About a month ago, Potato was captured on a run against Fed-Bo (see: [[I Believe I Can Fly]]). She had her National SIN stripped and lost her Day Job, being charged with the murder of over two dozen security officers and the theft of a high-grade piece of military equipment after proving un-cooperative with interrogators (i.e. not ratting out her teammates); she has also been slapped with a Criminal SIN, but only long enough to give her a show trial and a death sentence. In that time her fixer, [[Mint]], has been scrambling to put enough money together for a rescue operation – now that HTR is finally off high alert and Potato’s execution date is nigh, she is ready to send in a team to break her out.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Mint contacts the runners individually, sending them eachother’s names and the details of the job before leaving them to their own devices to devise a solution to the problem. Relay suggests that everyone meet up at his new batcave lifestyle – a dedicated base of operations downtown for planning missions of this sort (big Team Dad energy). Everyone meets up there to put together a plan of attack.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Examining the information they have on Potato and Paine Field, the team examine an AR map and look for points of ingress near the detention center where their target is being kept – it is over half a kilometer into the perimeter, making sneaking there a difficult prospect (at least for the less sneaking-inclined among them). Relay has a solution however – he proposes converting his Roadmaster into a Fed-Bo equivalent and forge a transfer order from the manufacturing facility in Auburn so that some of them can just drive right onto the ET grounds. Sp4rks hits the matrix and sees that Paine Field has several hosts (an industrial one for the factories, a data host for the on-site housing complex, etc.), spotting out the one for the prison as well as the shipping and logistics one that he would need to hack in order to insert the transfer order – he is rather intimidated by the high rating, but steels himself (and prepares to do a whole lot of drugs) for some cybercrime.&lt;br /&gt;
Before the hacking though, the team need to acquire SINs – Relay calls up his contact and is able to get some R6 burner Fed-Bo SINs made up within 18 hours (just in time for a last-minute rescue before Potato is scheduled to be executed for her crimes against the corp). In the meantime, he, Roadkill and Frag Face work on modding the Roadmaster into a “McDonnell-Douglas Centurion” with an extended Automotive Mechanic test; during this time, Vic readies her gun and does a bit of scouting at Paine Field just to see that the security has gone back to normal while Sp4rks hits the matrix for some decker time.&lt;br /&gt;
&lt;br /&gt;
After doing some overdrive and popping psyche, Sp4rks slips onto the Fed-Bo grid and manages to sleaze a mark onto Paine Field’s shipping and logistics host. Sliding inside silently, he is initially able to stay hidden from the IC as he searches for the incoming vehicles file – just as he spots it however, he is noticed by the spider, who puts the host on alert. Thankfully they have not noticed his target yet, so he still has a chance; as the host starts dumping more important files into the archive, Sp4rks manages to mark the file with instinctive hack before avoiding being marked himself and hiding from sight. With the IC and spider searching for the intruder, he surreptitiously (and just barely) disarms the data bomb before sneaking his edits into the file (the registry number of the vehicle and the SINs of those inside) as the host deploys Tar Baby IC. Sp4rks remembers to reset the data bomb with a blank password as the file is whisked away, but this delays him from jacking out long enough to be spotted – he manages to eat a data spike and an attack from the Tar Baby before exiting the host without his hacking being noticed.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
With everything in place, the runners prepare for their assault on the air base - Team A (Roadkill and Frag Face) kit up in their stealth armor and approach Paine Field from the west, avoiding the drone and spirit patrols as they reach the extraterritorial boundary (marked by a pair of high fences tipped with monowire with a trench dug between them), while Team B (Relay, Sp4rks and Vic – or rather Sergeant David Davis, Specialist Symon Salvador, and Lieutenant Dimuha Ninja) roll up to one of the checkpoints in their modified Roadmaster looking like a trio of Fed-Bo troops. &lt;br /&gt;
&lt;br /&gt;
While Team A cuts through the fences and stealth their way through the trench past the motion sensors (with a quick hack to assist them in going unnoticed, at least for the moment), Team B talks their way past the MPs at the gate, managing to use their knowledge of military jargon and Fed-Bo security procedures to avoid going through an arduous confirmation process and gaining access to the base on the basis of edge and well-spun bulldrek. They make their way to the detention complex where Potato is held while Team A RPC’s their way there (using their enhanced cybereyes and assensing to spot out meatspace and astral patrols to make their way around and employing liberal edge to remain as stealthy as possible in order to get into position). &lt;br /&gt;
&lt;br /&gt;
Once everyone is in place it is finally time to go loud – with a look of joy on his fragged-up face, Frag Face starts singing his Sparring Song, manifesting his mentor’s mask (a full-body wreathing of demonic flames) as he Smashing Blows his way through the wall of the Death Row wing, easily deleting the re-enforced concreate as he makes his way into some poor fragger’s cell, who immediately starts running in the opposite direction – Roadkill just points him towards the hole in the fence before tossing a neurostun grenade inside (the two of them are, naturally, in chem-sealed armor).&lt;br /&gt;
&lt;br /&gt;
The sec forces respond as quickly as they can, but Frag Face just laughs manically as he shrugs off gunfire from drone and guard alike, smashing cells open to release the prisoners as a distraction. Roadkill heads inside to toss out incapacitating grenades, but quickly gets filled with stick-and-shock before making a tactical withdrawal (the Guts addiction makes him foolish, not suicidal). While Team A causes chaos, Team B is approached by a security drone which Sp4rks prepares to disable with a data spike – instead, it orders them to re-enforce the position at the prison. Realizing their ruse is still in effect, they quickly make their way to the breach and ambush the security forces rallying there; Vic deletes a trio of them with a brutal split pool gauss rifle shot, while the remaining one runs for his life before being put down by Relay’s sniper drone. &lt;br /&gt;
&lt;br /&gt;
While Relay acts as mission control from the tank, Sp4rks and Vic exit to re-enforce the team – while the sniper heads inside to start putting down guards and rally the prisoners, Sp4rks and Roadkill make their way towards a guard station which contains a terminal they can use to locate Potato. Frag Face meanwhile is in his element, causing rampant destruction and murdering corpsec while singing at the top of his lungs. While Vic picks off panicking guards and leaderships the prisoners to take up arms against them, Roadkill and Sp4rks manage to take control of one of the guard stations after using a monofilliment chainsaw to cut through the re-enforced glass and take out the backup spider inside. Plugging into the terminal, Sp4rks is able to get the location of Potato’s cell to relay to Frag Face. While directly connected to the database, he pulls up the footage of her cell and starts to edit it to make it look like she is killed by a collapsing wall, in order to make Fed-Bo think she’s dead.&lt;br /&gt;
&lt;br /&gt;
One of the mooks manages a truly amazing lucky shot after pre-edging his roll, scoring 18 hits on the rampaging burnout adept and putting an ADPS round into his helmet right between his eyes; unfortunately for the Chad guard, Frag Face is an absolute monster and post-edges his soak roll to shrug it off, marching slowly towards him with a mad grin in his eyes. The rest of the sec forces start to panic and flee while the Chad is rooted to the spot – he sprays and prays with a complex full auto, and Frag Face decides he’s earned life as he punches him out with stun damage before throwing him over his shoulder and continuing the rampage towards Potato’s cell.&lt;br /&gt;
&lt;br /&gt;
Outside, Relay notes that HTR is getting a VTOL in the air and tells the team that it’s time to go – he makes his way to Potato’s cell (which is about to have a hole in the wall) to provide a getaway vehicle as Roadkill and Sp4rks collect their target’s cyberarms (stored in the lockup in the guard station) and make their way there, with Vic providing covering fire with her impromptu squad of prisoners (who she directs to make their escape in order to provide the team with a distraction). Reaching Potato’s cell, Frag Face tears it open and grabs the arm-less dwarf, hauling her and the Chad MP into the Roadmaster; the others follow him inside, and Relay peals out, making his way towards the nearest exit. &lt;br /&gt;
&lt;br /&gt;
Fed-Bo has no intention of allowing the runners to escape however – HTR is quickly making their way towards their position with drone and spirit backup, and the mooks are rallying (though they are more than a bit distracted by the prison break) to block the exit. Sp4rks takes out some of the drones before marking the bollards at the gate to ensure he can lower them at the proper moment, while Relay waves his way in between Jeeps and tanks as quickly as he can. While Roadkill applies first aid to Potato and their new MP prisoner, Vic and Relay take shots at the sec forces – as the VTOL gets close and prepares to open up with its assault cannon, Frag Face takes a shot at the pilot with his Raidan, however he avoids the worst of it and the cabin soaks the rest of the damage. Vic takes a called shot at the engine block with her guass rifle, and thankfully she doesn’t have to burn edge this time to pull it off, causing it to start plummeting out of the sky towards them.&lt;br /&gt;
&lt;br /&gt;
Relay drives at full speed towards a Roadmaster blocking their path before drifting around it at the last moment with the power of edge and rigger bulldrek, causing the VTOL to crash into it in a suitably dramatic explosion. Sp4rks lowers the bollards at the last moment, raising them up again after they speed through the gate in order to stymie pursuit; now off ET grounds, they make their way towards the highway. Fed-Bo isn’t intending to make it easy for them however, calling up KE to close the district’s boarders and sending a high-force spirit of air to intercept them (as well as numerous drones and lower force spirits to peruse on the astral). The air spirit manifests as a tornado in their path, attempting to strike the vehicle with a lightning bolt that Relay barely manages to avoid; Frag Face opens the back door and dispatches the spirit with a magical kick, and Relay takes off towards the warded safehouse Mint arranged for them, pulling off the Crazy Ivans necessary to shake off pursuit.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The team makes it to their safehouse without being followed, laying low for a day or so before giving Mint a call to meet up with them at Relay’s batcave, where they return for a post-run party to celebrate Potato’s freedom; much drinking and drug use takes place as Mint arrives to give the team their well-deserved reward. Meanwhile, Vic calls up Warboss to tell him that she has a new recruit for him in the form of the Chad MP, who will earn his redemption fighting the ghoul hordes of the OU alongside her.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
* 18,000 nuyen&lt;br /&gt;
* 7 karma&lt;br /&gt;
* 2 CDP &lt;br /&gt;
* 1 Street Cred (for successfully pulling off a high-risk runner rescue)&lt;br /&gt;
* 1 Public Awareness (for Frag Face and Vic, because of their Distinctive Style)&lt;br /&gt;
* Optional Contact: [[Mint]] (C3/L3 Fixer) for 5 RVP or 10 CDP&lt;br /&gt;
* For Frag Face: Wanted (Federated-Boeing) – 75k dead-or-alive bounty for gross destruction of property, kidnapping, and murder, along with -50 Fed-Bo reputation.&lt;br /&gt;
* For Vic: +1 chip from Warboss for bringing him fresh meat.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&#039;&#039;&#039;Frag Face:&#039;&#039;&#039; [as &amp;quot;Johnny Jails&amp;quot;, speaking through his bootleg skillsoft subscription for Security Design] &amp;quot;Federated-Boeing bought the &#039;don&#039;t give out compromising details on our prisons&#039; package.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
=====Relay=====&lt;br /&gt;
We got Potato out. It was good to help one of our own instead of just worrying about our own skin or a little scratch. I&#039;ll be honest...I didn&#039;t know what to think about this team. We&#039;ve got newbies and monstrosities and people I hadn&#039;t gotten to vet yet, but it went pretty smoothly all told. Let&#039;s see if we can be this efficient in taking care of our other runners in trouble.&lt;br /&gt;
&lt;br /&gt;
=====Sp4rks=====&lt;br /&gt;
Relay&#039;s got quite the set-up, perfect for some SoyBurgers and planning. We quickly got to the point where i needed to enter our info in FedBo&#039;s host. It&#039;s a big one, so i pop some Overdrive and Psyche for good luck, get comfortable, and finally jump in. I get in the host just fine, it&#039;s sculpted as a baggage terminal, and i can see the spider behind thic glasses and mirrors over the thousand of tracks taking packages from place to place. Working my magic, seems like i got his attention as the whole host accelerate, a big hole opens up and every file starts getting dumped into the foundation. Quick thinking, ignore the spider and edit the file asap. Obviously, it had a huge protection mechanism liable to blow up in my face, but i had no time to think security. This day i might have died and god knows that spider and it&#039;s IC tried, but i just was straight up faster.&lt;br /&gt;
&lt;br /&gt;
We got on FedBo&#039;s territory pretty easily thanks to that hack and my newly acquired tailored pheromones, and once there it was FragFace&#039;s time to shine. The ensuing brawl was legendary, and i got to data spike two drones into the ground in one fell swoop ! Once inside, we freed everyone and took potato home, while i edited the footage to make it look as if we killed her in cold fucking blood. Even just seeing this footage makes me feel uneasy.&lt;br /&gt;
&lt;br /&gt;
The Drive back was eventfull, and we had bullards yet again that i had to take care of, but we finally got home with everyone in one piece. Oh and we crashed a million worth VTOL, so that&#039;s a thing !&lt;br /&gt;
&lt;br /&gt;
====== [[Vichnozeleny]] ======&lt;br /&gt;
Log number two zero five. I am glad to have rescued a captive that I witnessed being caught. Organizing others to fight like that, it brought back unpleasant memories. NCO of the Finnish military, Preacher among the warriors of the Monolith... every time I had to be the one shouting orders. It is something I am no longer capable of. That urge, that emotional high I once had is no longer present. All I could do is send those prisoners to their deaths and take back the one mistake I had made. The dwarf is alive and not behind bars. THis is a good thing I have made. &lt;br /&gt;
&lt;br /&gt;
Perhaps I should begin keeping track of downed VTOLs. It has become a hobby of mine. HTR must loathe me ever so...&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Minor_Arcana&amp;diff=83080</id>
		<title>Minor Arcana</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Minor_Arcana&amp;diff=83080"/>
		<updated>2021-10-16T04:10:20Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-12-02&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Sarcarian&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=Renton, Seattle Metroplex&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;
&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|Baron|Blue Crow|Roadkill (Inactive)|Rougarou|Sp4rks}}&lt;br /&gt;
|RunnerCasualties=Baron and Roadkill had their fake SINs burned.&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=&amp;lt;s&amp;gt;Medium&amp;lt;/s&amp;gt; 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;
&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=Insect Spirits&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Fly Scout|Fly Soldier|Flesh-Form Caretaker|Fly Shaman}}&lt;br /&gt;
|OppositionCasualties=Flesh-Form Caretaker, Fly Shaman&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=Knight Errant&lt;br /&gt;
|OppositionUnits2={{AARCharacterList|KE Patrol Officer|KE Security Spider|KE Air Spirit}}&lt;br /&gt;
|OppositionCasualties2=KE Air Spirit&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;
&lt;br /&gt;
==Summary==&lt;br /&gt;
In which the runners are hired by a young woman to investigate her brother’s disappearance, and end up uncovering a growing bug nest within a wealthy a gated community.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Isadora Windthrope]] is a bright young woman with a lot going for her – she’s kind, smart, wealthy, conventionally attractive, comes from a good family, and she’s a full magician to boot. Her parents are business-people and plastic surgeons who together run the A-rated “nuYou” series of bio-sculpting clinics (which provide leonization treatments to wealthy clientele), and their work provides all the money that her and her younger brother Duncan could ever need. Isadora also has a growing interest in the Tarot – she is a witch but has started using the cards to practice divination (she has not initiated yet, but she likes to smoke oniero). Quite recently she received a portent of doom which she initially wrote off, however the next day her brother didn’t come home from a sleepover; she hasn’t been able to reach him on the matrix or locate him on the astral, but her mother seems oddly unconcerned about it, and her father has left town suddenly on an unexpected business trip.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Isadora or anyone else, her mother is a newly-initiated Insect Shaman – she was converted by her sister-in-law, a lawyer from Chicago who is actually a true-form fly spirit. After sending her husband away to be infested, she concentrated her efforts on her youngest child (planning to make a soldier out of him), plotting to induct Isadora as the next shaman of their nest once the infestation of the rest of their family is complete (or else infest her with a nymph spirit should that plan fail). &lt;br /&gt;
&lt;br /&gt;
Isadora has noticed a change in her mother recently – she hasn’t been as diligent about their shared wiccan rituals, and she and their neighbor Mrs. Wakefield (an aspected conjurer who her mother converted, and who’s elderly husband was infested with a caretaker spirit) both missed observing the New Moon a few days prior – and now with her brother now missing she is desperate for help. Luckily she is a fan of punk music and regularly visit’s The Daze in Touristville, where the owner has noticed her troubled state; using this connection, Isadora has reached into her savings account hire runners.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Isadora has the runners meet her at 2pm at The Daze before it opens for business ([[Alessa P]], who set up the job for her and hired a number of runners in her stable, has arranged a private gathering). Everyone manages to make it to Touristville without much trouble, and are greeted by the fixer before being introduced to a young woman in a private school uniform, drinking and smoking while reading cards from a very intricate and expensive-looking tarot deck. Several of them offer complements, and Blue Crow assenses their Johnson to determine that she’s a mage, and uses her magical traditions roll to intuit that she’s a witch from her jewelry.  Isadora explains her problem – her brother is missing, she can’t contact her father, and her mother seems strangely unbothered by it. When Baron bluntly asks how much she is paying, she casually asks if 50k is enough for the group, and a matrix search roll by Sp4rks on her face tells the team of her identity.&lt;br /&gt;
&lt;br /&gt;
Everyone is happy with 10 grand a peace to go chasing after some missing rich kid who probably just went off with some girl (certain they can squeeze more cash out of their J if it proves too difficult), so Isadora provides them with her brother’s commlink number and a quicksilver photograph of his aura, as well as a number to contact her at if they have any further questions, before going back to her cards.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
While Blue Crow studies the quicksilver photograph of their target, Sp4rks takes a look on the grids to try and spot out his commlink, but is unsuccessful (as it is currently off). Isadora gives them her brother’s last known location (a nice neighborhood in an A zone), as well as her home address in Hampshire Estates near Lake Younge in Renton (a gated community in a AAA zone, to the team’s consternation) so they can look for clues – she advises the metahumans and Awakened in the group about the area’s known biases and the strong Humanis presence, but no one thinks to put on a disguise or buy ear caps.&lt;br /&gt;
&lt;br /&gt;
Hopping into Roadkill’s van, the team head south and devise a plan. Blue Crow summons up a spirit friend to assist her with its search power, confirming that their target is not within 5km of the last known location he was supposed to be (and thus either lied to them and is somewhere else – a distinct possibility – or is in some actual sort of trouble). This leaves them with few options but to go to the Windthrope home and look for clues, however entry into the gated community is a tricky prospect - they decide on a plan to pose as couriers, with Sp4rks setting up the infiltration on the matrix, smuggling in their essential goods via Roadkill’s shielded smuggling compartments.&lt;br /&gt;
&lt;br /&gt;
Sp4rks pops psyche and hits the rating 5 host for the gated community, managing to slip inside unnoticed by the spider and locate the visitor manifest. After disarming the data bomb, he has a bit of trouble making the edit to the file but manages to avoid notice of the patrol IC; eventually after a few attempts he is able to enter the name on Roadkill’s fake SIN and the delivery company that they are posing as employees of, making it look like the Windthrope’s are scheduled to receive a package. Slipping out unnoticed, he along with Rougarou and Blue Crow conceal themselves in the back of the van (literally, using concealment from Blue Crow’s spirit) while Baron sits up front with Roadkill in order to use his not-inconsiderable charm sell the con.&lt;br /&gt;
&lt;br /&gt;
At the gate is a KE Aware with a rating 5 SIN scanner – both Roadkill and Baron’s SINs pass, but are recorded in the visitor registry – and Baron manages to convince the cop that they’re on a busy schedule and to let them through without any serious questions. A short drive through the neighborhood later and the team have arrived at the Windthrope residence – a very nice two-story villa home with a lovely old couple as neighbors (who are actually Mrs. Wakefield, the nest’s second fly shaman, and her flesh-formed husband). Blue Crow passes out for a few moments and peeks around on the astral, managing to sleaze her way through the ward covering the building and search around inside. In the basement she locates a force 8 magical lodge covering a pair of rooms and is immediately suspicious, returning to her body to tell the team that’s where they should begin their search.&lt;br /&gt;
&lt;br /&gt;
Approaching the home, Sp4rks looks at the place on the matrix and sees a whole bunch of active devices, but no commlinks (Isadora’s mother is currently out, though she has left a guardian). He does however spot a family’s Lone Star Castle Guard drone, noting it as a threat to be taken out, as well as the maglock on the front door (which he is able to open with little trouble) and a hidden icon which seems to belong to a safe. Across the way, the Wakefields are on their porch keeping a careful eye on the home while Dr. Windthrope is away take interest in the visitors; the team notice the old couple, writing them off as nosey neighbors but taking action to avoid detection by them. Roadkill kits up in his RPC’d up FBA, and he and Rougarou put their sneaky skills to work to approach the front door while Blue Crow uses invisibility to hide the less stealth-inclined, making sure to scrub her signature as well.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
Sneaking inside, the team are a bit shocked by the opulence on display – the Windthrope’s aren’t quite at the luxury lifestyle level, but they are comfortably above high and even Baron is impressed. Sp4rks is able to mark and shut down the Castle Guard drone before moving to the library to locate the safe, while Blue Crow and Baron go to the basement to investigate the mystery wards. Rougarou and Roadkill stay near the front, but they investigate through the drawing room a bit while keeping an eye out and find a poster for something called the Westside Redevelopment Project, with the slogan “Building a Better Tomorrow” underneath (no one gets the reference though, it being a bit before their time).&lt;br /&gt;
&lt;br /&gt;
While watching out the window, Rougarou spots the Wakefields investigating the van, and with 6 hits on her perception she catches a glimpse under Mr. Wakefield’s coat to notice the chitin on his arm. This freaks everyone the frag out when they’re informed over DNI, and the team reconvene to take measure of the situation – an assensing check by Blue Crow confirms that he is a flesh-form fly spirit, while the old lady is a magic 4 insect shaman. A bit of mild panic ensues as the team tries to figure out how bad the situation is and how much of the neighborhood might be infested, as well as debate how to deal with the problem; the team is unsure how much of the neighborhood is infested, and whether or not there is a mother spirit around. A look at the shaman’s aura confirms that it is different from that of the flesh-form (whose aura matches the lodge in the basement – confirming that Isadora’s mother is the likely mastermind behind this). &lt;br /&gt;
&lt;br /&gt;
The team wisely decide that rescuing Isadora’s brother is the top priority, and that he is most likely in the process of being infested down in the basement; Baron and Blue Crow rush down there while Sp4rks plugs into the safe and cracks it open, revealing a trove of documents to bring back as well, before calling his chameleon-coated dustoff drone to come and get ready to take their target (the drone manages to sneak by the KE security rotodrone and avoid notice on the matrix, landing outside). Rougarou and Roadkill, still posting up out front, see the flesh-form approach and peer through the door at them; it should be noted that, at this point, most of the team is on combat stims and barely supressing bug-stomping urges. Below, the mages find a pair of locked doors, and Blue Crow peaks her astral head through only to be attacked by a bug-cat (Dr. Windthrope’s familiar, now infested with a scout spirit).&lt;br /&gt;
&lt;br /&gt;
Blue Crow, already hyped up on kami, seizes the initiative and grabs the cat to perform an exorcism on the spirit, forcing the bug out of the corpse and onto the astral to evanesce away before quickly returning to her body. Sp4rks tosses off a truly GOD-tier (12-hit, limit-broken) calibration that gets everyone moving at peek efficiency, and the hits on his HUD help Baron spot out the catch which reveals the hidden door to the small secret room holding Duncan in a cocoon. Baron uses ice spear to cut the boy loose, and Blue Crow throws him over her shoulder, bringing him out of the lodge and forcing the soldier spirit that was infesting him onto the astral as well before rushing upstairs to put him in the waiting medical drone.&lt;br /&gt;
&lt;br /&gt;
Upstairs, Roadkill – perhaps not thinking clearly since he’s on a speedball of guts and kami – shots through the nice wooden front door with ADPS and right into the flesh-form. Rougarou follows suit with her blade, cutting the bug good and putting him down to force the caretaker back where it came from. Outside, Mrs. Wakefield presses the panic button on her commlink and starts screaming for help, saying her husband has been murdered - Sp4rks data spikes her commlink but doesn’t manage to destroy it, so Rougarou (wearing her ballistic mask and a hood) *runs out into the street and murders her in broad daylight right in front of the patrol car down the road!*&lt;br /&gt;
&lt;br /&gt;
At this point the team knows things are FUBAR and that survival is the priority – they put Duncan into the chameleon-coated dustoff drone’s valkyrie module, which makes a speedy getaway (thankfully not being shot down in the process as the security drones are converging on the team). Piling into the van, Roadkill peals out followed close behind by a Dodge Charger, which deploys Ares Alphas to fire tracker ammo at the van (they’re not going to indiscriminately spray bullets in a neighborhood like this). Blue Crow doesn’t have masking, but Baron has been masking as a mundane and has no such concerns about leaving signatures behind, so he tries to slow their pursuers down with physical illusions while Sp4rks deals with the bollards which are going up at the gate to impede their escape.&lt;br /&gt;
&lt;br /&gt;
Roadkill displays some impressive driving skills in avoiding getting hit with tagger ammo, but the pawns deploy a KE limpet drone to speed out and attach to the underside of the van – thinking quickly, Roadkill activates the anti-theft system and deals just enough unresisted electricity damage to destroy it. Rougarou gets her assault rifle out of the smuggling compartment and pulls off a called shot to the engine block of the pursuing Charger, disabling it - up ahead though, another has blocked their path. Sp4rks, having managed to lower the bollards, successfully bounces back a mark from the spider attempting to hack him and places another mark on him to boot.&lt;br /&gt;
&lt;br /&gt;
With Blue Crow shouting words of encouragement at Roadkill to help him drive better/faster (unwilling to have her spirit use movement on the vehicle, as it would leave a signature behind), the street medic does an admirable job at playing wheelman – he just barely manages to dodge a lightning bolt when the KE air spirit manifests to strike down the criminal scum. Baron starts unloading on the spirit with high-force stun bolts, recklessly casting chaotic world just to try to distract it as well, while Rougarou lights up the spirit with ADPS rounds. Sp4rks lowers the bollards again after the spider tries to re-raise them, and Roadkill drives up on the curb and hits a mailbox before pulling off a truly impressive stunt with 9 hits on a pilot test to maneuver his way around the Charger blocking their path, rolling over some tire spikes in the process but continuing on thanks to his run-flat tires.&lt;br /&gt;
&lt;br /&gt;
They may be out of the gated community, the team is hardly out of the woods yet. The KE air spirit follows and nearly strikes down the van, almost forcing Roadkill to burn his 7th point edge to avoid the hit, but a lucky duck from Sp4rks lets him dodge it without needing to make that sacrifice. A few more stunbolts and ADPS rounds are sufficient to disrupt the spirit, but Blue Crow spots a watcher on the astral, so she has her spirit use its last service to take it out. Sp4rks, for his part, bootstraps the spider’s deck to reboot and takes out the pursuing drones with data spikes before rebooting and focusing on generating enough noise to hide their position from any tags that they were hit with as Roadkill makes some evasive driving maneuvers and break line of sight with their pursuers then rotating his chameleon coating/morphing plates/spoof chips to different combinations every few minutes as they speed off.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Incredibly aware of how close they just came to being arrested or worse, the team first check to make sure the drone got away with Duncan (thankfully it did, as they caused quite the distraction) before Roadkill calls up his fixer to procure a warded safehouse in the district, throwing him a chip for the favor. Once they call up Isadora to tell her that her brother is safe and retrieve the drone, the team go to ground at their safehouse to make sure the heat has time to die down, watching themselves on the news (Humanis is having a field day with it) and seeing that Baron and Roadkill&#039;s fake SINs have been recorded as responsible parties with shots of their faces (the rest were disguised or invisible, though the masked Rougarou killing the old woman makes for great evening news fodder). After waiting 24 hours, they call up Alessa P to make sure that things are okay before heading to the handoff at The Daze.&lt;br /&gt;
&lt;br /&gt;
Isadora is obviously grateful beyond words to have her brother saved from such a gruesome fate, and shocked that her mother could do such a thing; after some “persuasion” from the team (helped along by liberal expenditure of their last remaining points of edge), she agrees to double their payment because of all the trouble they went through to make sure that the bugs spread as little as possible, and for recovering the trove of documents from her mother’s safe that might hold a clue as to her intent. The team also use a burner commlink to send an anonymous message to KE telling them to investigate the basement, but whether or not it will be followed up upon is a mystery – still, things surely would have been far worse without their involvement, and they’re all at least happy to have made it out alive.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*20,000 nuyen&lt;br /&gt;
*9 karma&lt;br /&gt;
*2 CDP&lt;br /&gt;
*Optional Contact: [[Isadora Windthrope]] – C3/L3 Reader of the Cards&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote| &amp;lt;Ironic Foreshadowing&amp;gt; &amp;lt;/br&amp;gt;&#039;&#039;&#039;Baron:&#039;&#039;&#039; [attempting to shake down the J for more money] &amp;quot;So if things go to hell, which they certainly will, you pay us more, yes?&amp;quot; &amp;lt;/br&amp;gt; &#039;&#039;&#039;Sp4rks (over DNI):&#039;&#039;&#039; &amp;quot;Dunno if you&#039;re aware, but you just told her that if we do the job well, we WILL get paid less.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
===Sp4rks===&lt;br /&gt;
WHO-HOO now that was something !&lt;br /&gt;
It all began with an ad we don&#039;t get often, a good person need help and has the money to pay us, and to top it off the ad is from the legendary Alessa !&lt;br /&gt;
You bet i was applying, and about two hours later i was on the road with my new, deep mauve and not Ancient branded pick-up to pick up (pun halfway intended) Baron... at his mansion. Well, i suppose he wanted a feel of the normal life, money must have kinda messed with him judging by his mannerisms and general off-putting demeanor. A whole 30 minutes of gridguide traffic, Baron talking about random stuff, and an identity test later we are at Alessa&#039;s business.&lt;br /&gt;
&lt;br /&gt;
Gotta say i forgot how small pixies can be, i would have talked some with her about her people but she seemed preoccupied and quickly directed us to the J.&lt;br /&gt;
Some minutes passes waiting for the team to assemble, and i notice most of my fellow runners were of the awakened kind, though it did not keep me from making small talk with them. Blue crow had an interesting mojo to her, while Rougarou was looking diciplined and focused on the task at hands. Roadkill was the most approachable tho, meanwhile Baron kept talking about random stuff.&lt;br /&gt;
&lt;br /&gt;
We get to see the J and she&#039;s a young girl looking like she took too much long haul. She was playing with a nice deck of cards, she explains to us she is studying augury, and she&#039;s worried about her brother as she can&#039;t get a positive reading about him recently, in addition to his disappearance. The job is to find her bro and to do so she hands us a magic photo of her bro and gives me a &#039;link number. I gotta admit, i thought Baron knew at least how to face but i felt embarrassed when he talked, it was like he wanted to make the J uncomfortable or something.&lt;br /&gt;
&lt;br /&gt;
Some legwork later, we decide that getting to the J&#039;s house will give us more trails to follow, to do so we had to get inside an AAA zone in a gated community. To give us a reason to be there, we decide to use the Chameleon coating of the van to pass for a delivery service, and i drop in VR to make it seem we were expected.&lt;br /&gt;
I easily get in the (VERY uncomfortably perfect) host, and get to work finding the file i need to edit. I styled my robe to look like the typical humanis poster of a woman&#039;s clothes, while modifying the rings in a purse and making the eye of Ra an uncomfortable smiley face. The patrols saw nothing, nor did the spider, which was disguised as a kid whose gaze drilled in my soul (WHO DOES THAT ??), i quickly found the file in the virtual city hall, and put aside the trap they put right before it&#039;s drawer with much care.&lt;br /&gt;
&lt;br /&gt;
Turns out, i know how to not trigger traps, but apparently i have trouble opening DRAWERS ! I end up sculpting myself a gun just to append my data to this specific drawer, what a mess. I quickly reboot and tell the team it&#039;s done. We get at the entrance, and Baron talks to the guards, who scan their IDs and let us through. I knew i should have wiped their database right there and there, but well i was stupid. We get in the house with next to no trouble and Blue crow tells us to get down to the basement. I checked behind just in case and was followed by the rest of the team, and we saw the neighbors checking our van out, it seemed pretty innocent until someone found out one of those was an insect spirit, the kind of stuff we see in the trids !&lt;br /&gt;
&lt;br /&gt;
Finding this out, Rougarou and Roadkill stay in front of the door waiting for the monster to barge in, while i get to a safe we marked earlier and the rest of the team got down to the basement. The safe had an universal data port, ant so i AR hack it, film it&#039;s contents and put them in my bag before dropping in VR to help the team however i can. As soon as i&#039;m in i check the team&#039;s status, and adrenaline kicks in, i get on everyone&#039;s hud and point out everything i can see coming at them, everything was going to shit everywhere, and cherry on top the basement was a puke inducing hell scape. I&#039;m thankfull that in VR puking is not a thing !&lt;br /&gt;
&lt;br /&gt;
Under six seconds the neighbors are dead in the street and Blue crow has the kid with her, and so i kick back in AR and leg it to the van, the police is already en-route and AAA is not a label for nothing ! We put the kid in the Dustoff camouflaged medical drone for extraction and floor it out of this soon to be battle field. All hell breaks loose, but i have one clear objective : get the car out of here in one piece, and this is done through lowering those fucking bollards. EZ PZ i do exactly that but a pesky spider just gets them up again !&lt;br /&gt;
&lt;br /&gt;
Thankfully, i have time to lower them back before we go through, and the spider in his stupid little kid avatar hurts itself trying to put a mark on me.. Welp time for me to take care of him, apparently our driver pulled off a magnificent move, but i was too focused on slapping another mark on the spider to notice. Then i think GOD itself was on my side, a pop up spawns randomly showing the rear camera of the car, the air crackling with astral LIGHTNING, as soon as i notice it i override every AR signals of our driver to various crude TURN LEFT and LIGHTNING INCOMING images, which prompts him to turn at the very last time to dodge the spirit&#039;s assault. Pushing out a virtual sigh, i get back on task to get rid of the spider. In a somewhat cocky move i use my marks on him to constrain it&#039;s avatar and persona in a form that gave me access to his deck, at which point i used a sculpted payload in the fashion of a black hole full of trendy images, that i sent directly in it&#039;s boot partition, formatting it&#039;s deck instantly and rewriting everything on it in the fashion of various hand picked dank memes.&lt;br /&gt;
&lt;br /&gt;
Turns out the spider also was master of a drone, that stopped pursuing us right after i got the better of him, and our mages just got rid of the spirit, leaving us with no one following !&lt;br /&gt;
When in a safe place, i took some time to relax, play some &#039;trix games and SLEEP, jazz and psyche do a lot on one&#039;s tiredness. The next day, i was happy to see the J and her bro reunited, without mentioning a sweet cash bonus to boot.&lt;br /&gt;
&lt;br /&gt;
I have to say, i&#039;m kinda reassured. I thought i lost the touch after some mistakes i have made in earlier runs, but this one really showed me i still had the talent, it&#039;s maybe the best reward i got out of this one, in addition to not dying ofc !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rougarou :&#039;&#039;&#039; Sounded like some young boy went off to hang out with friends and went dark, so thought it was going to be some easy money, but something about this didn&#039;t seem right from the start. maybe it was from the J being one of those who can so call see into the future a bit...which i glad to be approved wrong and of all things bugs. you know those monsters that have try to end the world before. I felt bad for the old man because he likely  knew what happened to him,  a close betrayal from someone  you knew for I don&#039;t know how long just to face that&#039;s terrifying ordeal ,then to know that your body will become a puppet for some insatiable monster from some hellish realm ,that&#039;s asides the point the main goal was to put them both down both the cadaver along with the shaman because if one was allowed to live and get away it just means more will become monsters like that and only good is a monster is to be put down...in the end made it out with the skills of each of us in the group and felt glad once we gotten away from the cops...Thankful for this little knife that i picked up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=There_Goes_the_Neighborhood&amp;diff=83079</id>
		<title>There Goes the Neighborhood</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=There_Goes_the_Neighborhood&amp;diff=83079"/>
		<updated>2021-10-16T04:10:11Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-11-25&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Sarcarian&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=Loveland, Seattle Metroplex&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=Ancients&lt;br /&gt;
|Ally2=Laesa Syndicate&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|81|H.Rose|King Beef|Oathbane|Roadkill (Inactive)}}&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;
&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=Gianelli Family&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Mafia Mooks}}&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=Kenran-kai&lt;br /&gt;
|OppositionUnits2={{AARCharacterList|Yakuza Mooks|Wakagashira-hose}}&lt;br /&gt;
|OppositionCasualties2=&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;
&lt;br /&gt;
==Summary==&lt;br /&gt;
In which the team assist the expansion of Laesa operations into Loveland by hitting a trio of syndicate-controlled enterprises.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Argent]] has been hard at work following the events of [[Pressing the Attack]], swiftly moving to consolidate territory and use the information gained from interrogating his mafia and yakuza prisoners to plan his next move. He has identified three targets of interest – a mafia-run warehouse used for drug smuggling and distribution, a yakuza-run BTL den, and a back-ally street doc whose affiliations he has been unable to determine. Wishing to take control of these enterprises but not wanting to make an overtly violent move using the Ancients, he has called in runners to clear them out and secure the premises so that his ganger allies can come in and loot anything of value to him and secure a Laesa syndicate foothold.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
The team are told to meet at a dive bar in Loveland, the faded signage of which identifies the establishment as “Silver Linings&amp;quot;. There are some shake-ups getting there (King Beef choses to bicycle all the way from Redmond to get his cardio in, and 81 takes public transit, which is always a gamble – thankfully though neither are attacked by gangers), but they are all able to arrive on time and uninjured. They find the bar is covered in paint which some new Ancients recruits are working on cleaning up, while their employer is drinking with a gang boss and conversing in Sprerethiel in the back room (the team overhear the conversation as a few of them get drinks, but none of the team speak elf-talk). &lt;br /&gt;
&lt;br /&gt;
Coming out to greet the runners, Argent gets right to business – he tells them about the targets he wants them to hit, and offers them 4000 nuyen per head, per target. Everyone agrees that this seems like a reasonable offer, and none try to press their luck pushing for more cash, so he presents them with the intel that he’s gathered on them so far; he also asks that they avoid unnecessary bloodshed and collateral damage to the premises, and that they specifically avoid killing the doc or any made men, but to bring any recalcitrant people back to him so that he can have a private talk with them – if they do, he’ll extend his contact information to them and considerations for future work. They accept the terms.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Rose takes a look over the information that the team was provided – not being particularly trustful of Johnsons or fixers, he resolves to do a bit of legwork to confirm the intel. 81 and Oathbane join him in that task, while King Beef has Roadkill give him a lift back to his apartment so that he can pick up a piece of equipment. Oathbane has her data sprite do a matrix search on the street doc’s clinic, while 81 goes to scope out he BTL den on foot and Rose hops in his vehicle to do a drive-by of the warehouse (and subsequently the BTL den and clinic, as they’re all within about a mile of eachother, on the boarder between different syndicate’s territory). &lt;br /&gt;
&lt;br /&gt;
The warehouse proves to be moderately well-defended and in the process of being refurbished – half the windows have been recently repaired, while the others are boarded up. Out front by the loading door is a burly guard, while another lurks in the side ally near a locked door. There is no host, just some old pre-crash wired systems that were never retrofitted, but about 10 commlinks can be spotted inside. &lt;br /&gt;
&lt;br /&gt;
The BTL den has some addicts and squatters milling about, as well as a metal security door at which patrons can make their requests through a slot; 81 is distracted by the makeshift neon kanji sign (which Oathbane is able to translate, determining that they peddle CalHots and Kong-chips, though since none of the team do BTLs this means little to them), but Rose has keener eyes and determines that one of the vagrants is actually a guard from the bulge of a gun in his pocket and he way he fakes being chipped up. &lt;br /&gt;
&lt;br /&gt;
The street doc’s clinic meanwhile has no obvious guards, just a sign in a back ally and a locked door. Oathbane’s search returns little of interest, just hits on the shadow community version of Yelp from patrons leaving generally satisfied reviews (“relatively clean, can fix cyberware, the doc doesn’t ask questions, is willing to make a body disappear for a modest fee”, that sort of thing) with no indication that he’s affiliated with one particular group over another (there’s speculation of being backed by the Triads, but they put that down to bigoted assumptions since the doctor is evidently Chinese). &lt;br /&gt;
&lt;br /&gt;
King Beef and Roadkill meanwhile return to Redmond so that KB can retrieve his Rapid Egress System that he received as payment for his last job – Roadkill is incredulous that the minotaur has a jetpack now, as is the rest of the team when he declares his intention to find a way to put it to use on this gig. Meeting back up, the team discuss their options and strategies; Rose, as the most consummate professional among the team, assumes the role of coordinator and overwatch. After assessing the targets and looking over his notes, he determines that the warehouse is likely the most well-guarded and they should probably hit it first before seeing what they’re up against with the other two.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
Part 1 - The Warehouse:&lt;br /&gt;
&lt;br /&gt;
Kitting up for some violence, the team roll over to the warehouse. Roadkill notices the HVAC system on the roof and an idea occurs to him – he can climb up there and drop a neurostun grenade inside, then Oathbane can use the vents to circulate it and vent it off after everyone is knocked out while 81 and King Beef take out the guards out front and hold the doors shut. The team agrees with this course of action, so 81 hops out of the van and confidently walks up to the guard out front, telling him to frag off or she’ll kill him. He laughs, exposes his pistol, and tells her to say that again, so she does – he quick draws and says to repeat herself again, and she does before beating him out in a surprise roll to grab the gun and bend the barrel with her bare hands. This does the trick to give her the bonus intimidate dice she needs, and the goon wanders off to reconsider his life choices.&lt;br /&gt;
&lt;br /&gt;
King Beef chills out front while the giant heads into the ally and tries the same trick with the other guard – this one is quicker on the uptake however and draws his pistol while making a commlink call. Oathbane puppeteers his link to shut down while 81 beats him into a bloody pulp (avoiding killing him, but definitely knocking more than a few teeth loose thanks to combat monster). While the guards outside are are distracted by all of this, Roadkill manages to scale the side of the building and plant a datatap on the old wired HVAC system, allowing Oathbane to take control of it. He drops a gas grenade filled with Neurostun X inside, and after using the system to distribute it the chemseal-less goons inside are rapidly overwhelmed; they attempt to make for the exits, but the trogs are able to hold both of the doors shut long enough for everyone inside to pass out while the team techno squelches their comms.&lt;br /&gt;
&lt;br /&gt;
Inside, Rose gets to work restraining everyone and looking for tattoos indicating rank while Oathbane goes through their commlinks to see who’s in charge and the rest of the team take inventory. They find a bunch of drugs, but King Beef is mildly disappointed to see that there is no K-10 among the haul, so nobody decides to help themselves. Instead they call Argent, who sends over a quartet of Ancients to secure the building and start hauling off the most valuable drugs to be fenced among their network, and one of the green-haired elves presents the team with the first third of their payment.&lt;br /&gt;
&lt;br /&gt;
Part 2 - The BTL Den:&lt;br /&gt;
&lt;br /&gt;
Having taken on the mob with minimal violence and no deaths among the opfor or injuries among the team, everyone is filled with confidence as they roll up to the BTL Den. Roadkill has a monofilament chainsaw he’s been dying to use, and plans to cut through the security door while the muscles watch his back and 81 takes on the place’s low-grade host to deal with the spider and take over the infrastructure. Everyone takes their drugs, and 81 hops out of the van, strolling right up to the door and smashing the nearby camera; the guard out front takes a shot at her from behind with his pistol (barely causing stun damage with ADPS rounds, such is life), so King Beef steps out crackling with lightning to stand above him menacingly while Roadkill gets to work with his chainsaw cutting through the door. 81 takes a swing at the guard, pissed off at being shot, but he dodges and she ends up putting a hole in the concrete steps behind him with smashing blow instead and is satisfied with that. Rose steps up with his machine gun and commands the guy to stand down and identify who’s in charge, making his best attempt at intimidation – he responds in Japanese with what sounds like “gaijin scum”, so King Beef teaches him to mind his manners with an electric punch that knocks him out.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, on the matrix, Oathbane and her sprite mark the host and head inside without bothering to run silent – instead, she immediately spots out the spider and commands her sprite to attack it with a data spike (the spike bounces back and causes a bit of damage to the sprite, but it then bounces back the spider’s subsequent data spike to even things out). A few micro-seconds of slinging malicious code at eachother later and the techno has overwhelmed the decker, knocking him out and effectively taking control of the host (as the IC poses little threat to her powerful LP); hearing the Japanese, she broadcasts a message over the intercom system repeating Rose’s command in the same tongue. &lt;br /&gt;
&lt;br /&gt;
In meatspace, Roadkill is nearly finished cutting through the door when a gun emerges from the slot in it and shoots him in the head – he tanks it like a champion, and the bullet bounces off of his partial cyberskull after doing a small bit of damage to it (ADPS really isn’t all its cracked up to be, frankly). Unbothered, he just continues putting the chainsaw to work, managing not to injure himself or others with it thanks to the power of edge. 81 though is a bit annoyed that people keep shooting guns off, so she bursts through the now-off-its-hinges door and hits the yak behind it in the face, hard. King Beef steps inside through the now trog-sized hole and takes a swing at the person in the security cage which leads to the rear of the building, tearing through the mesh but failing to strike his target. Rose just sighs as the techno emerges from VR, having her translate the Japanese responses to his orders and determining that there is a Wakagashira-hose – an underboss – in charge here.&lt;br /&gt;
&lt;br /&gt;
As the trogs drop mooks left and right (literally, with left and right hooks), Rose tells them to get the boss while he secures the mooks with restraints. Oathbane joins them in making their way deeper into the BTL den while Roadkill stands guard, gently dealing with a beetle addict who wanders up to ask about the new chips they got in (completely heedless of the gunfire and sounds of violence). Roadkill evidently feels bad for the poor man, but his medical knowledge doesn’t really tell him a lot about how to treat BTL addiction and he doesn’t have the meds to ease withdrawal symptoms, so he just shrugs and hands him one of the CalHots for free – the addict grins at his good fortune and wanders off whistling a jaunty tune thanks to his moodchip while Roadkill and Rose share a look. &lt;br /&gt;
&lt;br /&gt;
In the rear, a yak bodyguard opens up on King Beef with full auto (soaked handally by the minotaur mysad – the bullets just bunce off of him as he walks right past the bodyguard and through the wall of the boss’ office). Oathbane does her best with her SMG and actually manages to tag the yak before 81 puts him down. In the office, the Wakagashira-hose proves surprisingly nimble as he avoids King Beef’s haymakers and slashes at him with a monowhip, coming quite close to putting him down for the count; however he manages to stay on his feet (well, hooves) and knock the yak out, throwing him over his shoulders and carrying him out to the van before passing out from drain while the rest of the team secure the premises and call up the Ancients (again none of them steal the merchandise, though Oathbane does find the decker’s room and grabs his deck to bring back to Argent).&lt;br /&gt;
&lt;br /&gt;
Part 3 - The Clinic:&lt;br /&gt;
&lt;br /&gt;
After returning to the bar and handing the deck and the yak over to Argent to deal with (he assures them that he will administer Laes so that the man doesn’t remember them), the team take a little time to patch up their own wounds and recuperate a bit before heading over to the street doc. King Beef is slap-patched back to consciousness and press-ganged into playing the part of a prospective patient so that they can get a look at what’s inside and make sure there aren’t any gun turret-shaped surprises waiting for them; he agrees, and summons up a spirit to take a look at the astral as well, just to be safe. However, there is evidently a ward covering the building on the astral, so he just shrugs and dismisses it. &lt;br /&gt;
&lt;br /&gt;
The team work together to shoulder the minotaur and “help” him towards the door, where a camera and an intercom wait; the doc looks them over and allows them inside, though he says only one person can come into the office at a time and the rest will have to wait in the waiting room. Looking King Beef over, he realizes that the damage is from drain and says he can’t do anything to help him, but he does offer some bliss for the pain; KB accepts and heads back out so that Oathbane can try to talk to him and convince him that its in his best interest to accept the Laesa’s protection “offer”, while 81 takes the bliss and injects it just for fun (managing to barely avoid becoming addicted to powerful opioids). &lt;br /&gt;
&lt;br /&gt;
With Roadkill and Rose feeding her lines through DNI, Oathbane tries to put on the charm and get a bit of information out of the street doc before putting the screws to him and attempting to play the part of intimidating Laesa representative. He is less-than-frightened however (a judge intentions roll reveals that he is much more scared of something else than he is of the Laesa), asking just who the frag she thinks she is and hurling ethnic slurs and such. 81 hears the commotion through her drug-induced haze and smashing blows her way through the door to the office, so the doctor grabs a syringe and takes Oathbane hostage with it, demanding that they leave at once.&lt;br /&gt;
&lt;br /&gt;
81 just laughs and steps forward, so the doc blusters a bit, asking if he thinks he’s afraid of them and saying “whatever you do to me, [[Agamemnon]] will do worse”; the giant just ignores him and puts her reach to work, seizing the initiative and managing to crush the syringe (and the doc’s cyberhand) before he can inject the poor techno with it, cutting her own hand in the process and narcojetting herself (she doesn’t notice thanks to the bliss, managing to soak enough stun damage to stay on her feet). One punch to the noggin later and the street doc is out cold and thrown over her shoulder, with Oathbane managing to remain composed enough not to break down in terror in front of the hardened criminals.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Shaking their heads at the doc&#039;s refusal to cooperate, the team call up the Ancients to loot the clinic of cyberware and bring the doc back to Argent. He’s a little miffed that they roughed him up (though he is assuaged when told that he had one of the team hostage and that they had little choice), and as puzzled at who this “Agamemnon” might be (not being a student of history) as the others, but says he’ll Laes the doc so he doesn’t remember them before having a long talk with him about the benefits of paying into the Laesa’s protection racket. Satisfied with the team’s performance, and that they didn’t leave a trail of bodies leading back to him and his associates, he rewards them with their final round of credsticks and a “job well done”, as well as his contact information should they wish for it (as Oathbane is already in his stable of runners, he says that he’ll owe her a favor for bringing him the cyberdeck instead of running off with it to fence the data/hardware herself, as the used deck alone is enough to pay the team’s fees).&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*12,000 nuyen&lt;br /&gt;
*5 karma&lt;br /&gt;
*2 CDP&lt;br /&gt;
*+1 Ancients rep&lt;br /&gt;
*+1 Laesa rep&lt;br /&gt;
*Optional Contact: Argent (C1/L3 Fixer) for 3 RVP or 6 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&#039;&#039;&#039;81:&#039;&#039;&#039; [holding the knocked-out teeth of her latest victim] &amp;quot;Hey, if I put these under my pillow, does the tooth fairy accept them if they&#039;re not mine?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
=====[[King Beef]]===== &lt;br /&gt;
Few things here kids. &lt;br /&gt;
&lt;br /&gt;
1. Bullets are a mind-over-matter deal, if you don&#039;t mind it don&#039;t matter. &lt;br /&gt;
&lt;br /&gt;
2. Monowhips hurt like drek, don&#039;t let them hit you if you can help it. If they do, hope you&#039;re one tough mother like I am.&lt;br /&gt;
&lt;br /&gt;
3. Street Docs can&#039;t help with Magic shit but Bliss helps keep the pain away. Numb is better but use whatcha got.      &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Oathbane:&amp;lt;/big&amp;gt;&#039;&#039;&#039; I haven&#039;t felt this thrill or rush in some time that actually being in danger with the chance of it all going wrong for me, haha ha .we move on to our first target a warehouse with connections to the mob moving about so we advise a plan multiple to be able to takedown them we better go with a simple option take control of the main ventilation system then pump the room full of gas rather crude but effective method we just had to deal with the people on the outside so they didn&#039;t get the word on the inside .with a quick line of code from my side I managed to disable the commlinks outside so my team can mop them up and then once Roadkill got on top  and deployed his Neurostun grenade along with the datatap . It was only a matter of time to open up the ventilation systems and the doors to make sure the occupants don&#039;t die, went without a hitch.      &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the den not my smartest decisions but due to knowing how the matrix works if he was around it would have been problematic for my team said it said it&#039;s a barge without attempting to hide myself to make myself the biggest target in the room for them to try to take me down. It was difficult battling against him in the cyber matrix world but overall I came out victorious and gained control of the systems, haha around that time my team has already cleared out the place only a few people proved to be a threat .once the other boss was taken care of I decided to go a bit of exploring found the spiders den and grab his deck, of course, I did have a thought of taking it for myself but I&#039;d rather not it would be a poor display of my  professionalism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next one another one of my bad decisions that had been a very precarious position, try to negotiate and persuade the doctor but acted it&#039;s a mix up of language barriers or the emotions riding high from my overconfidence  …it led to a very &#039;s terrifying scene being held hostage …something…anyway back to the story I&#039;m glad for 81 steppings in and knocking the doctor out. Only good thing it didn&#039;t lead to a blood bath or me coming to harm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=An_Arms_Race&amp;diff=83078</id>
		<title>An Arms Race</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=An_Arms_Race&amp;diff=83078"/>
		<updated>2021-10-16T04:10:04Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-11-06&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Chrisst111&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=On the Road (Seattle to Portland)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=Acheri Labs&lt;br /&gt;
|Ally2=&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|Delphi|King Beef|Rigs|Roadkill (Inactive)}}&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;
&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=Avalerion Cyberware&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Cyber-Terrorist|Cyber-Troll}}&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: 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;
&lt;br /&gt;
==Summary==&lt;br /&gt;
In which the runners are hired to protect a shipment of cyberware on the way from Seattle to Portland.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Mr. Johnson asks the runners to meet him at a punk club in Redmond to discuss the terms of their prospective employment. The team arrives to find a goblin rock show taking place, and are lead through the venue via a series of AROs to the back end of the building where there is a more private area for high-end clientele where shadow community types meet up (a quick assensing check reveals a preponderance of beta and deltaware augments). Delphi purchases mystery drugs (like a true professional) which turns out to be deepweed that she ends up smoking throughout the meet/rest of the run. Mr. J turns out to be a face-swapping adept, which the team rolls with, and fills the team in a bit on the job and tells them that they’re expecting trouble, possibly shadowrunner-tier opposition, and that one of them is likely a technomancer. At the mention of this, the coked-up face immediately demands a 20% bump in pay, and 12 hits on negotiation secures the team their hazard pay.&lt;br /&gt;
&lt;br /&gt;
After hands are shaken and the deal is struck, Mr. J tells the team to meet at a warehouse in Snohomish at 10am the next day. Everyone goes to prepare in their various fashions: Delphi does more drugs before performing a bit of legwork, looking up their employer (Acheri Labs) as well as their opposition (Avalerion Cyberware) on the trix; King Beef gets in the zone to punch some fools; Rigs visits his trusty mechanic for some modifications to his ride; and Roadkill installs run-flat tires on his own vehicle which will come in handy later on during the course of the job.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Since they have two drivers – one with a mostly-legal step-van and one with a roadmaster covered in machine guns – the team decides to employ both in the plan. Roadkill and Delphi will take the bulldog and cross the boarder into the SSC lands (and subsequently into Tír Tairngire) legally (since they’re transporting legal goods and their employer has already taken care of customs paperwork), while Rigs and King Beef will sneak across the boarder into the SSC with the roadmaster and be the heavy weapons backup en-route through the SSC, where they’re the most likely to be ambushed.&lt;br /&gt;
&lt;br /&gt;
En-route to the southern metroplex boarder, Roadkill and Delphi encounter a suspiciously bare stretch of road. The team has split up at this point so Rigs can smuggle his highly-illegal vehicle across the boarder (which he nails with vehicle stealth thanks to rigger bullshit), so King Beef conjures up an air spirit (getting smacked with physical drain on the first try, but managing to pull it off with the second) and commands it to use its movement power on the delivery van, boosting the speed tenfold and allowing them to cover the empty stretch of road in no time at all without giving any potential ambushers the opportunity to launch a surprise attack. &lt;br /&gt;
&lt;br /&gt;
At the boarder, the two run into a bit of trouble – the KE officers find the smuggling compartments in Roadkill’s van full of medical supplies and guns, but the two manage to bluff them about moonlighting as an ambulance which requires the firearms for protection (the lie is made easier by the fact that this is exactly what Roadkill does in his off-hours). Roadkill has licences for everything and his SIN scans just fine, but Delphi’s is flagged for further inspection because of “potential irregularities”; she prepares to offer the pawn a bribe (all while attempting not to look too closely at his potentially bug-like aura), but suddenly the scan comes back all clear and he waves them along. The team becomes suspicious at this, and everyone with augmentations feels theirs start to itch – Rigs, in VR, senses some weirdness with the matrix as well, and he can almost hear the spooky technomancer noises in the distance.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
Now in the SSC lands, the team re-unites on the highway and forms their small convoy, keeping several pairs of watchful eyes out for potential dangers in the meat, the matrix and the astral plane. They aren’t quite observant enough though, and soon Roadkill runs over spike strips – however thanks to his new run-flats he is still able to maintain control of the vehicle. Thinking quickly, both he and Rigs pretend as if they’ve been slowed by the trap and come to a stop in order to trick their ambushers into thinking that their vehicles have been disabled and that they’re easy prey. &lt;br /&gt;
&lt;br /&gt;
Combat begins quite suddenly at this point as an RPG is fired at Roadkill’s vehicle, managing to hit it with a glancing blow that the armored delivery van handily soaks. &lt;br /&gt;
A cyber-troll anchored to a nearby bridge starts burst firing at them as well – Roadkill fires back, but his stick-and-shock is no match for the troll’s armor, so he leaves the heavy fire to the ADPS-equipped Rigs and concentrates on driving. Rigs returns fire with his heavy weaponry from the safety of his tank, while King Beef makes the brave decision to leave the roadmaster and engage the enemy directly, using his spirit’s movement power on himself and lighting up with elemental body before charging directly at the cyber-troll with a haymaker.&lt;br /&gt;
&lt;br /&gt;
The Champ is a bit out of practice, so the two trogs end up taking swings at eachother while Roadkill very slowly accelerates away – however the sustained fire from their kinetically-inclined cyber-terrorist foe ends up sending him into a tailspin, which he barely manages to avert with expenditure of edge. The two vehicles beet a quick retreat, leaving the minotaur behind for his solo slug-fest. King Beef ends up going down for the count, so both reverse and return to rescue him; Rigs makes it there first thanks to rigger bullshit, snatching him out of the road without even slowing down. The cyber-terrorist takes one more shot at Roadkill’s van before it passes out of range, and the third time turns out to be the charm as the high-ex explosion totals the bulldog and causes a roll-over – both Delphi and Roadkill manage to soak enough of the damage to survive without needing to burn edge, but fail their composure tests and spend the next few moments having panic attacks at the near-death experience.&lt;br /&gt;
&lt;br /&gt;
Roadkill manages to pull together and stabilizes himself and Delphi, who sustained a nasty head wound and royally fragged up her arm in the crash. Rigs puts his mechanical winch to use and drags the totaled wreck away from the enemy before they can finish off the two inside and take the precious ware (which thankfully survived intact, secured in their insulated packaging inside the smuggling compartments). Escaping the kill-zone, the team gets off the highway, catch their breaths, and administers medical treatment to the wounded before plotting the next move.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Rigs removes the machine guns from his roadmaster and stashes them with the wreck of Roadkill’s van while the rest of the team recuperates a bit from their many wounds, and the team spin up a tale of the good Samaritan in the perfectly-legal armored car who came across the unfortunate accident and helped the poor couriers on their way to the boarder so that they could finish their delivery before seeking medical attention. Delphi does a little novacoke, as a treat for surviving the crash with only 1 box from bleeding out, and the chemical assistance helps sell the story to the Tir boarder guards. As luck would have it there are no further incidents with the authorities or rival criminals, and they manage to make it into the elfnostate and drop off the goods at their destination. Everyone but King Beef feels some more matrix weirdness here, possibly related to Acheri Labs’ purported work with electrokinetics to increase the quality of their cyberware integration.&lt;br /&gt;
&lt;br /&gt;
After successfully completing the job, three of the team elect to go under the knife and take their payment in shiny new cyberware, while King Beef procures himself a wolf and has it upgraded instead. Rigs especially feels a strong sense of peace and tranquility after getting more chromed up.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
* 24,000 nuyen or 48,000 nuyen in cyberware&lt;br /&gt;
* Optional: Cyber-Singularity Seeker and 4k nuyen or 8k in cyberware&lt;br /&gt;
* 2 karma&lt;br /&gt;
* 2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote| &#039;&#039;&#039;Delphi:&#039;&#039;&#039; [to Oracle, after being coaxed into assensing a KE officer to see whether or not they’re a bug] “Are you trying to get me infested? This happens every time we see a cop…”}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
===Delphi===&lt;br /&gt;
You know, just once it would be nice to have a job where nobody shoots an RPG in my direction.&lt;br /&gt;
&lt;br /&gt;
Things started off interesting enough, with the cheep deepweed and the face-shifting J – when he mentioned the possibility of a techno working against us I knew we could push for more cash, and it ended up working like a charm. Turns out this facing thing is super easy, you just do a bump of nova in the bathroom beforehand and make demands until you get what you want; I ended up crashing something fierce after, but that’s the price of greatness I suppose.&lt;br /&gt;
&lt;br /&gt;
The job itself was pretty straightforward – just haul the cargo down to Cara’sir and make sure nobody takes it before we make the handoff. I think I sort of freaked out one of the people loading up the goods though. He was a techno and had a really cool-looking aura, with the way his cyberarms had integrated so holistically, so I just sort of made an AR visualization of it and gave him the file figuring he’d enjoy it; it only occurred to me after we left that I basically told him “I know you’re one of them, and here’s proof”.&lt;br /&gt;
&lt;br /&gt;
Getting across the boarder was a bit hairy – I was still smoking the deepweed I picked up the night before, so I couldn’t stop seeing the astral and I was trying not to look high out of my fragging mind while this KE pawn scanned my SIN. The thing came back flagged for further inspection, so I was getting ready to slip them a credstick when Oracle, the asshole, starts nagging me to take a closer look at their aura and see whether or not the cop is a bug. In the end we just got waved right through, though I&#039;m still not sure whether they were a bug. Questions for later I suppose.&lt;br /&gt;
&lt;br /&gt;
The first half of the drive was alright, before we hit the spike strips, then things got all crazy - I thought after initiating I was supposed to be more aware of danger, but it didn’t help at all, the ambush took me totally off-guard even though we were looking out for it. I guess that’s a testament to our opposition’s skills though. The van got tagged with a couple rockets and ended up rolling over, and the big minotaur went down in the fighting - we all got away, but we didn’t end up taking either of them out.&lt;br /&gt;
&lt;br /&gt;
I got fragged up real good in the crash though – my right arm got all messed up, and I had a huge gash in the side of my head (they told me later that I fractured my skull). That Roadkill guy totally saved my life though, absolutely no hard feelings for being at the wheel at the time – if it had been a worse driver we’d probably both have died, plus he patched me up after and gave me some drugs for the pain. I feel pretty bad that his ride ended up totaled, hopefully he has some contacts to get it fixed on the cheep.&lt;br /&gt;
&lt;br /&gt;
Thankfully we managed to get across the boarder into the Tir without too much trouble and made the handoff. I guess it was lucky that we were delivering cyberware to a clinic: the J offered payment in chrome, and I ended up replacing my mangled arm and getting part of my skull swapped out with a computer. I also got my old datajack and visualizer upgraded to alphaware in the bargain, and had a skilljack installed as well. It feels a little strange, but they said I’d get used to it, and I don’t feel particularly less awakened – the astral still looks the same, and the metal hand even gets psychometric impressions. Magic is weird.&lt;br /&gt;
&lt;br /&gt;
Anyway, these case notes are long enough at this point. Time to enjoy the morphine. &lt;br /&gt;
&lt;br /&gt;
===== [[King Beef]] =====&lt;br /&gt;
Fuck this is my worst showing to date. I know I fucked em up pretty good but the dreksmear of a troll actually managed to down me, pitiful. If I ever manage to figure out who that squad was I&#039;ll hunt em down and really show em what I&#039;m made of. At least the team had the sense to come pick me back up, shame their vehicles got blasted in the process. One of em patched me up and we had to make an emergency break-in to hide and do repairs, I wasn&#039;t much help with those but it gave me time to simmer and get a little less heated about going down so easy. &lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=I_Think_I%27m_Sick_and_I_Want_to_Go_Home&amp;diff=83077</id>
		<title>I Think I&#039;m Sick and I Want to Go Home</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=I_Think_I%27m_Sick_and_I_Want_to_Go_Home&amp;diff=83077"/>
		<updated>2021-10-16T04:09:56Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
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&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
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|Date=2081-10-29&lt;br /&gt;
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&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
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|GM=Sarcarian&lt;br /&gt;
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 &lt;br /&gt;
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&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;
&lt;br /&gt;
|Location=Bellevue, Seattle Metroplex&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
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|Ally=&lt;br /&gt;
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|Ally2=&lt;br /&gt;
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&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;
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|RunnerList={{AARCharacterList|Aster|Coyotl|Roadkill (Inactive)|Nova Kid}}&lt;br /&gt;
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|RunnerCasualties=&lt;br /&gt;
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&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
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|Threat=Low&lt;br /&gt;
&lt;br /&gt;
 &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;
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|Metaplot=&lt;br /&gt;
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&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
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|OppositionFaction=Twin Pines High School Administration&lt;br /&gt;
&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Assistant Vice Principal|Custodian|Rent-a-Cop}}&lt;br /&gt;
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|OppositionCasualties=&lt;br /&gt;
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|OppositionFaction2=&lt;br /&gt;
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|OppositionUnits2=&lt;br /&gt;
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|}}&lt;br /&gt;
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==Summary==&lt;br /&gt;
&lt;br /&gt;
In which the runners are hired to break a bunch of high school delinquents out of detention.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Harold Walton is an aspiring young decker attending a prestigious private school who has all the money he could ever need. He has a group of friends with whom he&#039;s drifted apart from recently, and wants to get everyone together to see a local up-and-coming artist that they&#039;re all fans of perform at Underworld 93. Unfortunately, all of his pals have landed themselves in after-school detention for various reasons. Fortunately for them, Harold also has a mother who works as a Johnson for Microdeck whose credentials he&#039;s managed to steal so that he can make a job post on the Haven and get some criminals to break them out.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are asked to meet at the Main Place Arcade in Bellevue at their earliest convenience, and everyone manages to arrive within an hour or so without issue. When they show up they find an ARO pointing them towards someone waiting at a donut shop, which Roadkill IDs as an anthrodrone with semi-realistic features; Harold communicates with them via this proxy for the meet. He explains that he wants 5 willing targets extracted within the next several hours and brought to an address in Tacoma, for which he&#039;ll pay them 6000 nuyen each. Aster and Coyotl tag-team the negotiations and bargain him up to 10k each, on the grounds that it&#039;s a big ask for a short timeframe, and he agrees. Harold then makes the unwise decision to attempt to hack Nova Kid&#039;s deck, which bounces the mark back, and he informs the rest of the team; the faces proceed to give him the side-eye and demand an expense account, and Harold(&#039;s drone) sheepishly hands them 5k nuyen on a credstick, as well as the names and photographs of their targets, before slipping away into the crowd - the team elect not to follow or attempt to trace him.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Seeing as they&#039;ll need to transport 5 people, Roadkill (whose van seats 6) heads over to the site in his own vehicle while the rest of the team pile into Aster&#039;s. A couple of quick matrix searches reveal that the address for the site of the &amp;quot;extraction&amp;quot; is in fact a private high school (Twin Pines, sponsored by Microdeck), while the location they&#039;re to drop the targets off at is revealed to be Underworld 93 - there&#039;s a collective groan as the team realize the nature of their objective.&lt;br /&gt;
&lt;br /&gt;
Nova Kid hits the school&#039;s host to get the information the team will need. Slipping inside silently, he finds the record&#039;s office (student files) while avoiding the notice of the patrol IC and the custodian/spider. He disarms the data bomb on one of the files and finds the detention list with 4 out of 5 of their targets on it, as well as the room they&#039;re in on the third floor. He also snags a map of the building, but is deterred by the encryption on the files for the emergency and security response plans.&lt;br /&gt;
&lt;br /&gt;
Searching around for icons on the host, he finds two personas with 3 marks from it and one with 1 from it - the two with 3 marks look to be the spider and a high-rating commlink likely belonging to faculty, while the third one is a lower rating commlink which they believe belongs to a student; hacking the last one, he discovers that their fifth target is registered as the owner and decides to call it. Having the faces do the talking, they convince the kid (named Brian) that a friend of theirs hired them to break him and 4 others out to go see a show. Brian doesn&#039;t recognize the names of the other kids and is perplexed at first, but upon hearing the artist&#039;s name he puts it together that Harold must be behind it. He agrees to go along with the plan, but reveals he can&#039;t contact the others (they&#039;re in detention and have had their commlinks taken and placed in a Faraday cage, while he&#039;s using his to work after-hours on a project on the school&#039;s host as punishment for some academic transgression). Learning that the others are being supervised remotely via a teaching drone, the team starts to put together a strategy.&lt;br /&gt;
&lt;br /&gt;
The plan is to have Nova Kid brick the teaching drone, then intercept the call between the assistant principal&#039;s commlink and the custodian/spider&#039;s deck. Posing as the custodian, they&#039;ll tell the principal they&#039;ll take care of it, then &amp;quot;call the repair people&amp;quot; (actually the faces), who will then have a way to enter the building and make contact with the targets before ushering them out a rear exit to the van. Aster and Coyotl use the majority of their expense account to procure a pair of quick-and-dirty, just-needs-to-look-good burner SINs from their forgers in order to sell the con and avoid having this trace back to them (a wise decision).&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
Nova Kid manages to easily brick the Renraku Job-o-Mat lecturing to the kids before getting a mark on the commlink and the deck, then uses reckless hacking to masquerade without needing 2 marks on each device, pulling it off with liberal application of edge. Successfully posing as the custodian to the principal, Aster imitates him and successfully cons the boss into thinking he&#039;ll take care of things and not to worry about it. Coyotl dresses up as a new repairman (complete with eleectrocromatic Ares Victory: Industrious jumpsuit) while Aster poses as his supervisor (who of course needs to accompany the probationary employee, don&#039;t ask questions). The two of them manage to lie their way past the rent-a-cops guarding the school while Roadkill vehicle etiquette&#039;s his way into the parking lot (helped by the chameleon coating on his van matching the company that the team is posing as) and makes contact with Brian, telling him to sneak away when he&#039;s able while the others are retrieved.&lt;br /&gt;
&lt;br /&gt;
Making their way to the detention room, the faces encounter the custodian, who&#039;s come to investigate the broken drone and is wondering why the repair people have arrived before he called them. Aster spins some magnificent bullshit about the company monitoring telemetry data and pulls off 11 hits to sell the lie, keeping the custodian distracted while Coyotl heads inside to round up the teens (who predictably give him a bunch of grief over being an obvious changeling). While the spider is distracted, Nova Kid loops a few cameras to give the team an egress window, and after a bit of persuasion Coyotl manages to convince them of the truth of their intent and leads them to the stairwell, leadership-ing them to help sneak past the custodian.&lt;br /&gt;
&lt;br /&gt;
After a few picked locks, the group and the kids make their way to the van without being seen or picked up on camera, and Roadkill guns it towards Underworld 93 - thankfully they avoid the 405 Hellhounds on the highway and manage to make it there without any trouble after one more persuasion test to keep the kids from just bailing now that they&#039;re free. They&#039;re a bit perplexed in that none of the teenagers seem particularly acquainted with one-another, but all of them seem eager to see the show.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
Arriving at Underworld 93, the kids hop out and get in line for the show while the team calls Mr. J to report a success. Thanks to his earlier failed hacking attempt and his desire not to tarnish his mom&#039;s credentials with the Haven, Harold wisely elects not to attempt to screw the runners on payment and instead sends his drone up to the van with credsticks for everyone before joining his old friends for the concert. Happy ending for all - except the kids, all of whom are going to be in massive trouble with their parents after they find out about this stunt.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
10,000 nuyen&lt;br /&gt;
&lt;br /&gt;
3 karma&lt;br /&gt;
&lt;br /&gt;
2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&#039;&#039;&#039;Ignorant/Disrespectful Teens:&#039;&#039;&#039; “Hey, don’t your kind eat people?” &amp;lt;br&amp;gt; &#039;&#039;&#039;Coyotl:&#039;&#039;&#039; [with admirable patience and restraint] “No, you’re thinking of shifters, I’m a changeling.” &amp;lt;br&amp;gt; &#039;&#039;&#039;Ignorant/Disrespectful Teens:&#039;&#039;&#039; [confidently] “No, no I totally I heard somewhere that changelings eat people too.” &amp;lt;br&amp;gt; &#039;&#039;&#039;Coyotl:&#039;&#039;&#039; [pained sigh]}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&#039;&#039;&#039;Nova Kid:&#039;&#039;&#039; Thought it was just going to be a simple job, you know, where it hack into the place and if things go south, maybe have to deal with a few gangers. but no turned out that we had to help, get a kid&#039;s friends out of they&#039;re school...It&#039;s a odd job but sure worth the cash, just the little punk thought he could hack me...then again as a kid i wouldn&#039;t  had  gotten caught like him.&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Breaking_the_Ice&amp;diff=83076</id>
		<title>Breaking the Ice</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Breaking_the_Ice&amp;diff=83076"/>
		<updated>2021-10-16T04:09:49Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&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;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
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|Date=2081-10-22&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|GM=Sarcarian&lt;br /&gt;
&lt;br /&gt;
 &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;
&lt;br /&gt;
|Location=Puyallup, Seattle Metroplex&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Ally=Laesa Syndicate&lt;br /&gt;
&lt;br /&gt;
|Ally2=&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;
&lt;br /&gt;
|RunnerList={{AARCharacterList|King Beef|Nogitsune|Roadkill (Inactive)|Zephyr}}&lt;br /&gt;
&lt;br /&gt;
|RunnerCasualties=&lt;br /&gt;
&lt;br /&gt;
 &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;
&lt;br /&gt;
|Threat=Low&lt;br /&gt;
&lt;br /&gt;
 &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;
&lt;br /&gt;
|Metaplot=&lt;br /&gt;
&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
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|Metaplot3=&lt;br /&gt;
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&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|OppositionFaction=The Daisy Eaters&lt;br /&gt;
&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Street Gangers}}&lt;br /&gt;
&lt;br /&gt;
|OppositionCasualties=7xGangers&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
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|OppositionFaction2=&lt;br /&gt;
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&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
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|Notes=&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
 &lt;br /&gt;
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 &lt;br /&gt;
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==Summary==&lt;br /&gt;
&lt;br /&gt;
In which the runners are asked to retrieve a bottle of alamestra from some thieves who stole it.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
[[Argent]], an up-and-coming member of the Laesa Syndicate, has arranged for a bottle of alamestra (a rare and valuable elven liquor which must be kept cold lest it evaporate) to be smuggled into Seattle from Tir Tairngire (along with a regular shipment of various illicit goods) as a surprise for his bosses. Unfortunately, the truck carrying it was attacked by street gangers and the portable refrigeration unit containing the bottle was taken along with the rest of the loot. Argent needs to fix the problem and fast, but he doesn’t have the pull to get Laesa thugs to handle it, and he doesn’t trust the Ancients not to take the alamestra for themselves, so he turns to the Haven for assistance in his time of need.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners are asked to meet at the Daisy Chain in Tarislar as soon as possible. Roadkill is shopping at the Crime Mall and heads on over, while Zephyr drives all the way from Bellevue. King Beef initially plans to take the bus, but Nogitsune saves him from that grim fate when he offers a ride to anyone who needs it (thankfully his vehicle can accommodate the huge minotaur). Everyone manages to arrive within an hour and a half (driving to the south edge of the sprawl during rush hour is a fun time), with Roadkill arriving ahead of the others as he was already in the district. He manages to sneak his ceramic pistol past the club’s MAD scanners and points them out to the rest of the group – King Beef and Zephyr are both magic and have little use for guns, but Nogitsune decides to try to bring in his briefcase sniper rifle and has it confiscated by the bouncers, to be returned to him when he leaves.&lt;br /&gt;
&lt;br /&gt;
Argent pings everyone when they arrive and highlights himself in AR, sitting in a reserved booth near the back; the team realizes they don’t have a proper face, so Nogitsune takes point with the negotiations. Argent explains his problem and the time-sensitive nature of the matter without disclosing the contents of his package, simply stating that the container is about the size of a breadbox and that it must be retrieved while it is still cold (they have about 4.5 hours), offering them 6000 nuyen each if they can do so. Nogitsune pushes for more cash and manages to squeeze an extra 2000 out of the elf, along with an offer to stay in touch in the event of future work (i.e. the opportunity to purchase him as a contact), as long as they bring back whatever other stolen goods they find from the shipment for him to fence. The team accept the job, and Argent gives them the last known coordinates of the truck (where the driver pushed his panic button) along with a commlink number to reach him at once they have the package.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Leaving the club, the team (minus Roadkill, who takes his own van) hop into Nogitsune’s vehicle and head to the coordinates they were given – an old smugglers route along the back roads near the sprawl’s southern boarder – in order to investigate and look for signs of their quarry. Finding a burnt out truck with a dead driver, the team takes a cautious approach - Zephyr summons a spirit of man and shows it the photograph of the container they’re looking for, commanding it to use its search power to try to locate it, while Nogitsune and Roadkill approach the truck stealthily. King Beef has no such illusions of subtlety however and follows behind without a care in the world. The spirit informs Zephyr that it has found something that looks like it could connect to their container, so he projects over to investigate and sees the part of the refrigeration unit that was powered by the truck (the container with the alamastra detached from it). Roadkill recognizes the setup from his days in DocWagon and deduces that it could be used for transporting cultured bioware – or metahuman organs.&lt;br /&gt;
&lt;br /&gt;
Puzzling over the discovery, the team manage to make their surprise checks and notice the nearby quartet of gangers behind cover pointing guns at them – all except King Beef, who stares off in the other direction. Getting the jump on the gangers, Zephyr has his spirit use the accident power on them (all but one fail to resist) while Roadkill unleashes supressing fire while Nogitsune flanks and unloads his flashette shotgun rounds, taking one of them down right away and hurting the rest pretty badly. The gangers try to shoot the kitsune, but two of their AKs jam – the third manages a lucky shot, wounding Nogitsune and causing Shark to fill him with the urge for ultraviolence (he manages to resist going into a frenzy, but only just). King Beef remains oblivious to the fighting for the turn, so Roadkill takes down a second ganger, and after managing to no-sell a fire punch from Nogitsune the one who shot him sees that his luck is rapidly running out and surrenders, begging mercy for himself and his friends.&lt;br /&gt;
&lt;br /&gt;
The team decides to spare the gangers, so Roadkill patches them up with his medic skills while Nogitsune interrogates them. He learns that they didn’t attack the truck, they were simply laying in wait for whoever owned it to come and investigate so they could rob them; they’re pretty sure a larger, meaner gang called the Daisy Eaters (who evidently have a prejudice against elves and a reputation for organlegging) did the hit, since that’s who’s territory they’re in, and point the team towards some nearby abandoned warehouses where the gang is likely keeping their ill-gotten gains. Thanking them for their cooperation, Nogitsune manages to negotiate some additional assistance – have the gangers check out the warehouse a few hours after they leave and clean up whatever mess they leave behind, in exchange for being able to take whatever’s leftover. They agree to the terms.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
Driving towards the warehouses, the team does a bit of recon and finds a larger one with the windows boarded up that’s had all the cover approaching it removed to provide clear line of sight to its surroundings; the team sees a rat get shot, just to confirm that they have decent aim and weaponry. Zephyr has a water spirit investigate, finding a pair of metahumans patrolling the perimeter along with a watcher spirit – a complication, as not one but two members of the team are Astral Beacon! Nogitsune finds a sniper’s perch nearby while Zephyr elects to stay in the van and project, having his spirit use its movement power on King Beef so that he can quickly cover the ~200m distance to the warehouse.&lt;br /&gt;
&lt;br /&gt;
As one of the guards rounds the corner, Nogitsune blasts him with his sniper rifle and knocks him over while the minotaur huffs kamikaze and begins charging. With King Beef is drawing any incoming fire, Roadkill begins sprinting towards the warehouse as fast as his non-magical, non-chrome legs can carry him. Zephyr has an earth spirit attack the watcher to keep it from spotting the approaching mysad who’s lighting up the astral, but it manages to dodge both the spirit’s attack and Zephyr’s manabolt. As Nogitsune finishes off the guard with a double tap, King Beef decides that doors are for losers and bursts through the metal loading door like the Kool-Aid man.&lt;br /&gt;
&lt;br /&gt;
Having a minotaur burst through the wall tends to draw attention, and King Beef is shortly thereafter lit up with automatic weapons fire from the trio of AK-wielding gangers inside the warehouse; he manages to soak the damage, just in time to get hit with a lightning bolt to the chest. 1 soak box away from passing out, he no-sells a shot to the face from the final heavy pistol-wielding ganger, who he subsequently beets into a bloody pulp. Zephyr has his spirt enter the warehouse and use the accident power on the gangers while Roadkill sees the second perimeter guard about to flee from the sniper that killed his buddy – he decides to let him go, if only so that there’s a survivor to tell the story. Nogitsune manages to spy the lightning bolt throwing mage through the 10ft hole in the wall and geek him, as per protocol.&lt;br /&gt;
&lt;br /&gt;
Inside the warehouse, King Beef is nearly shot by another round of assault rifle fire – however he has an accident thanks to the spirt the clip falls out of his AK, and the minotaur proceeds to supplex him death. However this proves to be too much for the champ, and at the start of the next turn is knocked out by drain. The remaining four gangers can’t quite believe their luck – until the earth spirit melts one of them with acid, causing the rest to flee in a blind panic. One heads out the new hole in the main door and is promptly sniped, while the other is cleverer and makes for the rear exit. However, Zephyr’s water spirit gives Roadkill its movement power now that King Beef is down for the count, and the now-speedy sam catches up with the fleeing ganger in time to put him down (one survivor is enough).&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
Searching the warehouse, the team manage to locate the portable refrigeration unit, secured with a biometric lock (which the gangers unsuccessfully attempted to pry open with a crowbar). Electing not to try to open what they believe likely contains some sort of bioware tissue or cultured organ, they gather up all the valuable cargo they can fit into their vehicles (including a half-full crate of Tir brandywine – the gangers were getting drunk off of it, and the team sees no harm in taking a bottle each as a memento).&lt;br /&gt;
&lt;br /&gt;
After patching themselves up and reviving King Beef, they call Argent and arrange a handoff at Midas’ Palace. He meets them out back of the club with a pair of bodyguards that unload the goods into a van and provides them with silver credsticks containing their payment. Satisfied that they were smart enough to mind their own business and not ask what’s in the package, he elects to open it for them and show them the rare bottle of booze and the certificate of authenticity, as well as hold up his offer to form an ongoing working relationship with them if they so wish.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
8000 nuyen&lt;br /&gt;
&lt;br /&gt;
3 karma&lt;br /&gt;
&lt;br /&gt;
2 CDP&lt;br /&gt;
&lt;br /&gt;
+3 Laesa Syndicate reputation&lt;br /&gt;
&lt;br /&gt;
One bottle of fancy elf wine (because who doesn’t love a souvenir of a job well-done?)&lt;br /&gt;
&lt;br /&gt;
Optional Contact: Argent (C1/L3 Fixer)&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&#039;&#039;&#039;King Beef:&#039;&#039;&#039; “I know no fear, I’m on kami.”}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)== &lt;br /&gt;
&lt;br /&gt;
=====[[King Beef]]=====&lt;br /&gt;
First run in town and I think as the ex-champ I had a pretty good showing. Blasted through a metal loading door like it was nothin&#039; and crossin&#039; off a few gangers one after the other. But damn I dunno if the gangers have gotten better or I&#039;ve gotten worse but I took a few too many hits and my own power put me down, shit. Thankfully I opened a hole in these gangers wide enough for the team to finish and gimme a lil&#039; pick-me-up. Not sure about some of em&#039; but they seem aight enough. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nogitsune&amp;quot;&#039;&#039;&#039; IT felt good to be able to get my first job done and dealing with some low grade pray, but i made some kill and some money...no matter what, no where you go, fear is always there. &lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sixteen_Tons&amp;diff=83075</id>
		<title>Sixteen Tons</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sixteen_Tons&amp;diff=83075"/>
		<updated>2021-10-16T04:09:38Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-08-27&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=SedatedAlice&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 historic Union building&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=Urban street shaman group&lt;br /&gt;
|Ally2=&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|Farsight|KBC|Koi|Roadkill (Inactive)}}&lt;br /&gt;
|RunnerCasualties= Roadkill became addicted to kami&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;
&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=An unrated corporation, Brightstar Consortium&lt;br /&gt;
|OppositionUnits=&lt;br /&gt;
|OppositionCasualties=One toxic shaman&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: 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;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The runners were hired by a group of urban shaman to save a construction site that included a massive concrete slab of critical importance to the The Union of Pebbles, Gravel, Limestone, and Debris, local 414 - a group of urban concrete spirits.&lt;br /&gt;
&lt;br /&gt;
They sabotaged the construction site and ultimately convinced the VP of BrightStar Consortium to halt construction and give the land to the urban shaman to safeguard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Farsight]], [[KBC]], [[Koi]], and [[Roadkill]] arrived at the meet.  It looked like a warehouse nightclub.  They had to display the curious rune from the run post to get in.  This proved to be a picture of the intersection where the warehouse nightclub for the urban shaman is located.  In the parking lot, they encountered [[Billy the Shaman]] who was interacting with all of the cars parked there, almost as if they were living animals he was shepherding.&lt;br /&gt;
&lt;br /&gt;
Once inside, [[KBC]] was drawn to a man in construction clothes talking about how concerned he was that a building was going to be torn down.  (He would prove to be an ally spirit of the urban shaman Jerry.)  Jerry realized the group were the runners hired by head urban shaman Zen. [[Farsight]] could see that Zen and Jerry were shaman, and the construction worker was a spirit of concrete.  Jerry gave the construction worker a brick.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Zen, the Johnson, explained that the runners would need to do whatever was necessary to stop the site from being demolished.  She provided the address.  It was clear that it was very important to the construction worker spirit, also.&lt;br /&gt;
&lt;br /&gt;
Zen paid them up front.&lt;br /&gt;
&lt;br /&gt;
She also agreed that they could use the basement room on the back of the club for planning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
[[KBC]] searched the matrix for information about the building, the person or organization who bought it, and any recent cases of construction being halted to see what reasons had been sufficient in the past.  They learned that the building was an old union building, over 100 years old.  The foundation was very unusual - a massive unbroken slab of concrete extending not only under the building, but under its parking lot as well.  KBC knew with her knowledge of construction that there was no mundane reason to have a foundation of that size, or to use a single piece of concrete like that.  She asked [[Farsight]] if there could be a magical explanation.&lt;br /&gt;
&lt;br /&gt;
[[Farsight]] scouted in astral.  He found a very large group of spirits, just like the construction worker spirit at the warehouse.  He could not find any arcane reason for the concrete, beyond that it certainly seemed to make the spirits happy to have it there.&lt;br /&gt;
&lt;br /&gt;
[[KBC]] learned that the site had been bought by Brightstart Consortium.  They had recently moved into Seattle from Salish-Sidhe territory, wanting to operate where there was less environmental regulation.  They were planning to build a large industrial facility, to make NERPs.  She found a few cases of cancelled construction projects, but it was always because some cost became unbearable.  There was no indication that sites in this area could be protected by a historic designation, or appearance of protected wildlife.&lt;br /&gt;
&lt;br /&gt;
[[Koi]] and [[Roadkill]] scouted the physical site, being stealthy.  They confirmed the constructions was being done by Steinhauser Construction Company.  [[Roadkill]] captured trid of all he saw, with his cyber eyes, and transmitted to the others.  When he was stopped by a lock on the construction site trailer door, [[KBC]] was able to hack it open for him.  Once inside, he collected pictures of before and after blueprints and several loose data chips.  He secured a data tap to the terminal.  [[KBC]] reviewed the data on the terminal and shared it with the team.  It included staffing lists, communications over their e-mail system, payroll information, security information, and equipment lists.   &lt;br /&gt;
&lt;br /&gt;
The construction worker spirit from the warehouse was inside the trailer and encouraged [[Roadkill]] to come inside the building for more information.&lt;br /&gt;
&lt;br /&gt;
The initial plan was to sabotage the construction site, making it impossible and cost-prohibitive for work to continue, and to investigate what was going on inside the building.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
[[Farsight]], with support from the team, crafted a convincing e-mail message to all staff from HR which told them the job was cancelled and they should no longer report to work.  [[KBC]] sent it via the terminal to all the construction staff.&lt;br /&gt;
&lt;br /&gt;
[[Farsight]] and [[Roadkill] went in to the building to see what was going on with the spirits of concrete.  They were having a union meeting.  They began by reviewing minutes and then moved to a discussion of the new business - what to do about the construction work.  They had appealed to their friends for help.  (The urban shaman.)  [[Roadkill]] gave a very stirring speech about the philosophy of neo-anarchism for the people to rise up against the man.  [[Farsight]] reinforced this message with a further speech.  The concrete spirits were definitely moved by the speeches, and beginning to rally.&lt;br /&gt;
&lt;br /&gt;
Then, [[Farsight]] sensed something filthy and foul approaching.  A toxic spirit!  The newly emboldened construction spirits threw their bricks at it.  [[Farsight]] attacked it as it manifeested with a mighty blow that completely annihilated it.&lt;br /&gt;
&lt;br /&gt;
With the toxic spirit dispatched, the concrete spirits readily joined the runners in dismantling the construction equipment.  An orgy of violence followed.  [[Koi]] took one jackhammer and used it on the other jackhammers, pummeling them out of shape.  [[KBC]] bricked the vehicle with the crane and the wrecking ball.  It was soon a sparking, smoking mess.  [[Roadkill]] detonated a couple frag grenades in the construction trailer.  The construction spirits helped them break everything down into pieces.&lt;br /&gt;
&lt;br /&gt;
To send a particularly strong message to the company, they took the disassembled broken equipment and other supplies on site, and with [[KBC]]&#039;s construction guidance, and the help of the spirits of concrete, reinforced the aging union building to make it more sturdy and harder to tear down.&lt;br /&gt;
&lt;br /&gt;
Their sabotage complete, they got some rest, and then returned in the morning to see what reaction there was to all they had done.&lt;br /&gt;
&lt;br /&gt;
Was this enough?  As they were waiting on their stakeout, [[KBC]] and [[Farsight]] researched options to protect the site by registering it as a sacred space to so many spirits.  [[Farsight]] could do so with his psychometric license.  [[KBC]] found the proper organization to file with.  But that process would take time.  Likewise, they could perhaps disincent the factory being built by stealing the data about the NERP to be built there, and selling it to the competition.  [[KBC]] obtained that paydata.&lt;br /&gt;
&lt;br /&gt;
A few construction workers had missed the e-mail and did show up to work, but the majority of workers stayed away, as hoped.&lt;br /&gt;
&lt;br /&gt;
But then a fancy car pulled up to survey the damage.  A man in an expensive suit, and a female assistant.  A few guards.&lt;br /&gt;
&lt;br /&gt;
The group took bets as to whether the man was a toxic shaman.  [[KBC]] won over 100 nuyen from the others by correctly guessing that the man was mundane.  It was the woman - the assistant - who was the shaman.&lt;br /&gt;
&lt;br /&gt;
The runners did some quick review of options and decided the best thing was to kill the shaman, subdue the guards, and subdue and kidnap the VP.  They would pressure him into giving up the land permanently.  [[Farsight]] would ask the urban shaman for help, including - if possible - sending an air spirit to help, and specifically follow Koi&#039;s direction (who would have a bird&#039;s eye view).  [[KBC]] would take over the fancy car, and potentially use it as a weapon to run over the shaman, if needed.  As a first step, she stealthily acquired her marks and locked the doors so they could not get in if they tried to escape when the combat started.  [[Koi]] took up a sniper position on a nearby rooftop.  [[Roadkill]] planned to stun the group with a powerful neurotoxin grenade.&lt;br /&gt;
&lt;br /&gt;
The urban shaman sent a spirit of the airwaves.&lt;br /&gt;
&lt;br /&gt;
[[Roadkill]] landed the grenade at the VP&#039;s feet.  The VP, the two guards, and several of the construction workers fell unconscious.  The shaman managed to shuffle out of the cloud of gas, and began to manifest on the astral.  [[Farsight]] landed a powerful blow in astral combat, killing the toxic shaman.  Fearful that the grenade was powerful enough that it might kill the folks now unconscious, [[Koi]] sent the spirit of the airwaves to disperse the gas, which it did with the vibrations of loud music on its boombox, and shuffle-style dancing.  [[KBC]] was monitoring and realized that the VP had tried to trigger an emergency distress beacon of some kind from a hidden commlink.  She acted quickly to squelch the signal before it could transmit, while she got close enough with a jammer to block the transmission.&lt;br /&gt;
&lt;br /&gt;
They loaded the captive restrained VP into [[Roadkill]]&#039;s van, and began driving away.  They drove in circles while they tried to arrange a meet up with [[Farsight]] to lead the investigation.  (His body was still back at the warehouse, and now crashing out from drugs.)  [[Billy the Shaman]] helped them get word to Jerry at the warehouse to detox Farsight, and have him call-in for the meet-up.  Meanwhile, [[Koi]] and [[Roadkill]] attempted to get help from contacts for a safehouse to conduct a &#039;negotiation&#039;.  [[Roadkill]]&#039;s contact [[The Florist]] came through with an address.&lt;br /&gt;
&lt;br /&gt;
At the warehouse, [[Koi]] led the effort to find the hidden emergency beacon.  It was up his nose!  Koi yanked it out, and gave it to KBC to brick.  [[Roadkill]] used his considerable medical skill to patch the VP up and wake him up.  Still restrained.  &lt;br /&gt;
&lt;br /&gt;
[[Farsight]] led the negotiations, while the other three stood behind him in full armor and masks looking intimidating.  The VP did not initially want to give up the site, though he took the runner&#039;s threat seriously.  He had invested a lot of money.  But it gradually became clear that he did respect spirits.  The VP&#039;s mother was a mage, and the spirits had saved her.  It seemed the toxic shaman had deceived him in some ways, making him think the site was good for their purposes because it was already toxic and they couldn&#039;t make it any worse. He genuinely did not want to upset a site sacred to so large a number of urban concrete spirits.  He agreed to meet with the person who wanted to take over the ownership of the land (their Johnson, Zen) to work it out.  The runners called Zen and let her know the situation.  She and several others of the urban shaman arrived, and she negotiated with the VP.  He agreed to give the ownership of the land to her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The site of the enormous concrete foundation that now serves as a guild hall for The Union of Pebbles, Gravel, Limestone, and Debris, local 414, was saved.  The land now belongs to the urban shaman to protect.&lt;br /&gt;
&lt;br /&gt;
The runners did their job, and got paid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
14,000 nuyen &amp;lt;br&amp;gt;&lt;br /&gt;
6 Karma! &amp;lt;br&amp;gt;&lt;br /&gt;
+2 CDP &amp;lt;br&amp;gt;&lt;br /&gt;
OPTIONAL! Billy the Shaman as a 2/1 Contact&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Let&#039;s just say he was down to Earth.&amp;quot; - Farsight, referencing the spirit of concrete.}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Torq:  &amp;quot;Is this technically a foundation run?&amp;quot;  (As they plan to protect a concrete foundation...)}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;The Spirit may be manifesting, but I am delivering a spirited manifesto.&amp;quot; - Farsight}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Like our brick happy friend.  Not KBC.  The other one.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote| &amp;quot;The 414 Union.  The 404 Union would be for deckers.  File not found...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;What&#039;s in it for me?&amp;quot; - Billy &amp;lt;br&amp;gt;  &amp;quot;Do you want a hug? An APDS round? A trauma patch? I don&#039;t have drugs. Anybody have drugs?&amp;quot; - Koi &amp;lt;br&amp;gt;  &amp;quot;I have psyche!&amp;quot; - KBC  &amp;lt;br&amp;gt; &amp;quot;I&#039;m already on psyche!&amp;quot; - Billy }}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;We&#039;re not killing a hostage.  I have a code.&amp;quot; - Koi &amp;lt;br&amp;gt; &amp;quot;KBC does not apparently have a code.&amp;quot; - Others &amp;lt;br&amp;gt; &amp;quot;I have code.  I hack code all day long.&amp;quot; - KBC }}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|GM to Farsight:  &amp;quot;You have successfully fooled him into thinking you&#039;re all professionals.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===KBC===&lt;br /&gt;
My first run report with the haven!  This was a good team.  An interesting job.  I felt like I did my part, with lots of matrix searches, one bypassed lock, one hacked computer terminal, one bricked wrecking ball/crane, one hacked car which I totally could have driven over someone (but did not get the chance to), one squelched emergency beacon signal that did not transmit...  Also, I was pretty excited to have my contact Miss Moon - a construction expert - ready to call.  Though she wasn&#039;t available, and I had to leave a message.  And now I have a new contact!  Billy.  And three new colleagues who I very much look forward to working with again.  Also, it felt pretty good sticking it to that dreckhole corporate guy.  A happy ending for all.  Except the toxic shaman.  And she deserved it.&lt;br /&gt;
===Koi===&lt;br /&gt;
Everyone complains about their homes. Everyone says the Metroplexs like Seattle, cal free, Denver, Hong Kong, berlin. They all call it a meat grinder, to chew you up and spit your bones out. But today I met the soul of Seattle, and I got to help it stand strong. These city&#039;s have soul and frankly I&#039;m happy to call this place a second home&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Survivor%27s_Guilt&amp;diff=83074</id>
		<title>Survivor&#039;s Guilt</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Survivor%27s_Guilt&amp;diff=83074"/>
		<updated>2021-10-16T04:09:30Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-7-24&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Purkinje&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=Death Valley&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;
&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|Roadkill (Inactive)|Limerick|Sc4rl3tt|Spider}}&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=Semi-Prime&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. --&amp;gt;&lt;br /&gt;
|Metaplot=In Remembrance&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=Death Valley&lt;br /&gt;
|OppositionUnits={{AARCharacterList}}&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: 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;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A team of shadowrunners hike through Death Valley in the summer to find long-lost evidence that could bring a California Protectorate war criminal to justice.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
In 2061, when Colonel Keiji Saito was ordered to withdraw from the Japanese occupation of San Francisco and return home, Saito refused. He declared himself &amp;quot;Protector General&amp;quot; and invaded the rest of California, sweeping across the Central Valley. He doubled down on the former anti-metahuman policies of the Japanese Imperial State in his new &amp;quot;California Protectorate,&amp;quot; encouraging violence against metahumans and the newly-created changelings whenever possible. His armies and police gathered metahumans for deportation or execution, sending them into concentration camps where they died in untold numbers.&lt;br /&gt;
&lt;br /&gt;
After the Protectorate seized control of the Central Valley, it expanded its concentration camps to deport or kill the metahumans living there. With these established, an unknown party in the Protectorate established a secret research site a quick flight over the Sierra Nevada in the northern reaches of Death Valley, where select metahuman prisoners would be sent as medical test subjects in quick stealth aircraft flights. What exactly was of interest to this test site is unclear, but it was believed to be engage in bioware research of some sort. Some test subjects were changelings who&#039;d been sent there after the Comet passed. However, most were simply metahumans who exhibit extraordinary physical qualities, such as particularly tough orks, or particularly lithe or pretty elves.&lt;br /&gt;
&lt;br /&gt;
The head researcher at that site was a delta-certified, awakened surgeon. According to Mothers of Metahumans&#039; research, this doctor is a man who went on to gain megacorporate citizenship with Mitsuhama, Renraku, or Shiawase, and investigating him has proven difficult due to jurisdiction. A promising lead turned up, however; the surgeon&#039;s delta-grade scalpel focus is believed to have been left behind during an escape, still sitting there in Death Valley. This focus would be of immense value as thaumaturgical evidence, and if any servers are still active there, they may contain further evidence.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
The man who posted the job listing, a suit-wearing ork named &amp;quot;D. Weaver,&amp;quot; met with the team in a tea house in Palo Alto. He explained the situation to the shadowrunners and offered each of them 80,000 dollars (UCAS) upon completion of the job. They agreed to these terms. Weaver gave them a commcode to call once they had the scalpel focus. Along at the meet, the four ShadowHaven runners were surprised to find a fifth shadowrunner not affiliated with them, an academic Hermetic going by the name &amp;quot;Umbranox.&amp;quot; Umbranox introduced himself as a seer, explaining that his ability to read into the histories of objects may prove of some use along the way, but he was no fighter. He preferred not to speak about more than business.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
The team was warned the search area they were going to be working in would be near the CFS-PCC border patrolled by drones, and it was also believed to be under regular megacorporate satellite surveillance; thus, vehicles were advised against until an extraction was called for. Thus, they packed for a long expedition on foot. They bought survival kits, desert suits, and snake-mesh socks. They charted an overland course that should make for an efficient search pattern, though they would end up spending several days in the desert before completing it. To minimize exposure, they decided to drive to Teakettle Junction first and go out &amp;quot;hiking.&amp;quot; Roadkill noted it would be difficult to hack any patrol drones as they would be on a protected government network. He called in a favor from [[The Florist]], who was able to get the address for the host protecting the border patrol drones from an unnamed Pueblo government employee for the small price of 15,000¥. The team split the cost evenly. They also spent some time researching the California Protectorate, but everything they found reinforced a central point: the Protectorate never controlled land beyond the Sierra Nevada. There was nothing to indicate this black site existed, which, to be fair, is ideal for black sites. Some speculated about megacorporate involvement, which may have been the case, but they could only theorize. Proof would have to be found in Death Valley.&lt;br /&gt;
&lt;br /&gt;
==The Job==&lt;br /&gt;
Packing their contraband into their cars&#039; smuggling compartments, the team drove across the border and made its way to Teakettle Junction. They found it a somewhat popular tourist spot, which it had become since the Awakening and the independence of the Native American Nations. Some of the local Timbisha tribe members talked about wild fire spirits and nova scorpions that lived far from town, recommending the team not wander from the hiking trails. The nova scorpions were timid creatures, only attacking people when threatened. The fire spirits could sometimes be seen glowing in the distance, though they were less predictable.&lt;br /&gt;
&lt;br /&gt;
The five shadowrunners set out early in the morning. Their research into the local terrain and wildlife kept them from making a common mistake: traveling the desert at night. Less-experienced survivalists are often tempted to travel the desert at night when it&#039;s cooler, but this is hazardous due to the large number of venomous, nocturnal desert predators and the difficulty of navigating the terrain when it&#039;s harder to see. The first day was largely about crossing the threshold from the beaten trails into the wilderness to the north. Umbranox read the desert&#039;s psychic impressions and found it a struggle due to &amp;quot;a haze of death and fire.&amp;quot; He concluded they were in the right part of the desert, though he could not give specifics for what was there. Working together, the team foraging for pinyon nuts and mesquite beans to supplement their survival rations. They found plenty, and they even found a small spring of drinkable water. The desert summer was harsh, but they were surviving.&lt;br /&gt;
&lt;br /&gt;
The next morning, they packed up camp and set out again. They stopped upon seeing a glint on the horizon. Through their vision magnification scopes, they saw a swarm of aerial drones armed with automatic weapons engaged in a search pattern. Limerick and Roadkill searched for rocky outcroppings to circumvent the drones. Spider and Sc4rl3tt cracked the government host they paid for and began investigating. They located the icons for the drones, and though they were well protected by an industrial Matrix protocol, they managed to gain authentication keys on the drone operator. Spider established a tap and began listening. For two hours, nothing was said. Just as GOD was about to converge on her, a message came through. The drone operator had been warned about criminals active in the area, though at this point, he had decided to give up the search if he didn&#039;t find anything in the next few minutes. The five shadowrunners remained hidden and did not exert themselves in the desert heat. After putting some distance between themselves and the drones, the team continued their search. They made camp that evening after some more foraging; they had less luck here, but with their supplies, they were able to get by alright. Around the fire, they wondered who&#039;d tipped the Pueblo government off. Had Weaver betrayed them? No, they ultimately decided it must&#039;ve been a leak in MoM or a double-cross by the government employee who gave them the host address. They were okay now, though. Umbranox said he had a vision of bodies under the sand, suffocating, but nothing clearer.&lt;br /&gt;
&lt;br /&gt;
On the third day, a sandstorm approached in the distance. The shadowrunners knew they could outrun it if they hurried, but they were worried about overexerting themselves in the desert heat. Instead, they chose to take shelter in a nearby cave they found. Unfortunately for them, the cave turned out to be a nova scorpion nest, and nova scorpions are social creatures. The shadowrunners threw their armor jackets on and engaged the golden-shelled magical arachnids in mortal combat. They shot several of them, but they could not get all of them before the scorpions were in stinger-range. Umbranox was stung by a nova scorpion before the cave was cleared. Roadkill administered first aid and an antivenom patch. Nova scorpion venom sets in slowly, so the team decided to watch him while the storm blew over. The medical attention saved his life, but the venom still took its toll on his system. Between this and the crash of the combat stims the team took before the fight, the group decided it would be best to camp in this mercifully cooler cave. They were running a bit short on supplies without the ability to forage in their condition, but they had enough rations to get them through it. In the scorpions&#039; nesting material, Umbranox found a small doll made of woven leaves and natural dyes. He said it had belonged to a little girl who ran away from home over something foolish, and the scorpions got her. He was clearly growing disheveled, and he pocketed the doll.&lt;br /&gt;
&lt;br /&gt;
In the late morning of the fourth day, the team spotted a figure in the distance. It was a man. Unaugmented, no magic about him, a survival kit and a cheap handgun at his sides. He sat on a rock next to a cactus, seeming on the lookout for something. The team decided they shouldn&#039;t interact with him, though Spider saw his protected personal files in his commlink and felt compelled to take a look. It was mostly boring contact lists and family photos. She did find something interesting in his messages, though; he had told his family he was going on a long hike to meet some stranger after a man dressed in a black duster had visited and said something odd he couldn&#039;t resist looking into, and he would be back by the weekend at the latest. After this, the majority of the team had its curiosity peaked, so they approached cautiously. They met the man, who seemed surprised they showed up. He explained he was from Teakettle Junction, where a man in a long, black duster and hat had shown up at his home and told him to walk northwest until he found an eagle eating a snake perched on a cactus, where if he waited, strangers would trade him &amp;quot;life snatched from the claws of death&amp;quot; for a message he had been given. Umbranox parted with the doll, which the man seemed to recognize. After a long pause, the man said that the man dressed in black wanted them to head in a certain direction and look for a red rock plateau, where they would find &amp;quot;their shadow rising to meet them.&amp;quot; He didn&#039;t want to leave them on such a dour note, so he told them that the Timbisha refer to Death Valley in their language as &amp;quot;the place of the red rock face paint,&amp;quot; because they saw what it had to offer and saw it as a source of sustenance instead of a land of death. He urged them to trust in the land to sustain them and to do right by it.&lt;br /&gt;
&lt;br /&gt;
The already potent background count rose as the five shadowrunners headed toward the plateau. It grew and grew until it was overwhelming. Spider cut off her powers, and Umbranox only shivered. He tried to say something about where they were. Here, they had found a place of despair, death, and fire. He could only see fleeting glimpses of violence and cries for help. His education had not prepared him for this. By nightfall, they had reached it. The team&#039;s sensors picked up a gust of cool air from a patch of grass, and they found a rusty hatch there. Steeling themselves, they climbed down into a lift that took them underground.&lt;br /&gt;
&lt;br /&gt;
As they descended, they found themselves in an air-conditioned, perfectly new-looking underground base. They walked through the entryway, and Roadkill saw a brief glimpse of someone strapped to a gurney out of the corner of his eye, but it wasn&#039;t there when he turned to look. Beyond the entryway was a reception area with a terminal. Spider cracked the terminal&#039;s outdated security and found a directory containing arrival logs. These logs listed identifying features of each patient, such as metatype and sex. There was also a &amp;quot;conviction&amp;quot; column containing things such as &amp;quot;threatening a peace officer,&amp;quot; &amp;quot;resisting arrest,&amp;quot; and &amp;quot;disturbing the peace,&amp;quot; though they also contained things like &amp;quot;miscegenation.&amp;quot; Some entries did not have a conviction status, though an adjacent note column listed them as &amp;quot;mutant.&amp;quot; Spider downloaded a copy of the logs. Deeper inside, they heard the whirring of rotodrones. The team managed to sneak by them, and they caught a glimpse of an odd, decades-old energy weapon of some sort mounted on them. Sc4rlett noted that, as this was a pre-Crash network, there would be a wired system with a host machine that could control everything. They decided to locate the server room before going anywhere else.&lt;br /&gt;
&lt;br /&gt;
More ghostly images appeared as they descended further: brief glimpses of people screaming out for help, the walls and ceiling dripping blood, and a crowd of shadowy figures whispering things such as &amp;quot;give my back my eyes&amp;quot; and &amp;quot;why do you get to live?&amp;quot; They avoided touching the apparitions and made it to the server room, where they hacked a lock open. Despite being old, the system&#039;s security was extremely tough to crack. Nevertheless, the two hackers located technical documentation on the security drones and decided to give a &amp;quot;return to charging station&amp;quot; order that should keep them docked for a while. There were also personnel logs that, though void of names, talked about unusually high rates of staff fatigue. It also mentioned the research documents were on a separate terminal in the laboratory. On their way out, the team broke the lock so the door would be jammed shut. As soon as they did, however, laughter came over the intercom, and a swarm of rotodrones rushed them. They took cover from what, upon firing, were clearly prototype sonic rifles. A well-placed grenade took out most the swarm, and a combined volley of automatic gunfire destroyed the rest before anyone was seriously hurt. The voice on the intercom said its network could not be subverted so easily. The sound of more drones headed their way in the distance meant they needed to act quickly. Limerick smashed the door open, and the two hackers returned to the host. They spotted a persona inside that had been giving orders to the drones. After trading data spikes, the two managed to destroy the persona, and when they returned to augmented reality, there was a distinctive smell of burning electronics in the room. They realized what they had fought was not a living person, but an e-ghost that had been trapped in the machine long ago at some point.&lt;br /&gt;
&lt;br /&gt;
With the security drones dispatched, the five shadowrunners gathered their wits and continued. A ghostly chorus of voices gathered as they passed by prison cells, a chamber smelling faintly of chemicals, and a furnace. They sang an old folk song about pleading with Death. Ghostly figures appeared in these cells, watching them as they headed for the laboratory like a funeral procession. The doors opened, and Umbranox saw what he recognized as the scalpel focus. He picked it up and attempted to read its history. He seemed overwhelmed with emotion, then turned around and tried to stab Limerick with it. He couldn&#039;t hurt Limerick - he wasn&#039;t strong enough. Limerick restrained him, and Spider grabbed the scalpel. Sc4rl3tt had looked into enchanting prior to the trip, but she hadn&#039;t heard of a magic item making someone do something like that. That&#039;s when Spider put it all together. The fatigue among staff, the despair and violence, the homicidal compulsion - this base was haunted by a wraith.&lt;br /&gt;
&lt;br /&gt;
The team looked around in the shifting shadows of the laboratory, but they couldn&#039;t find anything. Then, a man in a long black duster stepped out of a corner they could&#039;ve sworn they&#039;d searched already. He congratulated them on getting there, saying he wondered when more would arrive to continue their work. He explained that there had been others before doing such &amp;quot;delicious&amp;quot; work that he didn&#039;t have to make anyone do anything - all he had to do was feed off the energy. He had Spider take a look at the notes they kept in a terminal, and Spider found disgusting, dehumanizing experiment logs. He&#039;d grown terribly strong feeding off the energy of the acts committed here, and if the shadowrunners wanted to live now, he told them, they should kill the weakling Umbranox to get started. The team refused. The Man in Black seemed to delight in this and decided he would show them &amp;quot;true strength.&amp;quot; Roadkill and Limerick opened up with volleys of automatic gunfire, but they failed to have any effect on him. Sc4rl3tt tried to drag Umbranox to safety, but the Man in Black shifted, space warping around him until he was in front of the only exit. Roadkill and Limerick dropped their guns and fought him with knives and cyber implant weapons. Limerick managed to scratch him a bit, but it was almost nothing to him; he only seemed to find it fascinating. Spider picked up the scalpel focus to use as a weapon, but it was not bonded to her, so she did not fare much better.&lt;br /&gt;
&lt;br /&gt;
When it seemed that nothing could be done to stop the wraith, the apparitions from before appeared. They wreathed themselves around the team, becoming a ghostly fire that empowered them with a righteous anger. Their whispers were different now. They said things such as &amp;quot;Fight for us,&amp;quot; and &amp;quot;Don&#039;t let our memory die here!&amp;quot; Limerick managed to land a hit on the Man in Black, and it lit a fire on his shadowy form where the strike landed. He recoiled from the blow, deeply wounded. The shadowrunners continued to fight, no matter how quickly the shadowy wraith seemed to shift away from their blows and how exhausted they were from the journey. After some time, the Man in Black offered them a deal: he could make them stronger, empowering their fight against their enemies with his magical power. They refused. Offended, he compelled Limerick to kill the others to prove himself the best for this bargain, but Spider threw herself in the way to break line of sight. The Man in Black smashed into her, nearly killing her with one terrible blow, but in that moment, Limerick realized what had happened, and he retaliated with a counterattack so severely placed, the wraith&#039;s throat was torn out, gushing shadowy ichor. It burned up like a piece of flash paper as the ghostly fire consumed it. The flame went out, and the apparitions returned to thank the shadowrunners for sending the wraith away. They asked them never to forget what had happened here and make sure nothing like it ever happened again.&lt;br /&gt;
&lt;br /&gt;
At that point, the base rumbled, and the walls corroded and cracked before the team&#039;s eyes. The magic holding this place together had been disturbed. They grabbed the files and the scalpel focus and fled the way they&#039;d come. They called their cars to come get them, and they returned to Teakettle Junction for some much-needed rest.&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Sc4rl3tt called the commcode. An unfamiliar voice answered, seeming confused about who they were, but upon mentioning the name Weaver, he seemed to understand. He asked them to meet him at the Mothers of Metahumans offices across the border in Sacramento.&lt;br /&gt;
&lt;br /&gt;
The team met with the stranger there, an elf man in a suit. He asked about what had happened, and they presented the evidence they&#039;d retrieved. The man&#039;s eyes went wide, and he seemed to lose his businesslike composure for a bit to see it all. Once he found it again, he explained that Darius Weaver once worked for Mothers of Metahumans, but he was killed during the war. He had no explanation for what they had seen, but he stayed true to Weaver&#039;s offer and paid each of them 80,000 dollars along with giving them his personal commcode in case they needed something in the future.&lt;br /&gt;
&lt;br /&gt;
The news later reported a high-ranking Renraku project manager had been extradited to the California Free State upon request and was now awaiting trial. What would actually become of him remained to be seen, but Renraku had thrown him to the wolves because his misdeeds could not be covered up any longer. The list of prisoners was released to the public, and many families learned what happened to their missing loved ones. It was painful, but most were glad to have closure and filled with determination to protect their communities.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*80,000 UCAS Dollars (40,000¥)&lt;br /&gt;
*13 Karma&lt;br /&gt;
*[[Phil Haskill]] at Loyalty 3&lt;br /&gt;
*2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;O Death,&lt;br /&gt;
O Death!&lt;br /&gt;
Won&#039;t you spare me over for another year?&amp;quot;}}&lt;br /&gt;
{{Gamequote|&amp;quot;I know your kind. Violence is inevitable. I am inevitable.&amp;quot; - The Man in Black}}&lt;br /&gt;
{{Gamequote|&amp;quot;Keep our stories alive. Never forget us. Do not let something like this happen again.&amp;quot;}}&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===[[Spider]]===&lt;br /&gt;
That... was some seriously messed up drek. We made it through the desert, and that spirit... Wow. I&#039;ve never seen anything like it before.&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Street_Fighting_In_The_Moonlight&amp;diff=83073</id>
		<title>Street Fighting In The Moonlight</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Street_Fighting_In_The_Moonlight&amp;diff=83073"/>
		<updated>2021-10-16T04:09:24Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-07-16&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Korean_BBQ&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&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|Pollux|Roadkill (Inactive)|Trixie|Century}}&lt;br /&gt;
|RunnerCasualties=None&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=Low-Medium&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=Gangers&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Troll heavies|Ganger fodder}}&lt;br /&gt;
|OppositionCasualties=So many dead gangers&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
The group were called up by their fixers with an offer for a fairly simple job: Kill some gangers. They met up with their Johnson, who informed them that he simply wanted some gangers dead, and was willing to pay for it. With a little encouragement (which involved roughly 200 rounds of EX-ex), they went on their way. Naturally, the job went quite well, because that&#039;s what happens when you hire three street samurai and an adept to kill people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The group met their Johnson in a plain old warehouse, where he gave them the details of the job. There were a group of gangers that he wanted dead, and they knew that there was some attack coming. There was little negotiation, as the Johnson started with an offer of 12k NuYen and 50 rounds of EX-ex each. With the job accepted, they headed off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
There was little planning involved in such a simple run. The plan, in its entirety, was &amp;quot;Take Roadkill&#039;s van, use drugs, and rip and tear, until it is done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
The run went rather well. The team pulled up on a group of six gangers around an oil drum, and opened up with a flashbang. Pollux remained within the van, making use of the gun port, while the others climbed out and started shooting and swinging. The first wave went down quickly, and they had five minutes to prepare for the next wave, which they did by healing with Roadkill&#039;s Valkyrie, and by setting up flashbangs along their path.&lt;br /&gt;
&lt;br /&gt;
The next wave had some more heavily armoured gangers, but they still went down fairly easily. Pollux&#039;s two flashbangs stunned a few of them, and Roadkill&#039;s suppressive fire cut some of them down when they tried to peek out to shoot. Roadkill took a couple hits themselves, but that was easily dealt with by another usage of the Valkyrie.&lt;br /&gt;
&lt;br /&gt;
The final wave beefed things up with a pair of heavily-armoured trolls wielding riot shields. However, Pollux had set up a trio of flashbangs where she expected the van to stop, and the triple detonation did some damage. More suppressive fire, some neurostun, Trixie&#039;s swinging, and bullseye bursts ended up taking out the group without much difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
The group headed back to their Johnson and received their money for a job well done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
12k NuYen / All&lt;br /&gt;
&lt;br /&gt;
50 EX-ex rounds / All&lt;br /&gt;
&lt;br /&gt;
5 Karma / All&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===Pollux===&lt;br /&gt;
Went pretty well, and it was cathartic to let out some frustration. Those poor gangers never knew what hit &#039;em. &lt;br /&gt;
&lt;br /&gt;
===Trixie===&lt;br /&gt;
Wow. They really like giving me runs that&#039;re just &amp;quot;kill a bunch of gangers.&amp;quot; At least it wasn&#039;t all that difficult.&lt;br /&gt;
&lt;br /&gt;
===Century===&lt;br /&gt;
Some drekhead shot me with a Krime Wave! The insolence!Frag &#039;em though, not like it hurt. Other lot did a decent fraggin&#039; job of it, Roadkill especially. Would make a strong CO.&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Kevin_Slimes_(Part_Two)&amp;diff=83072</id>
		<title>Kevin Slimes (Part Two)</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Kevin_Slimes_(Part_Two)&amp;diff=83072"/>
		<updated>2021-10-16T04:09:15Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-07-05&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= OB&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&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;
&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|Wildman|Executioner|Wild Star|Roadkill (Inactive)}}&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. --&amp;gt;&lt;br /&gt;
|Metaplot=The Life and Times of One Kevin Crimes&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=Cutters&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Cutter thugs}}&lt;br /&gt;
|OppositionCasualties=Many Cutters, 6 Wasps&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: 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;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The runners were hired, by a strange Mr. Johnson, to &amp;quot;squash some bugs&amp;quot;, and the job went off hot but ultimately fine.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The events of [[Kevin Slimes (Part One)]] left the Cutters&#039; helicopter house heavily guarded. The Agency hires a squadron of brawlers to bust it, and the Wasps, up.&lt;br /&gt;
==The Meet==&lt;br /&gt;
Called to an Agency-controlled diner and brought to the back, the team gets a quick summary of the job. Attack the Cutters&#039; security helicopters, go through this underground tunnel, get ¥20,000. The team is reasonably happy with this, although they suspect the Johnson knows more than he lets on, which as an Agent he certainly does.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
On the way to the tunnel entrance, Wildman conjures a spirit to attack a toxic spirit he sees terrorizing Redmond and lethally irradiating its denizens, and the spirit he summons is harmed somewhat by this encounter. Roadkill navigates the team through the Agency&#039;s tunnel, and they come out in a claustrophobically narrow alley shielded from the street view. Executioner climbs to a nearby roof and spots somewhere he can provide crossfire from. Executioner sneaks through the street to climb onto a nearby roof to provide cover, and the spirit providing overwatch for the Cutters calls him out. Fortunately he gets his Desert Strike assembled on time, and the team bursts from the alley into a vicious gunfight. The team works its way through a remote-piloted Wasp defending its nest, two bound spirits, and about 6 hardened gangers, but in the process loses both Wildman&#039;s and Wild Star&#039;s summoned spirits, and Roadkill is knocked unconscious, only revived by his Saviour Medkit. Wild Star, despite injuries, collaborates with the blinded-by-unfortunate-climbing-mishap Wildman to spirit-lift Executioner onto the helipads on the building&#039;s roof, bypassing most of the security inside. With a brace of high-explosive grenades, the Wasps are soundly wrecked, although Executioner&#039;s inexpert handling of the situation leaves him to be struck by shrapnel from his own demolition.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The team quickly flees into the tunnel, Roadkill remembering the path. Fortunately for them, the Cutters are far too busy with damage control to pursue them into the underground effectively. The Agency scores a victory against the Cutters, and Kevin Crimes has higher resting blood pressure.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
¥20,000, 5 Karma, 2 CDP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+2 Rep with the [[Agency]]&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;m not using my one Edge on a fucking bird&amp;quot; -Wild Star}}&lt;br /&gt;
{{Gamequote|&amp;quot;This dog is fighting a bird and a rat, and basically we&#039;re fucking stupid.&amp;quot; - ob}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===Exeuctioner===&lt;br /&gt;
That was a little scary. Glad everyone was fine. Feels good to be useful, being set up on the roof. I need to buy more plexiglass for spirits. Maybe plexiglass gun shield? Need someone to make that for me... Or giant plexiglass wall for blocking astral vision? Hm. Maybe plexiglass shield for blocking shrapnel next time I blow up some vehicles. Need to go ask the runners who can make these for me...&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wild Star===&lt;br /&gt;
Well, we had a close call there, I&#039;ll be honest, between getting shot and the amount of drain I had to soak, I was looking pretty hagard out there. Glad I was able to summon a force 6 spirit in order to assist with that second dog spirit. Now just to create a reason for why I have lower ammo for my job.&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Kevin_Grimes&amp;diff=83071</id>
		<title>Kevin Grimes</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Kevin_Grimes&amp;diff=83071"/>
		<updated>2021-10-16T04:09:08Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-07-03&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=OB&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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=Cutters&lt;br /&gt;
|Ally2=&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|Pollux|Roadkill (Inactive)|Charon|Santesso}}&lt;br /&gt;
|RunnerCasualties= None&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. Put please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=Medium&lt;br /&gt;
|Metaplot=The Life and Times of One Kevin Crimes&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=Neighbourhood Watch&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Sarah|Unnamed members}}&lt;br /&gt;
|OppositionCasualties=5 members KO&#039;d with SnS&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The group was called up to meet Kevin Crimes, a ranking member of the Cutters gang, who Roadkill and Charon were already familiar with. After a tense start due to his choice of meet location, he informed the group about the job: Find who was ratting the Cutters out to the Neighborhood Watch, a group of vigilantes. After kidnapping some members to take a look at their commlinks and calling up Kevin in the middle of the night, the team went to meet the group who took care of the Cutter&#039;s wasps. There, they discovered the rat, but came to the conclusion that there was more than one. But hey, they still got paid!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
None&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Meet ==&lt;br /&gt;
The group headed to the Green Mist, a bar owned by the Cutters, for their meet. Immediately, there were issues: One of the members of the team, Charon, was a vampire, and Kevin Crimes had decided to hold the meet on the roof at midday. Charon was already dealing with intense pain from having to scramble inside to escape the sun, so Roadkill and Pollux went up to meet him alone, while Santesso sent up a chameleon coated sniper drone to observe. After some choice words were exchanged and Kevin refused to come inside, Santesso headed up to talk in person, while Charon communicated through Roadkill&#039;s commlink. &lt;br /&gt;
&lt;br /&gt;
Once everybody was listening, Kevin explained the job. The Neighborhood Watch, a group of vigilantes with ties to Humanis, had started to be a bit too efficient with their responses to the Cutter&#039;s, and Kevin believed there was a mole. To the chagrin of the group, he had no leads to go on other than the Neighborhood Watch themselves. Before the group left to do their legwork, Kevin told them that he&#039;d probably be unavailable, so they&#039;d have to contact Josephine Crimes (no relation) instead. He also gave them a week deadline, or they&#039;d get nothing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Run ==&lt;br /&gt;
With that info, the group headed out, and waited until night so things were more convenient for the group&#039;s resident infected. While waiting, Santesso did a matrix search on the Neighborhood Watch, looking for any changes in policies or anything of the sort. After he&#039;d done the search, the group met up in a secure club to discuss their plans. Eventually, they came to one: Santesso&#039;s drones would keep an eye out for any potential crimes, and when the Neighborhood Watch showed up, the team would swoop in and take them down, then look through their commlinks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, the plan went off without a hitch. The group eyed a shady-looked troll, and sure enough, he started to get harrassed by a group of well-equipped humans. Before anything could happen, the team of Shadowrunners rolled up in a van, gassed and shocked the group, and sent the troll on his way. There, the team split up. Charon and Roadkill took the watch members to Dr. Tony Hanks, a contact of Roadkill. He made up a lie that they&#039;d simply found the group, but the fact that they were merely hit with Stick&#039;n&#039;Shock and gas meant he saw through it, at least partially. Meanwhile, Santesso and Pollux looked through the commlinks, which bore fruit. The Watch had been getting tips from various groups about things relating to the Cutters, but one in particular stood out: The Cutter&#039;s wasps, their helicopters, would be out of commission for the next week, which would make it the perfect time to attack the Green Mist.&lt;br /&gt;
&lt;br /&gt;
Pollux and Santesso decided to take this information to Josephine Crimes (no relation), and headed back to the Green Mist. The bartender directed them to her, and rather surprisingly, she turned out to be a troll. Given that neither of the runners were racist, however, there was no issue with that, and they convinced her to come away from her group for a moment so they could speak in private. They told her of the tip they&#039;d heard about, and with a little bit of panic, she rang up &#039;The Wasp Guy&#039;, the leader of the team who took care of the group&#039;s wasps. He said that there was no issue with them at all, so Josephine suggested ringing up Kevin instead. The group decided to do just that. They arranged to meet with him the day after so they could discuss things properly, and Kevin told them to head to a bar that Roadkill and Charon were already familiar with. Wanting to avoid dealing with the sunlight, Charon asked Pollux to &#039;let her in&#039; to the club after it closed, to which she obliged. The vampire had to do some convincing to the opening stuff, but once she dropped Kevin&#039;s name, things were all cleared.&lt;br /&gt;
&lt;br /&gt;
The group all arrived early to meet Kevin, and told him of what happened. He decided that the best course of action would be to pile into a beaten-up bus and go meet with the team directly. After a bit of grousing that the bus&#039; windows couldn&#039;t be dimmed, Charon got lent a riot suit and some Zero so she wouldn&#039;t have to deal with her sunlight issues. They all got in, and headed off to meet The Wasp Guy.&lt;br /&gt;
&lt;br /&gt;
When the group arrived, the team was already gathered and ready, and the runners took The Wasp Guy off to a room downstairs to talk about things. He had no idea what was going on, and had no knowledge of a potential rat. When asked about anybody who&#039;d taken breaks or been sick recently, he mentioned Sarah, a seemingly Japanese Ork who&#039;d been ill a couple months ago. Seeing as he knew nothing, the group decided to just run through each member of the wasp team individually. Charon and Santesso took one person downstairs, while Kevin&#039;s group of bodyguards, as well as Pollux and Roadkill, stayed upstairs to keep an eye on things. &lt;br /&gt;
&lt;br /&gt;
While Santesso and Charon were questioning the person they&#039;d spoken to, Sarah pulled a flashbang and darted for the side of the building. Pollux and Roadkill opened fire with Stick&#039;n&#039;Shock as she tried to descend with a grappling hook, while Charon tried to run upstairs, though she was restricted by the bulky riot gear. Santesso jumped into a drone himself to take part. Without any injuries on their part, the group managed to KO Sarah, but not without consequences. Her fall had broken bones, and the crack triggered a flashback on Santesso&#039;s part, back to when he watched a friend get eaten by an insect spirit.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the flashback didn&#039;t last long, and Roadkill managed to stabilize Sarah despite most of her bones below the waist being broken. While the doctor was working on the injured Ork, Pollux made a witty comment about having found one of the rats. When Kevin questioned her, she informed him of a conclusion that the group had come to during their interrogation of The Wasp Guy: Because of the varied tips the Neighborhood Watch had received, and Sarah&#039;s low-level position, there had to be multiple.&lt;br /&gt;
&lt;br /&gt;
Kevin honoured his agreement however, potentially due to the fear of losing another arm, and the group got their payment, with Roadkill making an offer to help out in the follow-up to the entire situation.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
The group completed their job to find a rat, and offered to help with finding more in the future when Kevin needed it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
10,000Ny / All&lt;br /&gt;
&lt;br /&gt;
6 Karma / All&lt;br /&gt;
&lt;br /&gt;
2 CDP / All&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player After-Action Reports (AARs) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, things got done. Kevin seems like kinda a dick, given how much of a pain he was making things for Charon, but at least he paid up.&amp;quot; - Pollux&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What &#039;&#039;was&#039;&#039; the deal with that arm, though? Thing just made me uncomfortable.  Like closing a wound with twine and bailing wire.  Stop looking at me like that.  Those were real things, once....&amp;quot; - Santesso&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have I ever mentioned I fucking hate daytime hour work? Crimes did it just to fuck with me and he knows it, son of a bitch. I guess he&#039;s going to be missing a second arm soon enough with that attitude. This is the last time I&#039;ll work for him if that&#039;s what we&#039;re looking at, for Christ&#039;s sake.&amp;quot; - Charon&lt;br /&gt;
[[category:runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Hot-rods_Don%27t_Steal_Themselves!&amp;diff=83070</id>
		<title>Hot-rods Don&#039;t Steal Themselves!</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Hot-rods_Don%27t_Steal_Themselves!&amp;diff=83070"/>
		<updated>2021-10-16T04:08:58Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &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=2081-06-16&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=SedatedAlice&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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=Hotrod Henry&lt;br /&gt;
|Ally2=&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|Rainmaker|Crossfire|Shamrock|Turul|Roadkill (Inactive)}}&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. --&amp;gt;&lt;br /&gt;
|Metaplot=24 Karat Magic&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=&lt;br /&gt;
|OppositionUnits=&lt;br /&gt;
|OppositionCasualties= Andres Hernandez, Alicia Mendez?, the uggliest car ever&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: 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;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[Hotrod Henry]] requested some Haven runners to help get him get his hands on some gear, find a missing mechanic, and eliminate some neighborhood competition.  &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Andres Hernandez fancied himself a better mechanic than Henry.  This rivalry had gone back a long time before Henry ever joined the 24 Karat Crew.  Andres had gotten his hands on some parts that would make quite the splash - but being the kind of person he was, he ran his big mouth and a mechanic with the 24 Karat Gang by the name of Ivan Petrov heard the exchange.  Petrov immediately let Henry know, but not before Alicia Mendez, long time girl-friend and prime body guard of Hernandez, overheard.  She put the mechanic in pretty bad shape before he got away and hid with his girl friend, LeAnna Popova.  Henry, after not hearing from Petrov, began to fear the worst and tried to very nonchalantly hire some runners to find his friend.  &lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Hotrod Henry invited the runners to &amp;quot;The Pride&amp;quot;, the gang&#039;s bar headquarters in Touristville.  He outlined the situation while sweating bullets:  Hernandez had something he wanted and he offered the runners first choice of the hardware if they found it, took Hernandez for long enough to get the gear, and possibly save his mechanic.  He very much downplayed the missing mechanic to not arouse anyone&#039;s (including his own gang) suspicions.  The group agreed to help and set out to track down Hernandez, his stash, and his crew.  Hotrod Henry just hoped they got there in time.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
The plan was simple: Track down Hernandez and get him away from everyone.  Once alone, he would make much easier prey. &lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
Turul did a lot of physical infilitraion of the trailer park, with the help of Shamrock&#039;s spirit.  He managed to peak in everywhere he could and finally found both Hernandez and Petrov.  He relayed back to the team where everyone was.  Crossfire, Rainmaker, and Shamrock decided to try and challenge Hernandez to a race for pink slips.  Roadkill made his way to where they intended the race to end and planted a grenade in the pavement while trying to duck the guards around the warehouse.  &lt;br /&gt;
&lt;br /&gt;
It didn&#039;t take much for Hernandez&#039;s infamous pride to over rule Alicia&#039;s premonitions that this was a trap.  The pair left for the race, leaving it open for Turul to help extract Petrov and Popova.  Unfortunately, just as Hernandez left, a roadmoaster pulled in - most likely to ensure that no one left while the boss was gone.  Shamrock remained at the trailer park as well - through some swift action, she took out a couple of guards while Turul got everyone in the car.  &lt;br /&gt;
&lt;br /&gt;
The race went as expected.  Rainmaker was just much better suited to this than Hernandez was and it showed - easily did the rigger outstrip him.  One Rainmaker was over the finish line, Shamrock&#039;s spirit cast Accident in the form of a very large tree that simply grew out of the pavement.  Both Hernadez and Mendez are presumed dead as a result. &lt;br /&gt;
&lt;br /&gt;
Quick action by Crossfire sent a drone back to take on the roadmaster.  Crossfire let those in the Roadmaster know that the gang leader was dead - and as predicted, the gang kind of fell apart.  The gangers left peacefully.  Turul and Shamrock got Petrov and Popova out with little fuss. &lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
Andres Hernandez and the threat he posed to Hotrod Henry were no more.&lt;br /&gt;
&lt;br /&gt;
Ivan Petrova recovered from his injuries and moved the heck out of the hell hole he was calling home.  Once more secure, he finally proposed to his girlfriend.  The pair plan to be married later this year.&lt;br /&gt;
&lt;br /&gt;
[[The 24 Karat Crew]] gets an influx of new vehicle and drones.  &lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
* Turul gets an AK-98 with some pretty sweet ammo&lt;br /&gt;
* Everyone gets Hotrod Henry as a 3/1 contact&lt;br /&gt;
* +1 Rep with the 24 Karat Crew&lt;br /&gt;
* 60,000 nuyen in gear rewards targeted towards vehicle/drones/vehicle modifications.  If you spend less than 60,000, take the difference and divide by two as straight nuyen.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I was just calcuating, because drugs.&amp;quot; -Shamrock&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Cos you&#039;re like hrrrrrr&amp;quot; - SedatedAlice}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===[[Crossfire]]===&lt;br /&gt;
Any run where I get to watch Rainy demolish a guy in a race and get paid in stuff is a good run.&lt;br /&gt;
&lt;br /&gt;
===[[Rainmaker]]===&lt;br /&gt;
I just got paid in rocket launchers to have a street race and watch some asshole&#039;s disgusting looking car blow up with my girlfriend, what else could a girl ask for?&lt;br /&gt;
&lt;br /&gt;
===[[Turul]]===&lt;br /&gt;
Shame I didn&#039;t saw the race, but someone had to make sure to get that bloke safely out of the house.  Maybe they recorded it. But the money was very nice, and Henry seems a nice enough guy. &lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=I_Want_A_Pony&amp;diff=83069</id>
		<title>I Want A Pony</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=I_Want_A_Pony&amp;diff=83069"/>
		<updated>2021-10-16T04:08:48Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =  &lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-06-12]]&lt;br /&gt;
| gm          = [[hasGM::Aurora]]&lt;br /&gt;
| place       = Seattle&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      =&lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  =ShadowHaven&lt;br /&gt;
| combatant2  =Locust Spirit Hive&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      =* [[hasRunner::Doctor Marvel]]&lt;br /&gt;
* [[hasRunner::Pell]]&lt;br /&gt;
* [[hasRunner::Rat]]&lt;br /&gt;
* [[hasRunner::Roadkill (Inactive)]] &lt;br /&gt;
| units2      =* Three lancers&lt;br /&gt;
* Insect spirit shaman &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| casualties1 =None. &lt;br /&gt;
| casualties2 =All KIA. &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A job to steal a cybernetically-enhanced horse goes unexpectedly awry when the team discovers an insect spirit hive on the ranch.&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
A billionaire living in Seattle had a rivalry with another who owned a ranch in the area. He grew jealous of the special cyborg horses he kept there until finally deciding to hire some shadowrunners to steal one.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
The shadowrunners were invited the billionaire&#039;s mansion, where he explained his desire to have one of the horses. He gave what information he had about the ranch and the horses, though it was pretty vague. The team decided to meet at an awful bar in the Redmond barrens after negotiating to have the billionaire arrange a driver for them, since none of them could haul a horse on their own.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
RAT searched the Matrix for what he could find in term of public information on the rancher and his property. He found out the horses had CAS and Stirrup augmentations, allowing them to be controlled remotely or even jumped into by a rigger. While the approximate shape and size of the ranch could be determined online, it was censored from street view and satellite imagery. Dr. Marvel bound an air elemental and performed a remote viewing. She saw five augmented horses and a pasture guarded by three large guards armed with Krime lances. The ranch house was largely innocuous except for a ward in the basement that prevented her from casting her gaze beneath it. As she was about to end the viewing, she saw what appeared to be a hybrid form locust spirit walk out of it. She had her spirit look at the auras of the lancers and found them to be flesh forms that were masking themselves.&lt;br /&gt;
&lt;br /&gt;
The team regrouped. They decided they would try to destroy the hive in addition to their job because it was a threat to everyone around, though they wanted to secure the horse before engaging them. Dr. Marvel wrote several sigils that would empower them for the fight to come, and Roadkill bought some insecticide that he loaded into gas grenades. Pell set up a sniper position uphill from the ranch, where Dr. Marvel joined her with a pair of optical binoculars. RAT stayed nearby in his Toyota Gopher, from which point he&#039;d hack into the host the ranch had, which was likely protecting the horses&#039; cybernetics. Upon securing the horse, the team would regroup to prepare for an assault on the hive.&lt;br /&gt;
==The Run==&lt;br /&gt;
RAT broke his way in and crashed the IC repeatedly while brute-forcing his way into a horse&#039;s CAS system. He rewrote its IFF to be afraid of its handlers and see the shadowrunners as friendly, gave it a command to head for the edge of the enclosure, and then took it offline. He then bricked every gun he could see in the host and disconnected. As the horse was extracted, Dr. Marvel, Pell, and Roadkill laid down a base of fire and bug bombs on the lancers, killing them in seconds from cover before they could organize a response.&lt;br /&gt;
&lt;br /&gt;
Not seeing anyone storm out of the house to counterattack, they proceeded to the edge of the enclosure to press the advantage. RAT hacked his way through the front door with his deck (it was also a sword). It appeared to be deserted until they reached the basement, where Dr. Marvel shattered the ward, letting the team proceed unimpeded with their alchemical assistance. They found what appeared to be a rudimentary insect spirit hive. The hybrid form was there along with an insect shaman and someone mid-conversion in a cocoon. As they were in a C-security zone, the team decided to take a few minutes to decide what they should do and clean the place up. They killed the hybrid form and the shaman, who appeared not to have successfully summoned a queen yet. Dr. Marvel took a quicksilver photograph as proof for the team&#039;s client in case their reputation was called into question. The person in the cocoon was removed from the hive, and the spirit trying to inhabit them died of evanescence.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The cocoon victim survived, against the odds. The billionaire was appreciative that the team cleaned everything up, though the news of his rival whom he had a respect for perishing in such a gruesome way saddened him. He mentioned trying to acquire the estate soon and paid the shadowrunners as agreed.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*20,000¥&lt;br /&gt;
*7 Karma&lt;br /&gt;
*2 CDP&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
=== Dr. Marvel ===&lt;br /&gt;
I had heard of such horrors as these &amp;quot;insect spirits&amp;quot; before, though this was the first time I had seen one myself. At least, a living one. What terrible creatures, and how awful they have their shamans. What drives someone to drop everything they have ever known of the thaumaturgical arts, academic or religious they may be, and work to birth such horrors in our world? I fear to understand is to accept it.&lt;br /&gt;
&lt;br /&gt;
===Pell===&lt;br /&gt;
So, bug spirits. Certainly wasn’t expecting those when I signed up to steal a ‘wared up horse for an eccentric billionaire. Met Roadkill again. The plan went off without an hitch and Rat’s Matrix support was great. Hope the butler gets better. &lt;br /&gt;
&lt;br /&gt;
Also, I think I’m starting to fall in love with this rifle.&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Route_66:_Side_Story_Blast_from_the_Past&amp;diff=83068</id>
		<title>Route 66: Side Story Blast from the Past</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Route_66:_Side_Story_Blast_from_the_Past&amp;diff=83068"/>
		<updated>2021-10-16T04:08:39Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =   [[hasMetaplot::Like mad max but more guns]]&lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-05-17]]&lt;br /&gt;
| gm          = [[hasGM::Doc McGuffins]]&lt;br /&gt;
| place       = Pappy Pitty&#039;s Playground&lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[SignificantNPC::Pitty &#039;Grease Lightning&#039; McShane]] &amp;lt;br&amp;gt; [[hasRunner::Couronne]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; [[hasRunner::Santesso]] &amp;lt;br&amp;gt; [[hasRunner::Setback]] &amp;lt;br&amp;gt; [[hasRunner::Veil]] &amp;lt;br&amp;gt; &lt;br /&gt;
| combatant2  = Ghouls &amp;lt;br&amp;gt; Ancient Arachnodrones &amp;lt;br&amp;gt;&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = Roadkill might&#039;ve chipped a tooth on the coffee...&lt;br /&gt;
| casualties2 = Slobbery Ghouls and Desiccated Spooderbots&lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Pappy wants a helipad! There&#039;s a giant slab of metal in the way, though. Our group of intrepid heroes hacks through the slab, explores a large underground bunker of fifth world technology, mows through a small army of ghouls, and delivers a working (if slightly holey and terribly radioactive) helipad into Pappy&#039;s coffee stained fingers.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Looking to expand his playground&#039;s mechanical capabilities, Pappy decided to clear a section of derelict devices to make room for a landing pad and aircraft workshop.  In the process, he uncovered a large flat metal slab that resisted his cutting tools and...made concerning noises. He posted a job on the &#039;Haven for a group of runners to investigate.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Santesso and Veil were the first to arrive at Pappy&#039;s Playground, with the rest of the crew arriving shortly thereafter. Pappy disappeared in the back and returned with cups of the dark toxic sludge he calls coffee. Setback and Roadkill both took sips of theirs. Setback was saved by her iron stomach, but Roadkill immediately regretted it. Couronne, Santesso, and Veil used better judgement and politely set their mugs aside. Then the meat of the meet began. Pappy Pitty explained his desire for a helipad, the discovery of the metal slab, and the noises emerging from below it. He made a reasonable offer that the crew found tentatively acceptable, but they wanted to investigate a bit first. An accommodating sort, Pappy agreed. The group set out to investigate the slab.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Investigate the slab, figure out a way through it, and carefully scout/maneuver through whatever was beneath. A fairly bare-bones plan, to be sure, but there were too many unknowns. &amp;quot;Get Inside and Wing It&amp;quot; is sometimes the only plan you have.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
The crew arrived at the slab and looked it over. Sensors showed a large room sealed beneath the thick metal, with what could be doors and corridors leading off in multiple directions.  As there was no visible mechanism for opening the slab, Santesso sent his fly-spies off to investigate the area. Meanwhile, Setback pulled out a monofilament chainsaw and proceeded to cut a runner-sized hole through the slab. Santesso recalled his fly-spies and sent them down through the hole to scout a bit while the rest of the crew lowered themselves by rope into the room below.  The room was a large hangar bathed in shadow and the oscillating red of low-powered emergency lights. Several locked doors rimmed the room. Couronne began investigating the locks, which were all fifth world keypads.  With the help of Santesso&#039;s flying lockbot, Couronne successfully opened all the doors in the room, each door revealing little of value (except to Veil, whose obsession with pre-awakening technology will soon be featured on &#039;&#039;Hoarders, 2081&#039;&#039;). Until, that is, the final door. This opened into a long hallway of locked doors, with an intersection approximately halfway down.  Moans and ghoulish hunger echoed off the walls. Santesso&#039;s fly-spies leading the way, the crew made their way down the hall. Setback and Roadkill played a quick game of &amp;quot;Rock, Scissors, Pattycake&amp;quot; with a ghoul through a crack, then the party turned right and headed into a large open room. Two ancient arachnodrones shuddered to life and began training laser sights on the metahumans in the group. The group made relatively quick work of the spiderbots--Couronne hacked one while Veil played &amp;quot;Bag of Potatoes&amp;quot; with her unconscious body, while the other runners tested the affect of bullets on retrotechnology. After Couronne came to and discussed boundary issues with Veil, the two of them teamworked the antiquated bunker&#039;s systems. They turned the power on, which opened every door. That&#039;s when the drek hit the rotodrone, so to speak. As the large shielded door between the runners and the adjacent room of nuclear powered generators began to open, radiation flooded the area. Simultaneously, a large door ending the hallway to the south opened, revealing a small army of ghouls. Couronne focused on getting the shielded door shut again (because, you know, radiation is bad, mkay), while the rest of the crew headed down and did round two testing the bullet hypothesis. A quick dose of suppressive fire and an application or two of grenades later, plus a series of potshots at an inexplicably napping feral ghoul, and it was done. All that was left was the mopping up.  Luckily, Veil had picked up one of those as well (I honestly think this guy has a problem). Then it was back to a grateful Pappy and some final bargaining.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The team dispersed. Those who took the money made their way elsewhere. Those who took the parts disappeared for some hours into Pappy Pitty&#039;s Playground and gleefully began dismantling tech.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
* 16.000 Nuyen (or 32.000 worth in vehicle/drone parts)&lt;br /&gt;
* 3 Karma&lt;br /&gt;
* [[Pitty &#039;Grease Lightning&#039; McShane]] at 4/2 (Veil got 8CDP, as he already had Pitty as a contact)&lt;br /&gt;
* 2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&#039;&#039;Setback&#039;&#039;: &amp;quot;Is it feral?&amp;quot; &#039;&#039;Doc&#039;&#039;: &amp;quot;I mean, it&#039;s drooling a bit....&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===Santesso===&lt;br /&gt;
Well, it wasn’t exactly my usual kind of gig...more cold case than breaking news...but I’m going over the footage as time permits. There might be a story there somewhere. And...who am I kidding? It was a welcome change from novacoked up, spoiled celebs with wardrobe malfunctions. It was good meeting Pitty. His playground was full of hidden treasures....&lt;br /&gt;
&lt;br /&gt;
===Setback===&lt;br /&gt;
It was an interesting run, clearing out that old abandoned silo. It gave me a drive to understand particle physics!&lt;br /&gt;
&lt;br /&gt;
===Couronne===&lt;br /&gt;
&amp;quot;I was NOT excited to be around so many HMHVV-laden feral ghouls. I doubt my respirator mask would be enough to protect me from their virus. I may, however, go back to the bunker to collect some tissue samples for VITAS-related research…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Smoke_on_the_water&amp;diff=83067</id>
		<title>Smoke on the water</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Smoke_on_the_water&amp;diff=83067"/>
		<updated>2021-10-16T04:08:29Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      = &lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-05-13]]&lt;br /&gt;
| gm          = [[hasGM::Lavander42]]&lt;br /&gt;
| place       = The Pacific Ocean&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt;[[hasRunner::Omen]] &amp;lt;br&amp;gt;[[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt;[[hasRunner::Ojou]] &amp;lt;br&amp;gt;[[hasRunner::Hound]] &lt;br /&gt;
| combatant2  = Just some Human Traffickers&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = &lt;br /&gt;
| casualties2 = &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
The party took down a group of human traffickers. After that they then got the 8 captives back home, in particular the one captive that the J had specifically called for.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Human traffickers abducted some young adults, one of which was the daughter of a friend of the Johnson. &lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
We first met in the matrix and were told not to say we were shadowrunners. We then did the in person meet and met the Johnson and the woman who&#039;s daughter was abducted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
We planned to take a helicopter to the boat and raid the boat.&lt;br /&gt;
==The Run==&lt;br /&gt;
The party arrived at the second meet point, and got the chip to the boat, they then took Ojou&#039;s helicopter, and Omen summoned a spirit to conceal the helicopter. When they arrived at the boat they found it anchored so with the stealth chopper they hovered above the boat, and Omen threw a fireball, and Roadkill threw a grenade. The fireball took out a turret, and wounded two guys. Roadkill&#039;s grenade however took out the three guys playing cards. Hound shot his sniper rifle and took out another turret. But to our surprise a large turret was raised after a survivor rushed off to below deck. Combat had begun! Then all the guys fled below deck and the spirit went to chase them. It got punched by the adept. Then someone kicked down the door and gunned the adept down. Then they party gunned down the other guys. Omen then summoned another spirit to destroy the turrets, then they found the captives and returned them to their homes.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
Only 8 of the kids were alive, but we got those kids back home.&lt;br /&gt;
==Rewards==&lt;br /&gt;
8,000 nuyen each&lt;br /&gt;
&lt;br /&gt;
9 karma each&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&amp;lt;br /&amp;gt;{{Gamequote|&amp;quot;Great horned rat? More like Minor Honed Rat!&amp;quot; -Omen &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Squeak Squeak, fuck you!&amp;quot; -The spirit Omen summoned after fulfilling it&#039;s services &amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
===Omen:===&lt;br /&gt;
I summoned a rat spirit with horns, funny bugger, had him conceal the helicopter. Then he went and helped fight the thugs. After that I summoned another spirit to go destroy the turrets. Didn&#039;t do a lot, but did help out still.&lt;br /&gt;
&lt;br /&gt;
===Ojou:===&lt;br /&gt;
Nice to get to help people for once. Thanks to Hound-san&#039;s skill with his rifle, Elizabeth was fine too! I should probably learn more about boats, honestly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Anarchy_For_Sale&amp;diff=83066</id>
		<title>Anarchy For Sale</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Anarchy_For_Sale&amp;diff=83066"/>
		<updated>2021-10-16T04:08:21Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-04-23]]&lt;br /&gt;
| gm          = [[hasGM::Video]]&lt;br /&gt;
| place       = Cul-de-sac, Touristville&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[hasRunner::Ikari]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; [[hasRunner::Baron]] &amp;lt;br&amp;gt; [[hasRunner::Troika]]&lt;br /&gt;
| combatant2  = [[SignificantNPC::Knight Errant]] &amp;lt;br&amp;gt;&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = &lt;br /&gt;
| casualties2 = &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A gang-esque group hires four runners to shut down KE raids on a cul-de-sac in Touristville. In doing so, the team commits an act of domestic terrorism and creates a permanent BGC.&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Ares, working through Knight Errant, wants to expand its control of Redmond from Touristville. To do this, they want to drive out certain &#039;undesirable&#039; elements with raids.&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
Meeting in an abandoned warehouse in Redmond, the team meets with an Orkish Johnson and a couple of toughs. When they hear what the job is, Ikari and Roadkill refuse payment, but Baron secures a discount on certain goods that the mysterious group can provide. Ultimately Baron and Troika will be paid ¥10,000 each and Roadkill and Ikari will be paid nothing.&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Ikari&#039;s fixer, [[Chloe Green]], hooks them up with the contact of [[Brainchild]], who can help get their hands on the KE schedule for this action for a price. Ikari offers Brainchild lessons on dialectical materialism and sociology, and the AI agrees to snag it for them. Armed with the knowledge that the raids will involve two vehicles of KE officers the very next night, the team gets to work. Ikari secures a skateboard, while Troika creates a shaped charge with powerful foam explosives. Taping the charge to the skateboard, the plan is to animate the skateboard and use it as an improvised car bomb, destroying as much KE property as possible in one fell swoop.&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
The team hunkers down in both a constructed bivouac and magical concealment from Ikari&#039;s spirit. As the Roadmasters drive up, Ikari sends the skateboard with the angled charge on it under the first Roadmaster, completely eliminating it and heavily damaging the other.&lt;br /&gt;
&lt;br /&gt;
After a swift battle that included Ikari completely unmaking their own spirit, Troika sniping two goons, and Baron using Chaotic World to completely discombobulate the cops, the team was left with one officer slowly hobbling away and two smoking wrecks. After leaving a little graffiti and taking trophies, the team leaves.&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
The mysterious J is happy with, if somewhat perturbed, by the team&#039;s performance, and pays them posthaste at the debriefing meet the day after.&lt;br /&gt;
==Rewards==&lt;br /&gt;
¥10,000, 5 Karma, 2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I&#039;m not a vampire, I&#039;m not going in the goddamn trunk.&amp;quot; -[[Ikari]]}}&lt;br /&gt;
{{Gamequote|&amp;quot;You could just do what I do and make up numbers.&amp;quot; -OB}}&lt;br /&gt;
{{Gamequote|&amp;quot;Local man found dead? Local man found very dead.&amp;quot; -OB}}&lt;br /&gt;
{{Gamequote|&amp;gt;Troika, this neighborhood needs to get its vibe checked now.&lt;br /&gt;
&amp;lt;That &#039;&#039;&#039;&#039;&#039;was&#039;&#039;&#039;&#039;&#039; the vibe check. &lt;br /&gt;
-GM &amp;amp; [[Troika]] discussing the Background count caused by a 52DV explosion.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===Baron===&lt;br /&gt;
Oh, what a fantastic run! We meet this not-quite-proper gang and they hire us to geek KE that have been tormenting the locals. We being the good heroes accept the job, so Ikari calls their fixer freund that provide us with the nessessary information on where the next raid will take place. Luckily we had Troika with us because they had zwei roadmasters. She crafted the explosives but instead laying it as a mine we duct taped it to a skate board (alternative was to a Kamikazi Spirit). Next thing Ikari does is animating the skateboard so it goes under the truck and explodes, and we do just that to the first one, second one just gets bit damaged but his fate was far worse. It ended up sharing a space with a spirit then a toxic cloud...They did not have a good time. &lt;br /&gt;
&lt;br /&gt;
===Тройка===&lt;br /&gt;
Такая разница, что такое простое устройство может сделать. Мне плохо за свидетеля. Но только немного.&lt;br /&gt;
&lt;br /&gt;
А эсли бы был только одна свидетель, наш результат более эффективен. Так и иначе, молодец!&lt;br /&gt;
&lt;br /&gt;
Булет долго, прежде чем Найт Эрран забывают урок. &lt;br /&gt;
&lt;br /&gt;
5/5 &lt;br /&gt;
&lt;br /&gt;
(Я что-то взорвал. Это всё, что мне нужно в моей жизни.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The difference such a simple device can make. Though, I feel a little bad for the one survivor. &lt;br /&gt;
&lt;br /&gt;
But having just the one witness makes that message much more powerful. Either way, mission accomplished!&lt;br /&gt;
&lt;br /&gt;
It will be a long while before Knight Errant forgets their lesson.&lt;br /&gt;
&lt;br /&gt;
5/5 &lt;br /&gt;
&lt;br /&gt;
(I blew something up. That&#039;s all I need.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Shooting_Scruffy_Suits&amp;diff=83065</id>
		<title>Shooting Scruffy Suits</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Shooting_Scruffy_Suits&amp;diff=83065"/>
		<updated>2021-10-16T04:08:14Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =   [[hasMetaplot::The Life and Times of One Kevin Crimes]]&lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-04-18]]&lt;br /&gt;
| gm          = [[hasGM::Seamless]]&lt;br /&gt;
| place       = Redmond&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[SignificantNPC::Dr. Tony Hanks]] &amp;lt;br&amp;gt; [[hasRunner::Shark]] &amp;lt;br&amp;gt; [[hasRunner::Slink]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; &lt;br /&gt;
| combatant2  = [[SignificantNPC::Cutters]]&amp;lt;br&amp;gt; [[SignificantNPC::Agency]]&amp;lt;br&amp;gt;&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = &lt;br /&gt;
| casualties2 = A couple of Agents &amp;lt;br&amp;gt; 2 Cutter enforcers&lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Team cruises through Redmond, picks up and drops off a hobo, does a drive-by, then does some negotiating. Then they get shot at.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Agency, a suit-wearing small time gang robs a charity clinic to steal medicinal drugs. By chance, it&#039;s the place Kevin Crimes was dropped off at the end of Real Maiming Hours. The Agents recognise him, and decide to abduct him for ransom. The clinic offers a small sum to teach the gangers a lesson and ensure their patient is safe.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
The team shows up at the clinic at 7am and meets [[Dr. Tony Hanks]], the doctor in charge. He explains the situation and shows the team security camera footage. The team investigates the area and finds some discarded gel rounds, inferring that the Agents are at least &amp;quot;a little polite&amp;quot;. The Agents are accurately described as &amp;quot;wannabe G-men with microtransceivers and ill-fitting suits&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Shark contacts his contact, the Legal Eagle, and is able to obtain the rough area where the Agents are based. The team moves in to investigate.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
After cruising subtly around the block, the team spots a back alley deal going down between a hobo and a guy wearing a suit. Shark, attempting to pass off as an Agent in his suit, goes to question the hobo. The hobo reveals he is going to a dead drop, and Shark coerces him into the car at Shlink&#039;s protest. The hobo, believing himself in the presence of senior Agents, reveals himself to be an Agent. They drop him off near the dead drop, and move into position to survey the dead drop. Unfortunately, the Agents noticed this irregularity and move to stop the Bentley. Car stuff happens, Kamikaze is popped, dudes get dropped. A surviving agent leads the team back to the Agency and sets up a meeting with the boss. Negotiations go quite well, until two Cutter enforcers get dropped off and start shooting. Roadkill jumps on a grenade and absolutely tanks it. Fire is exchanged, and eventually the Cutters go down. Kevin Crimes bursts out of the building waving a gun and is quickly stick and shocked. The Cutter&#039;s truck escapes. Negotiations resume with new haste and the Agents offload the stolen goods they haven&#039;t fenced.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
K. Crimes is returned to the clinic with fresh wounds, the team is payed. The Johnson is impressed. The Agency is somewhat grateful for the assistance against the Cutters/not being murdered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*¥4,000 Nuyen &#039;&#039;&#039;or&#039;&#039;&#039; [[Dr. Tony Hanks]] as a Contact.&lt;br /&gt;
*10 Karma&lt;br /&gt;
*-1 Cutters rep&lt;br /&gt;
*+1 Agency rep&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Not agaaain!&amp;quot; --Kevin Crimes&lt;br /&gt;
}}&lt;br /&gt;
{{Gamequote|&amp;quot;Get in the car.&amp;quot; --Shark, to a hobo&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t you dare put a hobo in my car!&amp;quot; --Slink&lt;br /&gt;
&lt;br /&gt;
This continues for a while.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&#039;&#039;&#039;Slink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We meet at the Lady Grace Relief Clinic in Redmond for a job. Johnson walks us through a recent robbery where some gangers dressed up in ill-fitting suits strolled through the clinic, haphazardly stealing drugs before kidnapping a one-armed patient in a spur of the moment. Johnson offers 4,000nY for the safe return of the patient and as much of stolen supplies as possible. The team agrees.&lt;br /&gt;
&lt;br /&gt;
Roadkill identifies the kidnapped patient as Kevin Krimes, a deadbeat ganger he&#039;s worked for before. Shark calls up a contact of his, Legal Eagle, who identifies the suits as members of &amp;quot;The Agency&amp;quot;, some wannabe G-Men based in Redmond. Slink&#039;s walkthrough of the clinic finds some unspent gel rounds leftover from the robbery. It seems the goons were at least conscientious enough to not be firing live rounds in a healthcare facility. Armed with this knowledge the team piled into Slink&#039;s Bentley and made for a quick survey of the neighborhood.&lt;br /&gt;
&lt;br /&gt;
The team quickly stumbled upon an exchange between a member of the Agency making a deal with an unwashed hobo. Once the Agent had left, Shark approached the hobo, asking for details about the transaction and found the &#039;package&#039; he had just acquired needed to be dead-dropped nearby. The team escorted the hobo to the dead-drop (at Slink&#039;s annoyance as Shark had invited him into Slink&#039;s clean car) and found the hobo was also wearing a suit, and thus a member of the Agency.&lt;br /&gt;
&lt;br /&gt;
After the drop, Shark and Roadkill began setup of a watch-post across the street while Slink continued to monitor the streets from his car. This was abruptly cut short as two pistol-wielding Agents immediately accosted Slink. Grinning like a loon, Slink revved the engines, forcing the Agents to rethink their approach. Alerted to the ruckus happening nearby, Shark and Roadkill beelined to Slink&#039;s location to witness the gangers running for their lives from Slink. Shark charged one of the gangers from behind, bringing him down a viscous running clothesline maneuver, while Slink did a swerving pickup of Roadkill for a follow-up gun-point intimidation.&lt;br /&gt;
&lt;br /&gt;
Shark brought in the ganger&#039;s to the team&#039;s recent makeshift watch-post for interrogation where they revealed that Krimes was being held for ransom to The Cutters, a rival gang. A quick jaunt down the block brought the team to the hideout of The Agency where the team was beginning to negotiate Krimes&#039; release when the conversation was interrupted by a Gopher painted up in Cutter green and gold drove into the alley, dropping off two augged up trolls chucking a frag into the meeting.&lt;br /&gt;
&lt;br /&gt;
Acting on reflex, Roadkill jumped on the grenade, tanking the entire blast like a boss while the Agents ducked back into their hideout while returning fire. Shark and Slink dove behind a nearby car to avoid the ensuing firefight. Roadkill ate a bunch of bullets, Shark charged for a brutal double-clothesline, Slink dropped one of the trolls with one well placed shot, the Agents chucked a gas grenade into the fray before Roadkill finished off the second troll with a spray of SnS to the face.&lt;br /&gt;
&lt;br /&gt;
The attackers dealt with, the team called inside to the Agents and their boss. What they were greeted by instead was Kevin Krimes making a desperate bid for escape from his captors, spotting Roadkill, he took his chances with trying to outrun the group. Miscalculating how much Roadkill wanted his debts repaid, Krimes was tackled into the dirt and brought back to the Bentley. Slink offered to buy the stolen drugs from the Agency for 2,000nY which the boss agreed to, apparently wanting to wash his hands of the day&#039;s events.&lt;br /&gt;
&lt;br /&gt;
Satisfied with a job well done, the team returned to the clinic to deposit a thoroughly restrained Krimes and one bag of recovered pharmaceuticals for their pay and the gratitude of the clinic.&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Real_Maiming_Hours&amp;diff=83064</id>
		<title>Real Maiming Hours</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Real_Maiming_Hours&amp;diff=83064"/>
		<updated>2021-10-16T04:08:02Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =   [[hasMetaplot::The Life and Times of One Kevin Crimes]]&lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-04-14]]&lt;br /&gt;
| gm          = [[hasGM::OptimismBeast]]&lt;br /&gt;
| place       = Redmond&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[SignificantNPC::Yoon Myung-ju]] &amp;lt;br&amp;gt; [[hasRunner::Kera]] &amp;lt;br&amp;gt; [[hasRunner::Charon]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; [[hasRunner::Burn0ut]] &amp;lt;br&amp;gt; [[hasRunner::Hot Mess]] &amp;lt;br&amp;gt; &lt;br /&gt;
| combatant2  = [[SignificantNPC::Cutters]] &amp;lt;br&amp;gt;&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = &lt;br /&gt;
| casualties2 = &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A guy gets sucked to death. Ouch. Then there&#039;s a break-in. Yeowch. Then a guy gets his arm surgically removed. Oof.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kevin Crimes hired a bunch of runners earlier to deliver a blow against the [[SignificantNPC::Crimson Crush]], a certain metahuman gang that encroached on Cutter territory. While the job itself had gone well, Kevin hadn&#039;t delivered all the way as far as payment is concerned, prompting a fixer from ShadowHaven to rectify this post-haste and organize another job to ensure he doesn&#039;t take the Haven lightly.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Yoon Myung-ju called the group to a restaurant with a trid projector showcasing a third party, both of them working on behalf of the Haven. The basic gist of the situation is brought forth: underpaying runners is going to reflect badly, something most of the party agreed upon right away. To send a message, Myung-ju suggests taking the remainder of the payment by force in blood, either by cutting off a finger, a hand or an entire arm. The more they take, the more they are paid. Just giving him a stern talking nets them four grand which can barely even be called a job. At this point, one of the original hires for the job, [[Kitsune]] decides this is a bit too much for her moral standing and peaces out. Understandably so, given the grisly offering set forth by the fixer. The team quickly forwards the offer to another runner, a necromancer by the name of Kera. After the group agrees, Myung-ju notes that Crimes is hard to track down given he&#039;s often on the move. His right hand man, however, an ork named Boris is known to live in Seattle, protected by a less than bright security team. With this information to go on, she leaves the runners to figure it out.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Given their team composition, things take a moment to formulate. First, it&#039;s obvious that tracking Crimes down on foot in Cutter territory is likely to warrant attention, so it&#039;d be better to go after Boris instead. Kera can offer plenty of assistance if she gets a fresh corpse to reanimate (despite the act being incredibly illegal even for runners) and so the group will have to yoink a hobo or a Cutter to help them as insurance against any possible security. Once they get hold of Boris by kidnapping him in his sleep, they&#039;ll extract as much information as possible from him, take him back to his apartment. The guy&#039;s relatively innocent after all. Then it&#039;s a bee line to... &amp;quot;disarming&amp;quot; Kevin.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
Things kick off fantastically. In Hot Mess&#039; little Armadillo van, the team make way for Boris&#039; apartment and nab a very unfortunate Cutter on the way there. Charon makes a very convincing case for the poor guy to spill the beans on everything he knows regarding their targets, but unfortunately he&#039;s not of much help. Grassroots thugs compared to lieutenants, what&#039;d they expect? Charon promises and even assures the gang member that his compliance has just saved his life, only to immediately betray him and suck him dry right there in the van. Leaving the pristine and immaculately fresh corpse to Kera, they drive to her lodge next to allow her to reanimate the thug&#039;s body. While this takes a few hours, they&#039;re in no particular rush just yet.&lt;br /&gt;
&lt;br /&gt;
Next comes Boris. It&#039;s easy to find the front entrance and thanks to the zombie&#039;s help the group manages to get past the maglocks and keypads. Boris gets paralyzed, injected with Narcojet -and- bound just in case, then taken to a back alley for interrogation. Point blank with a vampire, a flamethrower&#039;s nozzle and an actual fragging zombie, he&#039;s unsurprisingly very forthcoming with his information. Kevin Crimes likes being on the move all the damn time and as a result goes around Cutter territory in a big bus. When prodded more, he makes a fairly educated guess that he&#039;ll be on the east end of Cutter turf at one in the morning. Satisfied with these answers, the party brings him back and makes sure he might just mistake this to be a nightmare.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the final showdown. The Armadillo van beelines it to Cutter territory and while they&#039;re not entirely undetected, no alarms go off either. The bus is stationary but heavily armored with turret emplacements and somewhat amateurish plating all around. Handling this part quietly seems unlikely, so the team goes loud and assaults the bus in its entirety. Charon makes a beeline for the car and climbs the back end of its shoddy armor plating while the zombie eats bullets for breakfast as an undead meatsack. Burn0ut&#039;s cybernetic enhancements allow her to shrug off gunfire with her sturdy metallic arms just fine while she and Roadkill unload some punishment for the people on the top floor of the bus. Hot Mess decides to make ample use of his flamethrower and combining their efforts, the three demolish any semblance of Cutter Security. Unfortunately, the rigger cocoon &amp;lt;small&amp;gt;scouted by Kera, bless her heart&amp;lt;/small&amp;gt; controlling the bus seems to still be sealed and the vehicle takes off, now also on fire thanks to &#039;&#039;&#039;someone&#039;s&#039;&#039;&#039; idea to use a flamethrower. &amp;lt;s&amp;gt;Charon&amp;lt;/s&amp;gt; Karen charges downstairs after getting on the bus, walks through the flames and demands to speak to the manager with a very stern voice. Crimes decides he&#039;d rather not die here so he decides to comply and slows down before he manages to make a getaway. At this point, the rest of the party catches up and the heavily injured zombie prepares to hug Kevin Crimes with its paralyzing touch as soon as he comes out.&lt;br /&gt;
&lt;br /&gt;
He comes out. He gets hugged by a zombie, injected with drugs and kidnapped. Witnesses are undoubtedly horrified but the getaway by the team is clean. Two vehicles drive away, leaving the bus out on the street. In an abandoned shack, Kera&#039;s and Roadkill&#039;s combined medical skills allow them to remove the arm right around the shoulder without serious issues. The zombie&#039;s deathly aura is, surprisingly, extremely useful here, sterilizing the area for the operation. After that, Roadkill recalls that there&#039;s a charity clinic literally two blocks away where they can drop him. Unfortunately, that same clinic has been stiffed by the Cutters so it&#039;ll be sweet justice to see them handle him.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Given that all of this was now done, they had the entire arm and Crimes was knocked out in a medical facility, the team contacts Myung-ju and in no time flat the fixer arrives. As the arm is displayed, she&#039;s admittedly hesitant and asks to see where Crimes is. The team points to the charity clinic within spitting distance and like so, the job is complete. Crimes will probably get a cyber arm so this isn&#039;t the biggest deal, but the point comes across loud and clear.&lt;br /&gt;
&lt;br /&gt;
He&#039;ll think twice before underestimating shadowrunners again.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
* ¥14,000 Nuyen&lt;br /&gt;
* 6 Karma &#039;&#039;&#039;or&#039;&#039;&#039; 4 Karma and [[Yoon Myung-ju]] as a Contact.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;If you set him on fire, he&#039;s not gonna freeze to death&amp;quot; --Charon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;You&#039;ve been told you&#039;re here for wedding rings&amp;quot; --OB&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good, I need to get a husband, I&#039;m a Christmas Cake&amp;quot; --Charon &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re way past Chrismas-- more like Birth of Jesus Cake&amp;quot; --OB &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;SHUT THE FUCK UP I&#039;M NOT OLD&amp;quot;&#039;&#039;&#039; --Charon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;The fact there was no labour paper trail, was probably in fact a crime, in Seattle, in 2080&amp;quot; --OB&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Our face is comatose in my trunk, not my fault&amp;quot; --Burn0ut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Thank you, please kidnap me.&amp;quot; --Charon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I don&#039;t think there is a strength requirement that lets you do that due to the aerodynamics of a zombie.&amp;quot; --OB&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Look, this was a satisfying thing to be a part of. Not only do I hate being double-crossed as much as the next gal, I never forgot what my dad taught me. It&#039;s just one slight gone unanswered to make everything turn sour, that&#039;s why corporate big wigs are always so aggressive. As much as people hate them, that&#039;s also a part of why they&#039;re so strong today. So, one prick decides he can cut me, of course I&#039;ll be happy to respond in kind. I&#039;m sure the fixer had her own motives but I don&#039;t really care if it gets me what I want.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What can I say? I got a free meal and felt amazing the entire time. I even got to bond closely to a bunch of meatsacks within twenty-four hours. I&#039;ll have to consider getting on the gun range more often in the future since this really isn&#039;t going to work for me in the long run. A gun for intimidation has worked for a long while, but in these kinds of jobs I might need to actually hit the broad side of the barn. Snapping my wrist with the kick that thing has isn&#039;t an issue, having good aim is. I barely hit the window of a stationary bus, that&#039;s just pathetic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What mattered is that I got this bastard out of his shell and under the scalpel. I did my part, my team did theirs. We found the prick, we ripped him out of his comfort zone and we tore his arm off. Gives a whole new meaning to paying an arm and a leg, doesn&#039;t it? Hahahahahaha!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 ​ ​ ​ ​ ​​ ​ ​​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​​ ​ ​ ​&#039;&#039;&#039;--Charon&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Revenge_Served_Hot_with_a_Side_Dish_of_Molten_Slag&amp;diff=83063</id>
		<title>Revenge Served Hot with a Side Dish of Molten Slag</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Revenge_Served_Hot_with_a_Side_Dish_of_Molten_Slag&amp;diff=83063"/>
		<updated>2021-10-16T04:07:52Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =   &lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-04-12]]&lt;br /&gt;
| gm          =[[hasGM::Eye of the Storm]] &lt;br /&gt;
| place       = Redmond&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  =ShadowHaven &lt;br /&gt;
| combatant2  =Redmond Renegades &lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      =*[[hasRunner::Baron]]&lt;br /&gt;
*[[hasRunner::Good Boy]]&lt;br /&gt;
*[[hasRunner::LazorGrrl]]&lt;br /&gt;
*[[hasRunner::Roadkill (Inactive)]]&lt;br /&gt;
*[[hasRunner::Thrud]] &lt;br /&gt;
| units2      =*Squad of 11 gangers &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 =None. &lt;br /&gt;
| casualties2 =11 gangers killed in action. &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A struggling sprawl gang hires some shadowrunners out of an emergency fund to eliminate their opposition. Hilarity ensues.&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The shadowrunners meet with a ganger liaison in a Redmond hellhole bar. She explains that the go-gang she&#039;s a part of recently had an ally turn on them, leaving them and their turf in a vulnerable position. She offers 40,000¥ to destroy the traitors&#039; stuff, evening the odds while they lick their wounds. LazorGrrl notes that the gang is facing an existential threat, which raises the price of the job in her estimation. She makes a counteroffer of 50,000¥, which the liaison accepts on the condition that the go-gangers not only lose their assets, but their lives. The team finds these terms agreeable, and all parties leave the bar.&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Good Boy and LazorGrrl are content to head straight for the go-gang&#039;s stronghold and assault them, but the others convince them to wait for nightfall, at least.&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
The team pulls up outside of the go-gang&#039;s fort to find them mid-celebration, tweaking on ghosts know what. Their bikes are locked inside a nearby garage secured by a simple mechanical lock, though the door to their feast hall doesn&#039;t appear to be secured. Thrud decides to throw a tremendously powerful lightning ball through the window, and half of them don&#039;t hear it coming before they get fried to a molten crisp. The rest grab their weapons and file out to meet the firing line. Good Boy immediately goes for the biggest guy there, who&#039;s a burly troll toting a machine gun meant for vehicle mounts. Terrifyingly, Good Boy blurs into action and somehow makes the troll shoot himself in the head, killing him instantly. After an exchange of bullets, lasers, spells, and ｔｅｅｔｈ, the shadowrunner team wipes out the opposition with no losses. They steal all intact drugs, weapons, and vehicles to return to the client.&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
The client is satisfied with the destruction of the renegade go-gang and the supply of drugs and materiel. She pays the team as promised, and they split it evenly.&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*10,000¥&lt;br /&gt;
*5 Karma&lt;br /&gt;
*2 CDP&lt;br /&gt;
*Good Boy receives 1 Street Cred in exchange for 1 Karma.&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;It&#039;s just one dog!&amp;quot; - A go-ganger shortly before his death.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
=== Combat DJ LazorGrrl ===&lt;br /&gt;
Didn&#039;t quite get a kill streak going on this one, sadly. These guys were playing defense, and a few lucky ducks got &#039;em just shy of my beams. I did zap a hole through a head though, as I try to do on every job. That dog, though. Damn!&lt;br /&gt;
&lt;br /&gt;
===Baron===&lt;br /&gt;
Well... Puppy Good Boy has quite a tail, burised me a bit. Oh Ja, he also brutally murdered 3 people. Und Thrud hohohoh, did she give em hell with that lighting bolt. Those gangers really picked a bad time to be alive. &lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=The_Assassination_of_Joe_Bogus_by_the_Coward_Kevin_Crimes&amp;diff=83062</id>
		<title>The Assassination of Joe Bogus by the Coward Kevin Crimes</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=The_Assassination_of_Joe_Bogus_by_the_Coward_Kevin_Crimes&amp;diff=83062"/>
		<updated>2021-10-16T04:07:42Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =  [[hasMetaplot::The Life and Times of One Kevin Crimes]]&lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-04-03]]&lt;br /&gt;
| gm          = [[hasGM::OptimismBeast]]&lt;br /&gt;
| place       = Redmond&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[hasRunner::Shlice]] &amp;lt;br&amp;gt; [[hasRunner::Hot Mess]] &amp;lt;br&amp;gt; [[hasRunner::Charon]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; [[hasRunner::Thrud]]&lt;br /&gt;
| combatant2  = [[SignificantNPC::Cutters]] &lt;br /&gt;
| combatant3  = [[SignificantNPC::Crimson Crush]]&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = &lt;br /&gt;
| casualties2 = &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The mysterious Kevin Crimes hired a team of four runners to assassinate his rival, Joe Bogus. After various shenanigans primarily driven by car trouble and Thrud&#039;s status as a noise generator, the team hired [[Roadkill]] and [[Jayden Andrews]] and effectively brute-forced Joe&#039;s security, killing both him and his posse.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kevin Crimes is a Cutter, and he doesn&#039;t like Joe Bogus because Joe is a member (and a fairly high-ranking one at that) of the Crimson Crush, a rival gang. Exasperated by Joe&#039;s continued &amp;quot;Wheeling and Dealing&amp;quot;, Kevin resorts to hiring shadowrunners to remove him.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The runners meet Kevin Crimes at &#039;Bar&#039;, a bar in the Barrens named for its highly damaged sign. While the runners do not recognize the Cutters that are crawling around the place, they are called over by Kevin Crimes, who sits in the midst of thermal smoke generators. Accepting his initial price quote of ¥18,000 for assassinating a rival gang member of some eminence, the team is directed to Joe Bogus, of whom Mr. Crimes cannot provide an image, but can provide various details regarding his physical state and appearance. Kevin also provides the runners with an engraved white revolver to leave at Joe&#039;s body. After some misunderstandings, the runners break with the J and set off.&lt;br /&gt;
==The &amp;quot;Plan&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Or do they? Hot Mess&#039; car cannot hold all four runners, and Charon wishes not to operate in daylight. As a result, Thrud and Hot Mess drive to Hot Mess&#039; home, where they switch the beds on his GMC Armadillo to a passenger bed, while Shlice and Charon wait at Bar. After their newly-furnished ride arrives, the team set off to Joe&#039;s location, a house in the midst of deep Crush territory where he is whiling away the hours with his compatriots.&lt;br /&gt;
&lt;br /&gt;
After a first pass from the Armadillo, the team drop off Charon so she can sneak to the back, meeting up later at a predetermined location because Thrud&#039;s noise generation has disabled everyone&#039;s commlink. Charon has to intimidate her way past a derelict gang member, but she makes it to the back of the house, where she notes that it is close to where Joe and his crew are, but the back door is protected by a mechanical lock and a camera.&lt;br /&gt;
&lt;br /&gt;
Thinking of ways they can defeat the camera, the runners pull for a set of Looper Rounds, but realize that their attack on the house will leave the Armadillo (currently without an anti-theft system) alone in the Barrens. As this happens, it also occurs to them that Charon, the only runner with a gun, does not really know how to use it very well, and her Champion is extremely loud. To resolve these problems, Hot Mess calls in his contact, [[Jayden Andrews]], to guard the truck while Charon uses the Haven&#039;s app to call in Roadkill on his Cocotaxi, who picks up Jayden on the way.&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
After meeting with their hired help and going into the back alley, the team were stopped momentarily by two Crush members outside the building, who they rapidly murdered before Charon shot out the lock. Bursting in behind a grenade from Roadkill, the runners quickly killed Joe Bogus, Hot Mess racking up kills with his flamethrower while Roadkill took out Joe with a sustained burst from his arm-gun. Finishing Joe off with the second shot of her Champion, Charon laid the decorative gun onto his body, and the team exited. They found Jayden at the car with three corpses around him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
Having completed the job, the team was mysteriously underpaid by their J, receiving ¥17,000 rather than the promised ¥18,000. Exhausted by their mission, the team cut Roadkill in and called it a night. Conflict between the Crimson Crush and the Cutters continued to brew.&lt;br /&gt;
==Rewards==&lt;br /&gt;
13600¥, 3 Karma, 2 CDP (Medium-Threat Run)&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Does nobody here know how to use a gun?&amp;quot; - OB, while Bearpool was asleep&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I just like seeing people get hurt. A lot&amp;quot; - OB&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;He&#039;s been wheeling and dealing.&amp;quot; - Kevin Crimes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Does he have wheels?&amp;quot; - Thrud, multiple times&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
===Shlice:===&lt;br /&gt;
So we were looking real clownlike juggling finding safe parking and getting that camera down, and in the end it didn&#039;t even matter. Target and his friends went down pretty quick too. Flamethrower dude really did a number on those guys. But afterwards, the rest of the team didn&#039;t even mention the undercut payment? Is that a Shadowrunner thing?&lt;br /&gt;
It certainly isn&#039;t in the bounty hunting business.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Back_From_The_Dead&amp;diff=83061</id>
		<title>Back From The Dead</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Back_From_The_Dead&amp;diff=83061"/>
		<updated>2021-10-16T04:07:34Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      = &lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        =  [[hasDate::2081-3-22]]&lt;br /&gt;
| gm          =  [[hasGM::DrBurst]]&lt;br /&gt;
| place       = Seattle&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      =  Rebuilt&#039;s cyberlimbs were recovered, captives were saved, and a Disassembler warehouse was razed.&lt;br /&gt;
| status      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[hasRunner::Moth]]&amp;lt;br&amp;gt;[[hasRunner::Pell]]&amp;lt;br&amp;gt;[[hasRunner::Purkinje]]&amp;lt;br&amp;gt;[[hasRunner::Roadkill (Inactive)]]&lt;br /&gt;
| combatant2  = [[SignificantNPC::Disassemblers]]&lt;br /&gt;
| casualties1 = Wounded:&lt;br /&gt;
* Pell (sonic fatigue)&lt;br /&gt;
* Purkinje (sonic fatigue)&lt;br /&gt;
| casualties2 = Killed in Action:&lt;br /&gt;
* 12 Disassemblers&lt;br /&gt;
* 4 feral ghoul scouts&lt;br /&gt;
* 1 feral &amp;quot;disposal&amp;quot; ghoul&lt;br /&gt;
* 6 feral ghoul shock troops &lt;br /&gt;
| notes       =  &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
==Summary==&lt;br /&gt;
Two shadowrunners in over their head call for backup after the street sam has his cyberlimbs stolen by a ghoul gang. The backup recovers them, and more.&lt;br /&gt;
==Meet==&lt;br /&gt;
Near midnight, [[Waspkeeper]] sends out an alert to any shadowrunners in the Redmond area. She helps defend Rebuilt, who has been stripped of both cyberlegs and his characteristic jacked-up throwing cyberarm. The team responds to the call within minutes, loaded out for heavy combat. Waspkeeper explains that she&#039;s going to get Rebuilt to a street doc, but the team needs to recover his cyberlimbs, which were likely taken to a Disassembler gang warehouse 100 meters from their current location. As the team begins to discuss options, they spot a pack of feral ghouls attempting to ambush them and leap into combat.&lt;br /&gt;
==Run==&lt;br /&gt;
Purkinje&#039;s drones are quick on the draw and lay down a zone of suppression fire, bombard the pack with a HE grenade, and then intercept sprinters with a monofilament chainsaw. Two fall dead in this assault, and Roadkill finishes the stragglers off with a dangerously close grenade. With the area clear, Waspkeeper extracts Rebuilt and sends the team on their way.&lt;br /&gt;
&lt;br /&gt;
Pell and the drones lead the team quietly through the streets and alleyways, avoiding any ghouls that may have been attracted by the sounds of combat. Soon, they arrive outside the warehouse. A quick once-around reveals each door is guarded by two trolls, and all are armed with screech rifles. The roof has a drone rack with a dozen roto-drones that are also armed with screech rifles. Purkinje hacks the RCC controlling the drones, installs a rootkit to switch its friend-foe detection upon reboot, and then reboots it. The team administers ondansetron to protect themselves from nausea if they get hit by the screech rifles, then Roadkill leads them in a diamond formation to assault the most defensible side of the building.&lt;br /&gt;
&lt;br /&gt;
Pell, Eris, and Galatea make quick work of the door guards and secure the team&#039;s flanks as Roadkill tosses a grenade inside. The Disassemblers are quick to react, and one shoots Purkinje with a screech rifle, knocking her over. Pell is also dinged at this point. Purkinje powers through it and calibrates the team&#039;s gear to improve combat efficiency, and Moth rallies the team to pick up the pace. A surgeon scrambles the drones, not realizing they&#039;ve been programmed to attack the disassemblers. They swarm the surprised Disassemblers, taking out several. Galatea rushes inside and uses the shelves as cover to engage clusters of foes in melee combat while Eris presses on the squad&#039;s left flank and seizes control of another side of the building. Roadkill and Pell open fire on the Disassemblers in view, keeping them pinned down. Moth keeps the team focused, and Purkinje begins running combat analytics to protect the team from incoming attacks. The rotodrones take out most of the remaining gangers, at which point Galatea and Eris close in on the surgeon, who deactivates the drones.&lt;br /&gt;
&lt;br /&gt;
At this point, it becomes apparent there is a cage full of people likely snatched off the street and someone the Disassemblers had just captured after she tried to run away. The surgeon produces a grenade and pulls the pin such that if he gets attacked, the striking lever will be released, and the explosion will kill all the prisoners. Moth tries to negotiate with him, which ends up distracting him from what Eris does next: fire ex-ex slugs at his grenade hand such that it gets blown off at the wrist and flies into another section of the warehouse, where the blast is contained. Galatea then puts gel rounds in his head until he goes unconscious.&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The team saves the prisoners and helps them get home. Any surviving Disassemblers are captured and turned over to the First Nation gang, who are known enemies of Tamanous, with whom the Disassemblers work. Rebuilt&#039;s cyberware is recovered intact, and the remaining cyberware is salvaged, as its owners are well dead by now.&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*4,000¥&lt;br /&gt;
*8 Karma&lt;br /&gt;
*+3 Faction Rep, Streets of Redmond&lt;br /&gt;
*+1 Faction Rep, First Nation&lt;br /&gt;
*-2 Faction Rep, Disassemblers&lt;br /&gt;
*-3 Faction Rep, Tamanous&lt;br /&gt;
*2 CDP&lt;br /&gt;
&lt;br /&gt;
==AAR==&lt;br /&gt;
&lt;br /&gt;
===Purkinje===&lt;br /&gt;
I&#039;m not sure whether to be pissed or proud. This is the first time my drones have seen heavy combat, and I&#039;ll be damned if their tactics weren&#039;t top-notch, but Eris there at the end did the most reckless thing I&#039;ve seen. The other riggers seemed impressed, and it is impressive, but... ugh. I&#039;m gonna have to mull this one over. In the end, we saved some lives and ruined some baddies. I&#039;ll call that a win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Moth===&lt;br /&gt;
[[Moth]] here.  Run #9.  &lt;br /&gt;
&lt;br /&gt;
This was a wild run.  And it felt good.  Helping a fellow runner.&lt;br /&gt;
&lt;br /&gt;
When I saw the message from Waspkeeper about Rebuilt having his limbs stolen… I just can’t even imagine.  Not everyone knows that I have a cyber arm.  It’s a long story.  I don’t talk about it.  But if I lost my arm, I’d be lost.&lt;br /&gt;
&lt;br /&gt;
So, when my buddy Roadkill – a good medic/samurai, a good leader – when he put a team together to help out within minutes of the distress call, I showed up.  Roadkill knows I will do what it takes to help people in need.&lt;br /&gt;
&lt;br /&gt;
We just met right in the field. Waspkeeper and the poor guy.  Still trying to get him out of danger.  This was tough territory.  Deep in the barrens.  We were only about 100 meters from the disassemblers warehouse where they’d taken his cyberlimbs. It was me, Roadkill, and Pell – a street druid type.&lt;br /&gt;
&lt;br /&gt;
Folks were dressed for heavy combat.  I felt a little nervous.  I had the right heart for this job, but maybe they needed a hitter more.  And then Purkinje arrived.  With Eris and Galatea.  I was so glad to see them.  I’ve spent more time with them than most.  I knew they weren’t going to let anything happen to me!&lt;br /&gt;
&lt;br /&gt;
We had just started discussing how best to approach the warehouse when we caught sight of feral ghouls bearing down on us.  The disassemblers use them like scouts.  I froze. Ghouls!  But the rest kept their heads on and killed them quick.  &lt;br /&gt;
&lt;br /&gt;
Eris started shooting – suppressive fire. Galatea drew a crazy chainsaw. She hucked a grenade at them. They had to run towards us to get out of the way.  One ran right into the chainsaw.&lt;br /&gt;
&lt;br /&gt;
They were so close.&lt;br /&gt;
&lt;br /&gt;
Roadkill landed a grenade – a flash bang – with insane precision.  Like if we’d been an inch closer, it would have blinded us too.  &lt;br /&gt;
&lt;br /&gt;
After that, they were easy to finish off.&lt;br /&gt;
&lt;br /&gt;
We got Waspkeeper and Rebuilt safely into a vehicle.  Roadkill and I checked him to see if he needed any healing.  It was just the trauma of it.  What he needed was his limbs back.&lt;br /&gt;
&lt;br /&gt;
We made our way to the warehouse and scouted it out.&lt;br /&gt;
&lt;br /&gt;
Purkinje hacked into their security system, and switched the 12 drones on the roof so that they would fire on the bad guys and protect us.  That would prove really helpful!&lt;br /&gt;
&lt;br /&gt;
Roadpool got us organized into a diamond formation (with me in the center) to launch a coordinated assault.&lt;br /&gt;
&lt;br /&gt;
There were so many guards outside the warehouse.  And inside the warehouse.  Big tough trolls with sonic guns.&lt;br /&gt;
&lt;br /&gt;
But also we realized there was a cage of people needing rescue!  Other folks they’d captured for limb-parts.  And were going to feed to this disposal pit of ghouls.  Horrible!  We’d needed to save them!&lt;br /&gt;
&lt;br /&gt;
And thus began a huge battle!&lt;br /&gt;
&lt;br /&gt;
Roadpool got in there shooting and throwing grenades.  He took care of all the ghouls.&lt;br /&gt;
&lt;br /&gt;
Pell was shooting like crazy, taking out some of the troll guards.&lt;br /&gt;
&lt;br /&gt;
Eris stayed outside initially, taking care of the exterior guards.&lt;br /&gt;
&lt;br /&gt;
Galatea charged in, making mincemeat of the interior guards.&lt;br /&gt;
&lt;br /&gt;
I was trying not to panic, and encouraging everyone to shine over the DNI. There was a moment when the battle began where the guards fired hard into Purkinje.  Knocked her to the ground.  I pulled her out of the line of fire.  But thank goodness she was okay! &lt;br /&gt;
&lt;br /&gt;
Purkinje was giving us defensive support – ‘I am the firewall’.  And those re-programmed drones that the bad guys had intended to use on us?  They all went to town killing the bad guys.  Yay!&lt;br /&gt;
&lt;br /&gt;
The leader inside was a surgeon type.  He was dragging one of the victims towards an operating room.&lt;br /&gt;
&lt;br /&gt;
We slowly cleared the room towards him. It was tough.  But this team was top-notch combatants.  They were getting it done!&lt;br /&gt;
&lt;br /&gt;
We finally got down to just us and Mr. Surgeon.&lt;br /&gt;
&lt;br /&gt;
And he pulled a grenade!  He threatened to kill all the innocent people in the cage if we didn’t let him go!&lt;br /&gt;
&lt;br /&gt;
I counter conned him.  I told him to name his demands and we’d let him go, so long as he put down the grenades and didn’t hurt anyone, in exchange for giving us the records so we could return all the stolen cyber-limbs.&lt;br /&gt;
&lt;br /&gt;
Honestly, I think I’d persuaded him.&lt;br /&gt;
&lt;br /&gt;
But it was hard to know.  Clock was ticking down.  He had that live grenade in his hand.&lt;br /&gt;
&lt;br /&gt;
So Eris – who is programmed to be a little arrogant, very much a takes the initiative type, and I happen to know why she’s programmed that way – decides she’s got this all figured out.&lt;br /&gt;
&lt;br /&gt;
She shoots the grenade out of the surgeon’s hand into the back end of the warehouse where it explodes far from the rest of us. It took his hand clean off.  Wham.  Bam.  Thank you, ma&#039;am.&lt;br /&gt;
&lt;br /&gt;
We were all just standing there amazed for a moment.  Needless to say, that was the end of him.  They put him down quick.&lt;br /&gt;
&lt;br /&gt;
I ran over and got the victims out of the cage, and soothed them down with some gentle talking.  They’d been traumatized enough.&lt;br /&gt;
&lt;br /&gt;
They remembered who they were.  We’d saved them all.  It was just a matter of getting them all home at that point.  To the extent any of them had cyber-limbs missing, we returned them.  &lt;br /&gt;
&lt;br /&gt;
We were able to find Rebuilt’s cyberlimbs so they could be returned.&lt;br /&gt;
&lt;br /&gt;
We tried to figure out if we could get anything else back to the person it belonged to, but unfortunately most of the amputees had been fed to the ghouls once stripped for parts.  Ugh.&lt;br /&gt;
&lt;br /&gt;
But we saved all the ones we could.&lt;br /&gt;
&lt;br /&gt;
We turned in the guards who were just knocked out to a rival gang – First Nations.  They would make them suffer, and maybe use the information to shut down more disassembling.&lt;br /&gt;
&lt;br /&gt;
There was, of course, an after party at my house.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pell===&lt;br /&gt;
&lt;br /&gt;
Well, that went rather well. We saved a bunch of people, got Rebuilt&#039;s &#039;ware back and none of us got seriously hurt. Although, shooting a troll with a machine pistol, even with APDS, doesn&#039;t work all that well. Need to get better firepower or a spell to deal with that.&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=OPEN_UP&amp;diff=83060</id>
		<title>OPEN UP</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=OPEN_UP&amp;diff=83060"/>
		<updated>2021-10-16T04:07:19Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =   [[hasMetaplot::Nightmare Mode]]&lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-03-21]]&lt;br /&gt;
| gm          = [[hasGM::Doom]]&lt;br /&gt;
| place       = Seattle, Downtown&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[hasRunner::Mission Control]] &amp;lt;br&amp;gt; [[hasRunner::Chop Shop]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; [[hasRunner::Kani]] &amp;lt;br&amp;gt; [[hasRunner::Riot]] &amp;lt;br&amp;gt; [[hasRunner::Mars]]&lt;br /&gt;
| combatant2  = [[SignificantNPC::Ares Macrotechnology]] &amp;lt;br&amp;gt; [[SignificantNPC::Horizon]] &amp;lt;br&amp;gt;&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = &lt;br /&gt;
| casualties2 = &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
The runners are tasked with holding out against KE HTR as hackers break through into data housing some of KE&#039;s most recent disturbing bug research. While not everything goes to plan, and some people end up getting hit by falling rocks, everyone make it out alive with Ares&#039; dirty dealings in tow.&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
On a prior run runners had acquired data pertaining to Ares&#039; exploits into secret biological weapons involving insect spirits. The group known as Firebreak has taken this data and had assigned others to set up a location to hack this data. This data pertains information on Ares&#039; most recent secret research involving bug spirits. They&#039;re going to be notified immediately after they start cracking the data, and need someone to protect them. &lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The meet was short and sweet. MC, Chop Shop, Roadkill, Kani, Mars, and Riot all received calls as night fell upon the city. It was the guy from Firebreak, the hackers were just about to break through the data obtained from the last run with them and they needed defending to finish the job before KE HTR stormed the building and took them out. The group had... About an hour to get there. Payment would be received on retrieval of the data.&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
The runners who had done this mission before had set up quite a few defenses within the high-rise floor that the hackers were held up in. They had window sensors, RFFID detectors, hidden gas releases, hidden grenades, the works to ensure this place was secure. The best the new defensive group could hope was to hold it particularly well from KE when they enter. They also had knowledge that one of the elevators went directly to the VIP parking, where they were connected to various other buildings. That was their exfil.&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
But things did not go as planned. Three of the six runners did not arrive in time, leaving Mars, Mission Control, and Kani trapped in the high rise surrounded by KE HTR. The rest of the team regroup and made their way to the underground entrance that was connected to other high rises via maintenance tunnels. While up top, the crew got a call on the penthouse&#039;s PA system from the bottom floor. Mission Control was the one to pick it up,  hearing the voice of an Ares intelligence officer by the name of Jack Hawker. It turns out he was a handler for MC&#039;s old team back when he was in Ares, as well as had some oversight on the Mars Project. Turns out that the rest of the projects involving bugs they found spawned from this man himself. He was a source of a lot of pain for MC, and MC let him know with a few choice words. After this, Hawker hung up. Immediately, the PA near Mars rang. She picked it up, receiving orders from Hawker to take out the rest of the runners on the basis of her real identity. Though conflicted, her mind was made up when she heard the underlying whispers of the Hivemind underneath his voice. She refused, stating the company compromised by insect spirits. She hung up, and at this point the rest of the runners had managed to make their way up the tower through the secret VIP elevator.       &lt;br /&gt;
&lt;br /&gt;
That&#039;s when the group spotted two Ares transport choppers, headed to the roof of the building. At the same time, Riot detected about 40 hostiles moving up below them. MC and Mars using their military knowledge of Ares deduced they were going to blow the top of the building down. Riot had summoned three spirits to combat those that were sure to be sent by HTR. The team decided to split into two. Mars, Roadkill, and Chop Shop decided to head down to stop HTR from bombing the building down while MC, Riot, and Kani stayed up top to protect the hackers. Kani made her move first, sniping one of the choppers out of the sky causing it to crash into a city block. The other chopper backed off, staying out of her range. The lower team encountered HTR 20 floors below. After some tactical maneuvering, they struck first, mars firing a HE nade directly between two HTR before moving up and finishing one off with a burst of her rifle. The explosion burst a hole into the private elevator, and Roadkill and Chop Shop fired more rounds onto the KE in the hall. Mars took about 7 blasts from rifles and shotguns before she dropped to the floor, and then the rest of the lower team became suppressed. In the Astral, Riot&#039;s spirits were taking quite the beating, and of the three spirits two were destroyed quickly, while KE had only lost one.  Back up top, more choppers had arrived, and spread out around the building. They surrounded it and moved closer, firing missiles at the penthouse. Kani was able to shoot a couple of them out of the sky, while Riot used magical barriers to stop some in their tracks right next to a chopper, causing it to crash. But this wasn&#039;t enough, as the north and east sides were about to be hit. Being on the Eastern side, Kani decided her best course of action was to jump out of the building, instead of running in deeper. She caught only a little of the shockwave before using her grapplehook to latch onto the building. The wall did not hold though, and Kani continued to plummet.      &lt;br /&gt;
&lt;br /&gt;
At this point, the hackers had finished their job, but not all of them survived the rockets. One of them had perished, another was completely hysterical, and the last one was shell shocked from the explosions. Riot spurred the hysterical one to action, though not to the best effect. Scared, they fled down the stairs right into the supressive fire from KE floors down. MC grabbed the decker with the data, while giving the last one a way to rappel down the elevator. Riot chased after the one fleeing down the stairs to find him killed by the spray of bullets. She cast a high powered Napalm spell and vaporized seven KE HTR. Afterwards, some that were hiding in the rooms began throwing det charges into the room, barely missing Mars in destroying more of the room and injuring Riot. She put up a napalm wall in the way as Chop Shop grabbed Mars and began to repel down the shaft. MC was making his way down holding onto the decker and climbed down using magnetic boots to make their way down. The fight in the astral had come to a halt as the KE spirits spotted Riot while she jumped down the shaft and cast levitate on herself as well as Mars.    &lt;br /&gt;
&lt;br /&gt;
Outside, Kani was having a much harder time. She was falling with a rock above her, and decided to open her parachute which lead her to get hit by said rock. She was out for a while before come back and noticing KE at the ground trying to group up where she&#039;d fall to arrest her. To her side was a KE chopper. She cut her chute and once again used her grapple hook to connect to the chopper. Her plan was to climb into it but the chopper was wise to this, constantly thrashing her against buildings as they flew farther out of the city over the river. Farther out was an Ares ship and Outremer islands. Now clear of the city,  Kani cuts her grapple an d  shoots down the chopper midair. It goes hurling into the water, where Kani is then saved by a spirit. Back in the tower, one of the Ares spirits gets taken out by Riot&#039;s last spirit before getting destroyed by the remaining one. Riot and the rest of the team were in a tight spot being too tired to cast spells or not having any weaponry against it. So Chop Shop used their entire body to drop onto the spirit, destroying it and falling onto the bottom of the shaft. While hurt a bit, he was alive.    &lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
The team had stealthed their way out of the parking garage, making a clean getaway from KE HTR with two of the hackers and the data. Kani had been taken by the spirit to Outremer island, nearby an Ares testing facility. The spirit had words of sagely wisdom for her, and left her out on the island. In the end, Mars&#039; home was seized by KE, knowing she was a traitor, and her companion bandit took her vehicle and fled to rocket raccoon&#039;s hideout.&lt;br /&gt;
==Rewards==&lt;br /&gt;
*¥48,000. &lt;br /&gt;
*2 Karma&lt;br /&gt;
*2 CDP&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
&amp;quot;Well damn , i wasnt sure if Jack would have been turned by now but now i sure know he is and that there is no real mercy anymore. I will find him one day and then ill show them bugs not to mess with the wrong people. That said im not theonl angry person right now but most others are angry at me for choosing such a poor defensive position. And sure they are right, i should have known better. But damn sometimes things are just like this. I sure hope everybody can recover, i man Kani for sure but the Doc had a hard fall and Mars´ place got compromised, gonna see what future holds. Hopefully for me, more dead bugs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chop Shop ===&lt;br /&gt;
Well that job was a shit show. Turns out the Johnson was expecting the team to protect the safe house we arranged on the [[A Storm is Coming|last job]]. We set the place on as a quiet place to do a hack job that could stand off a wetwork team coming to hit the hackers. Little did we expect a full on military style raid in the middle of downtown, who would? Well naturally the Johnson put out the call on short order to respond to the incoming attack on the safe house, but with the time given, there wasn&#039;t a chance I&#039;d make it on time. Luckily Mars and Roadkill were also running behind so at least we had two teams to tackle an HTR manned cordon and frontal assault of a condominium.  While the inside team got ready to face off against HTR, my team headed in through an attached underground garage to get past the cordon. Security was laughable on the way in and a few quick hacks got us through to the target building, while also securing our escape route, which let us all regather before the show really began. &lt;br /&gt;
&lt;br /&gt;
Kani turned out to be deadly with her sniper rifle, though her problem solving and planning skills could probably leave a little to be desired. I&#039;m not sure what happened to our sniper after she shot down the first two VTOL&#039;s to take a run at the tower, last I saw she was diving out a window without a parachute, but word is she made it out so there has to be something to be said for luck. The rest of us weathered the inital volley of ripple fired missiles into the penthouse, shredding most of the walls and managing to frag Robin Hood, sorry [[Moth]] don&#039;t think your pets are going to make it out of this one. Luckily the HTR teams had decided losing a few VTOLs was expensive enough, and had switched tactics to breachers, coming up from below. Mars, Roadkill, and I kitted up and headed down to meet them when it became clear they were trying to blow the top 10 floors off the building but things quickly got harry when we hit the first wave of HTR goons in the stairs.  You know for all their propaganda you&#039;d think Ares&#039;s goons would be able to hold their own in a fight, but it took most of the squad just to knock Mars on her ass. Roadkill and I were busy cutting down the rest of the squad when our team finally got the all clear from the hackers and started exfiltrating them. Riot&#039;s timely arrive managed to incinerate a couple of squads, and the breacher&#039;s lackluster skills at throwing demolition charges gave us the perfect opening when they blew a hole into the adjacent elevator shaft on a botched throw. &lt;br /&gt;
&lt;br /&gt;
Things had been hectic so Mars was still catching a cat nap next to my boots, and with the rest of the team and the deckers on the move I decided it was time to disengage. With a firm grip on Mar&#039;s drag handle I dove through the opening into the elevator shaft, a 90 story freefall might cause some complications, but less than being in the building when the top floors came off.  Unfortunately the second round of satchel charges managed to cut the first cable I&#039;d managed to snag, but a levitate from Riot had me riding Mars down the shaft like that english chick from the old flat vid. &lt;br /&gt;
&lt;br /&gt;
While floating to safety I managed to snag spiderman out of freefall, broke the poor kid&#039;s arm and shoulder in the process but better than the impromptu physics lesson he was in such a rush to attend. eventually me made it to the ground, and with judicous application of slap patches we were able to get the team moving. Only a few cops stood between us and the exit, but of course Ares&#039;s finest were too busy admiring their toys to spot us, even with some close calls we managed to make it out clean to disperse into the city. &lt;br /&gt;
&lt;br /&gt;
=== Mars ===&lt;br /&gt;
It is truely a shame to see Ares fall so low due to their greed. To learn supervisor Jack is under the control of insect spirits is incredibly troubling. But as it stands I am no longer professionally affiliated with Ares Macrotechnology. I certainly owe an apology to the rest of my team for even considering betraying them. But I know that as  I once was Ares would never actually accept me, and instead turn me into a spirit like the others we fight in [[Bloody Shoals|Alaska]]. I know that there&#039;s going to be a storm ahead, given these new circumstances.&lt;br /&gt;
&lt;br /&gt;
It also turns out even with the various upgrades I acquired I still have a lot to learn and mauch more equipment needed if I&#039;m to handle the threat to Ares being the insect spirits. Even if I cannot return back home, I still wish to see my original plan through. Not for Ares or my creator, but for myself, now.&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Burning_Down_the_Dollhouse&amp;diff=83059</id>
		<title>Burning Down the Dollhouse</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Burning_Down_the_Dollhouse&amp;diff=83059"/>
		<updated>2021-10-16T04:07:07Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-03-19]]&lt;br /&gt;
| gm          = [[hasGM::tkul]]&lt;br /&gt;
| place       = Auburn, Seattle (UCAS)&lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; [[hasRunner::Shine]] &amp;lt;br&amp;gt; [[hasRunner::Moth]] &amp;lt;br&amp;gt; [[hasRunner::Baron]] &amp;lt;br&amp;gt; [[hasRunner::Mute]] &amp;lt;br&amp;gt;&lt;br /&gt;
| combatant2  = [[SignificantNPC::Kenran-kai]] &amp;lt;br&amp;gt; [[Yakuza Goons]] &amp;lt;br&amp;gt;&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = Roadkill, Mute and Baron were hurt, but survived&lt;br /&gt;
| casualties2 = Around 17 Yakuza&lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Runners go gas a bunraku parlor and extract the dolls. Succeed while nearly dying in the process.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Roadkill, Baron and Shine had [https://www.shadowhaven.info/Guys_and_Dolls previously] been to this parlor to extract a doll by the name of Valerie on behalf of a Johnson. Having seen firsthand the dolls being left behind, they couldn&#039;t in good conscious leave those girls still chipped, and the parlor not burnt to the ground.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Mute, Moth, Roadkill, Baron, and Shine meet at the Tiny Hoof in Redmond. Roadkill acting as Johnson pitched the situation. A bunraku parlor known as the Blossoming Orchid Mahjong Parlor, operated by the Yakuza was still functional after his last job where he helped extract one of the dolls, but leaving the rest behind didn&#039;t sit well with him, so he&#039;s gathering a crew to shut them down.&lt;br /&gt;
&lt;br /&gt;
After a bit of meat and Matrix scouting, the team hatched a plan:&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
1) Shine scales the building with several canisters of Neurostun.&lt;br /&gt;
&lt;br /&gt;
2) Mute hacks the HVAC system, sealing the building, and flowing the Neurostun through the rooms.&lt;br /&gt;
&lt;br /&gt;
3) Moth and Roadkill will go from room to room, de-chipping the girls and pulling them out.&lt;br /&gt;
&lt;br /&gt;
4) Shine will maintain physical over-watch on the building.&lt;br /&gt;
&lt;br /&gt;
5) Baron will find and kill the Madame, and leave behind the commlink.&lt;br /&gt;
&lt;br /&gt;
6) Mute will fabricate evidence that the Madame hired an extraction team to poach the girls for the Triads and find every scrap of valuable info and cred.&lt;br /&gt;
&lt;br /&gt;
7) Everyone would assist in getting the girls into the rented vans for a hasty extraction. Possibly calling in Knight Errant to make the Yakuza&#039;s night an even bigger clusterfuck to help cover up our escape.&lt;br /&gt;
&lt;br /&gt;
8) The dolls would be brought to a trusted clinic for treatment, recommended by [[SignificantNPC::King Midas]] (Moth&#039;s dad).&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
On the first go, Baron hit Shine with an Invisibility spell to help conceal his ascent to the parlor&#039;s roof, however, the attempt was called off when the talismonger across the street noticed her. Not wanting their hand to already be played, Shine called off the attempt and moved to try again another night.&lt;br /&gt;
&lt;br /&gt;
The next night, the team tried again, this time Shine was not spotted in her climb up the building. Mute then worked his way into the Host, he was suspicious of the lack of Matrix security when he hacked the took control of the building&#039;s HVAC system, opening the ventilation hatch on the roof for Shine to dump in the Neurostun, followed by sealing all exterior vents to hotbox the building with the knockout gas. It was at this point that Mute found that there was indeed Matrix security that had eluded his detection, when he got Data Spiked into unconsciousness.&lt;br /&gt;
&lt;br /&gt;
Shine, Baron, and Roadkill were dealing with heavy resistance as the exterior guards had become alerted to the chemical threat inside the building, with one katana wielding adept giving the team particular trouble with dodging almost everything that was thrown at him and seriously wounding Roadkill. Moth was able to stim patch Mute before heading out to assist with the brawl happening in the alley between Baron, Shine, the sword adept, and the remaining Yakuza. After some legendary efforts, the team was able to finally put down the Adept.&lt;br /&gt;
&lt;br /&gt;
Mute on the other hand had readied himself for revenge against the enemy decker, determined to turn the tables, he was able to get some early marks on the decker while he was preoccupied, but unable to match the Yakuza spider&#039;s combat effectiveness, and received critical biofeedback for the effort.&lt;br /&gt;
&lt;br /&gt;
Still conscious, Moth, Baron, and Shine were able to wait out the Neurostun before heading inside the parlor to extract the dolls, pile them into the van, before making their way to the Deireadh An Tuartheil in Tarislar where they met Dr. Isabel Wirth, the attending ER on duty at the time, who Moth talked into taking the dolls for PersonaFix treatment, and seeing to the injuries of the team.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Several dolls were brought relatively unharmed to the clinic where they would receive PersonaFix treatment.&lt;br /&gt;
&lt;br /&gt;
The Blossoming orchid Mahjong Parlor is still standing, however is now short-staffed after the recent attack.&lt;br /&gt;
&lt;br /&gt;
Roadkill and Mute received near-critical injuries but otherwise survived.&lt;br /&gt;
&lt;br /&gt;
The team did not find a way to financially benefit from the run, and (Moth) even paid considerable expenses to facilitate what did happen.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&amp;gt;10  Karma&lt;br /&gt;
&lt;br /&gt;
&amp;gt;1 Street Cred&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Contact [[SignificantNPC::Dr. Isabel Wirth]]&lt;br /&gt;
&lt;br /&gt;
&amp;gt;2 CDP&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;
&#039;&#039;&#039;Shine:&#039;&#039;&#039; That was challenging to say the least. Machida Tatsuya is one tough bastard. He quite simply would not go down, and very nearly chopped Baron in two and was very close to doing the same to Moth before I was -finally- able to drop him. All the while we were engaged with Tatusya Roadkill was down and bleeding, and as the only other medic I was unable to disengage and assist. Fortunately it would appear that gentle Moth is not so gentle as she appears. I might even be justified in expressing the opinion that she surprised even herself with her marksmanship, which exceeded even my own. Furthermore, she was able to stabilise both Roadkill and Baron without my assistance. I would very much recommend our colleagues not to underestimate our Moth in the future. She is more than capable of holding her own in combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Moth==&lt;br /&gt;
[[Moth]] here.  This was my 8th run.  I’d heard about this one on the chat.  &lt;br /&gt;
&lt;br /&gt;
Maybe a week ago, some runners took a job for a johnson to rescue one girl from a bunraku parlor.  When they mentioned it in the chat room, some people wanted the place burned down.  But I spoke up with the ones who wanted to see the other girls rescued.&lt;br /&gt;
&lt;br /&gt;
When Roadkill put together his team, he invited me along.  I’d worked with him before.  He’s a level-headed combat medic.  A good leader.  I’d also met Baron before.  He’s a magic type, and has money, which I always like about a person.  The others who were new to me were Shine – a combat-focused woman with a French accent, and Mute – our technomancer who looked mostly to me like a floating eye icon.  He’s good at what he does.&lt;br /&gt;
&lt;br /&gt;
It was strange meeting with a fellow runner as our johnson.  Normally I’m all about running up the price, but this was a totally different feel.  We were here to help.  To do a good thing.  I told the group pretty early on that I’d cover the operating expenses.  This needed doing, and doing right.  All told, I payed ¥8,000 to support the run.  And I’d do it again.&lt;br /&gt;
&lt;br /&gt;
What they do to the bunraku women is horrible. They don’t consent to it. And then it takes away who they are. Their ability to know who they are. On some level that’s a blessing because it means they don’t suffer quite as much – not even knowing.  But that just means it’s up to the rest of us who can still remember who we are to step in and help them.&lt;br /&gt;
&lt;br /&gt;
I helped make disguises for the scouting.  Got everyone hooked up with synthskin masks that made them look like generic Asian humans.&lt;br /&gt;
&lt;br /&gt;
The main thing we learned was that (1) the place was on alert – no wonder, they’d lost a girl a week ago; (2) lots of lookout types on the exterior; (3) the mahjong parlor was a legit business in a strip mall of businesses.  During the day, it was crowded with nice older folk who were just playing games and gossiping. They were innocents too.  So that had to be factored in the plan.  The good news was that several members of the team were on the first run where they saved the one girl.  They knew the layout inside and out.  And they’d placed a data tap we could still hit.&lt;br /&gt;
&lt;br /&gt;
After a first oops where we tried to approach during daylight and got made by a talisman vendor across the way, we wised up and learned the hours of the street.  We had a window at about 4:30 am when we knew the businesses were empty, and the least number of innocent people were around.&lt;br /&gt;
&lt;br /&gt;
But the number of yakuza was still … intimidating.  Inside and out.&lt;br /&gt;
&lt;br /&gt;
We knew it was going to be rough to get the girls out of there.  We needed a rental vehicle big enough to transport them all.  We needed a place that would actually treat them. Papa took care of that.  We just needed to get them to the hospital in Tarislar, Deireadh An Tuartheil, which – though resource strapped – was a good place that would do right by them.&lt;br /&gt;
&lt;br /&gt;
We needed a ton of neurostun to make it possible to get in and out.  We couldn’t have a shoot out around girls we were trying to rescue who had no control of their own personalities, and might absolutely try to fight back if it went hot around them.&lt;br /&gt;
&lt;br /&gt;
Still, it was the best plan we had.&lt;br /&gt;
&lt;br /&gt;
Now we had researched the Madame and knew she was unhappy.  She’d reached the glass ceiling in the Yakuza.  They aren’t great to women.  We figured we could frame her for the job.  Kill her, but leave a data trail in her files that she was running with the girls to set up shop elsewhere.  That would cause them to look the wrong places.  This was a good idea, but (spoiler alert) we did not get the chance.  Now, she’s still a decent candidate for it, but we didn’t plant any evidence or kill her and hide her body or anything.&lt;br /&gt;
&lt;br /&gt;
This fight to get in there and get the girls was about as tough a thing as I’d ever seen.  Runners nearly died.  Damn near. We came pretty close to all dying. &lt;br /&gt;
&lt;br /&gt;
The neurostun did what it could.  The vast majority inside did fall asleep. But their decker was in a protective box.  He didn’t even know the others were neurostunned.  It didn’t hit him until he got out of his bubble, and he didn’t bother until he thought he’d beat us, and our technomancer was unconscious and bleeding in the vehicle.  One man down.&lt;br /&gt;
&lt;br /&gt;
The rest of us were in the physical fight. I can’t begin to describe it all. It all happened so fast, and you know me.  I kind of froze up at first.  I was just supposed to rally and inspire the others.  Which folks usually really appreciate.&lt;br /&gt;
&lt;br /&gt;
But I could see the tide was going against us. Everyone was doing their best.  This was a good strong team, but the yakuza were tough.  And we were totally outnumbered by the ones who survived the neurostun.  (If we had not used the neurostun to at least take some out of the equation, it would have been even more of a bloodbath!)&lt;br /&gt;
&lt;br /&gt;
Roadkill was down and bleeding.  That was two of us down.&lt;br /&gt;
&lt;br /&gt;
Shine was pinned on the roof, shooting. Hurt.  &lt;br /&gt;
&lt;br /&gt;
The biggest baddest samurai of the group was stalking down our magician, Baron.  No way he could survive that match up.  I ran over to Baron’s side.  &lt;br /&gt;
&lt;br /&gt;
Now a clock was ticking down.  The folks inside were hopefully mostly unconscious. But we knew at least one yakuza had time to call for back-up.  For all we knew, an army of yakuza was going to be tearing down the street any minute. We had one chance to do this.  And we were losing it.&lt;br /&gt;
&lt;br /&gt;
I was just close enough to warn Baron to step out of the killing blow.  (Spent 2 edge to save him; Lucky Duck maneuver).  I pulled my gun.  I killed one of the goons, taking some pressure off Shine.  I was going to stand there and shoot that samurai until he cut me in half.&lt;br /&gt;
&lt;br /&gt;
Baron just had time to pull a rabbit out of the hat, and get his spirit to conceal us.  Because that samurai was going to kill us.  No question.&lt;br /&gt;
&lt;br /&gt;
When we disappeared, bad guy samurai just started walking away.  He didn’t know that we didn’t have feds about to tear around the corner, and probably thought we had left.  We wanted to kill him, but we had more important priorities.&lt;br /&gt;
&lt;br /&gt;
The old plan was in shambles.  Baron knocked himself out with the effort of it.&lt;br /&gt;
&lt;br /&gt;
It was just me and Shine standing.  But invisible!&lt;br /&gt;
&lt;br /&gt;
We ran in to get the girls.&lt;br /&gt;
&lt;br /&gt;
We were able to scout that there was one yakuza still somehow awake.  About half the girls were unconscious, half of them awake.  They … uh … have all kinds of crazy drugs and stuff that make them ignore pain and stuff.  You don’t want to think about it.&lt;br /&gt;
&lt;br /&gt;
But since we were invisible, Shine just walked right up to that one guy left.  Placed her gun to the center of his forehead and shot him dead before he knew we were there.&lt;br /&gt;
&lt;br /&gt;
I did some seriously inspired smooth talking with the traumatized girls, still sunk in false personalities, to convince them that the place was under attack (true) and they needed to come with us for their safety (true).  Honestly, it was mostly calming them into seeing us as help, rather than a new threat.&lt;br /&gt;
&lt;br /&gt;
Between Shine, me, and the girls that were still conscious we managed to carry the unconscious ones out and get them all in the truck.&lt;br /&gt;
&lt;br /&gt;
Now … we had to make some fast hard choices there.  We had intended to raid the place for valuable stuff to help compensate everyone for participating.  We had intended to find and kill the Madame.  Do the frame on her.&lt;br /&gt;
&lt;br /&gt;
All of that … we just had to walk away.  Sometimes you have to pick.  We were there to save the girls.  We saved the girls.  And the team! We had people badly badly hurt. We just couldn’t risk facing another wave of yakuza.&lt;br /&gt;
&lt;br /&gt;
It was pretty soon just me driving and everyone else crashing from their stim patches and other injuries.&lt;br /&gt;
&lt;br /&gt;
But I was driving to a hospital.  And, so far as I could tell, no one was chasing.&lt;br /&gt;
&lt;br /&gt;
Did I take the time to run over that bad ass samurai walking away like he was the shit?  Yes.  Yes I did. Did he probably survive it? Probably.  Did I have to pay for the damages to the rental vehicle? Yes.  Yes I did.&lt;br /&gt;
&lt;br /&gt;
That was a very near thing.&lt;br /&gt;
&lt;br /&gt;
My heart was just racing.&lt;br /&gt;
&lt;br /&gt;
I made sure everyone was stable on our team, and hustled the girls into the ER.&lt;br /&gt;
&lt;br /&gt;
I connected with [[SignificantNPC::Dr. Isabel Wirth]], who is good people. I explained the whole situation. She agreed to take care of the girls. It’s going to take awhile.  And, they may not all survive.  It depends on how long they were on the personafix.  But we’ve given them the best chance we possibly could. I made a donation to the hospital to defray some of the expenses.&lt;br /&gt;
&lt;br /&gt;
We delayed the after party at my house for a couple of days while everyone recovered.&lt;br /&gt;
&lt;br /&gt;
But, I have to say, that was one brave team. And willing to do what it took to do the right thing.  I’d run with any of them again.  &lt;br /&gt;
&lt;br /&gt;
I slept a little better knowing there were no more girls at that bunraku parlor.  Not one.  We got them all out.&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Bloody_Shoals&amp;diff=83058</id>
		<title>Bloody Shoals</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Bloody_Shoals&amp;diff=83058"/>
		<updated>2021-10-16T04:06:57Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =   [[hasMetaplot::Nightmare Mode]]&lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-03-15]]&lt;br /&gt;
| gm          = [[hasGM::Doom]]&lt;br /&gt;
| place       = Aleutian Islands, Alaska&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[hasRunner::Mission Control]] &amp;lt;br&amp;gt; [[hasRunner::Kani]] &amp;lt;br&amp;gt; [[hasRunner::Mars]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; &lt;br /&gt;
| combatant2  = [[SignificantNPC::Ares Macrotechnology]]&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = &lt;br /&gt;
| casualties2 = &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Mars, Mission Control, Kani and Roadkill embark from Seattle to the Aleutian Islands to ensure Ares&#039; secret project never sees the light of day, destroying an Ares Black Research ship and killing the Loup-Garou Bug hybrids onboard.&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
All over the news is the story of a Ares ship that had crashed on the shore of the Alaskan panhandle. Ares wouldn&#039;t let anyone touch it, but Firebreak had an inkling as to what was on the ship and hired out runners from Shadowhaven to take on a mission to ensure whatever was on the ship never left.&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
The group was set to meet up at a bar frequented by Ex-Ares employees. The first to arrive on scene was Mars, arriving thirty minutes early. While not raising much question from patrons, they still took to  their robotic ways and stood off to the side of the door, waiting instruction. Not soon after Roadkill arrived, and took Mars to a table to act like a human being. After showing them the joys of soywiesser, the rest of the team arrived, along with the Johnson. They all gathered their gear and joined the Johnson in a GMC Sidewinder. The Johnson, a Mr. J, set the team with their mission. They wanted to know what Ares was hiding in the ship that had run aground in Alaska and make sure it was dead. They also were given option objective of gathering the data of the ship&#039;s black box. To this end, they were also supposed to gather evidence in the ship&#039;s research lab. After that, they&#039;d need to call extraction and get the hell out. Along with these they were required to wear body cams to capture footage of the operation. They were loaded onto an old greyhawk plane and flew all the way to Alaska to a fire base the group had set up. During this flight the team had learned the group were known as &amp;quot;Firebreak&amp;quot;.&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Due to the lack of information, the group didn&#039;t have much of a plan for the operation. They knew the research vessel had it&#039;s search station in the stern of the ship, so that&#039;s where they&#039;d deploy. Afterwards, they figured they&#039;d run it like a smash and grab. Afterwards they&#039;d take cover in the lab and fight from inside there.&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
At the firebase, the crew were then loaded onto a Osprey to fastrope down onto the Ares research ship. After two of the four members fumbling their fastrope decent, the team regrouped themselves in a military fashion and began by making their way into the ship via it&#039;s surface hatch. They found the hatch was welded shut, so MC use his smart acids to burn through the welding and open the hatch. The team descended into the ship, and entered a room a research lab to find the entire room filled with corpses, and to see that they held test containers holding Ares Alpha bugs that were torn to shreds. This concerned the squad and they decided to move keep mobile. Moving down the ship they then hear something on the other side of a bulkhead, and stack up on the door. Looking in via tie-cam they see the first of their enemies, a Loup-Garou mixed with a bug. It had spotted them and moved towards their position. Mars took the initiative and threw open the door only to come face to face with the creature, and moved back to avoid melee combat. she fired AP rounds that seemed to not have made much an impact against the creature. It proceeded to pick up a chuck of the ship and hurl it at Mars. It bounced off her armor mostly, and the Loup-Bug ran away into another bulkhead and called for back-up which the other Loup-Garou responded. The group pursued the Loup-Bug to find there was another in the room it had run into. Mars launched a grenade into the room to to have it caught by the second Loup-Bug, it being an Adept. It hurled it back, barely missing Mars and sailing between her teammates, who dove to safety before it blew. Immediately after, behind them two more arrived. The team was caught in the middle, finding their firepower lacking against the Loup-Bug&#039;s hide. That&#039;s when they noticed that one of the Loup-Bugs had a sniper rifle, and had it trained at MC who was commanding the team. It fired, intending to hit MC but Mars dove into the line of fire and took the shot, nearly dying in the process. They would&#039;ve fallen unconscious if they weren&#039;t using combat drugs. Still, MC took a hit after from a bug with a throwing knife. Kani and Roadkill laid fire into the beefy  Troll Loup-Bug that had arrived, and dodge their attacks as Mars proceeded to conduct suppressing fire to drive the one in the back away. The two up front manage to hit MC hard to the ground, but still being awake he called for combined fire on the commander Loup-Bug. The large one went to put a stop to this, but Kani intercepted it and blew off it&#039;s leg. The team all fired their weapons at the commander&#039;s mouth, and blew it&#039;s head off. The large one tried yet again to finish off MC but Kani ensured that didn&#039;t happen with a single shot to the dome.  &lt;br /&gt;
&lt;br /&gt;
The other two were not gone yet, as a sniper round flew down from the ceiling and hit Kani. And the one with the throwing knives was still active. Mars took the moment to stand, and grab MC and drag him to where they inserted. Roadkill followed as Kani fired and took down the sniper with her rifle. Then the Loup-Bug with the knives drew an axe, and downed Kani entirely. Roadkill and MC fired and grabbed it&#039;s attention as it moved forward and striked at Roadkill, with MC throwing smart corrosives on it.. This gave Kani enough time to regenerate and fire another heavy blow to the remaining Loup-Bug. It once again began to attack Kani, downing her once more. Mars took this opportunity to move MC to safety, before throwing an apple at it to distract it briefly. It took the bait, thinking it&#039;s a grenade, and hurled it back at Mars to no effect. It proceeded to wail on Kani, even being down to sure her death. But, during this the Loup-Bug had simply... Died. The corrosives had taken their toll on the creature and killed it.  &lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
The party was able to acquire all the optional objectives for the run. Then afterwards they set grenades at strategic locations around the ship to ensure it&#039;s ordnance went off and destroyed the entire thing. The party then called evac and made their way back home with the Johnson.&lt;br /&gt;
==Rewards==&lt;br /&gt;
28000 Nuyen and 2 Karma, 2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;I throw an Apple at the Bug-Loup Garou&amp;quot; - Mars}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&#039;&#039;&#039;Mars&#039;&#039;&#039; - This was a challenging operation, but I&#039;m glad to have made allies with similar goals. Seeing what Ares has been up to is very eye opening as to the condition. Everyone except Roadhog took considerable damage from this operation. I advise a warning to any Runners who engage with Ares experiments, they are often quite smart and skilled. These ones in particular were also adepts, and us lacking magical support put our team on the back foot. Still, they are susceptible to suppressing fire and combat tactics. Just ensure you are not being surrounded.&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Red_Challenge&amp;diff=83057</id>
		<title>Red Challenge</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Red_Challenge&amp;diff=83057"/>
		<updated>2021-10-16T04:06:47Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =  &lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-03-14]]&lt;br /&gt;
| gm          = [[hasGM::OptimismBeast]]&lt;br /&gt;
| place       = Big Mon$¥ Inc. Warehouse&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; [[hasRunner::Cleric]] &amp;lt;br&amp;gt; [[hasRunner::Z3K3]] &amp;lt;br&amp;gt; [[hasRunner::Dr-Boo]] &amp;lt;br&amp;gt;&lt;br /&gt;
| combatant2  = &lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = &lt;br /&gt;
| casualties2 = &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
The runners, hired by a Johnson representing a mysterious faction that used a warehouse as a meeting place, ejected a bunch of Skraacha-posers from a warehouse by making reasonable threats, then lightly harassed the KE response car that came to arrest them as they were leaving, somewhat aiding the posers in their escape.&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mr. Stalin&amp;quot;, a prolific Johnson, needs some help. A group of ork and troll &#039;gangers&#039; is squatting in the warehouse he does meets in, and now he can&#039;t get rid of them without risking offending the Skraacha, one of the city&#039;s foremost gangs! To remove them, &amp;quot;Mr. Stalin&amp;quot; needs to know whether or not they&#039;re really Skraacha, and to do that, he turns to the trusty labourers of the Shadowhaven.&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
Arriving at the meet, a Stuffer Shack towards the northern edge of the Seattle Sprawl, the runners find themselves fashionably early. Their Johnson, it seems, is running late. Arriving haggard and sore, the Johnson proceeded to bribe the Shack&#039;s employees and set up a surreptitious white-noise machine. After a quick negotiation during which the Johnson aggressively bemoaned the circumstances of their meeting, the runners agreed to investigate the squatters for a fee of 2,000N¥, or if they remove them themselves, 6,000. The Johnson, happy to leave this ad-hoc meeting area, quickly packed up and left, sending the Z3K3 and Dr. Boo an image of the squatters he captured when he first encountered them.&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Piling into the doctor&#039;s Roadmaster, the team quickly began researching the Skraacha and the individuals pictured in the image the J provided. Z3K3 recalled quickly that the Skraacha, while a powerful and widespread gang, are primarily based in the Underground, and looking at the image recognised that none of the trogs pictured were eminent members. Matrix searches corroborated this, as the squatters had criminal records, but no known connections to any gang activity. Content with this level of preparation, the team set off to the warehouse.&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
Parked in the empty parking lot outside the warehouse, the hackers quickly found that it was owned by a shell company, a &amp;quot;Big Mon$¥ Inc.&amp;quot;, and that there were a few guns running loud inside. Z3K3, taking advantage of this, utilized the hacking technique &#039;Garbage-In-Garbage-Out&#039; to cause the guns to fail to fire. As the doctor flew his aerial recovery drone up to the roof, the &#039;gangers&#039; noticed this, and began to charge outside. Firing their guns at the drone, they realized quickly that they were getting nowhere and resorted quickly to obviously empty bluster.&lt;br /&gt;
&lt;br /&gt;
Dr. Boo lecturing them from above while Roadkill mean-mugged them spooked the false-claimers, and they quickly left the warehouse, taking with them the stolen goods they were storing. Stuck waiting for their ride to arrive, Z3K3 passed the time subverting their commlinks and laying Data Bombs while the doctor&#039;s drone recorded their exit. Eventually, a Chuckwagon came by and picked the fake Skraacha goons up, driving off with the four criminals and their haul. As the wagon turned the corner, a patrol car adorned with a Knight Errant insignia appeared, seemingly pursuing it.&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
Taking pity on these incompetent criminals, Z3K3 tried unsuccessfully to distract KE by placing fraudulent calls to their response office, in the process getting his commcode blocked. Cleric, ever the gentle soul, offered one of his burners and his wanted status as a distraction. Dr. Boo hid his Roadmaster as the KE-sent investigative gyrocraft attempted to locate Bes Priest, and the runners were happy to earn their pay, and give a little bit of kindness to the little guys of the Seattle Underworld.&lt;br /&gt;
==Rewards==&lt;br /&gt;
6000N¥, 1 Karma, 2 CDP (Milk Run)&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Hi KE response? Yeah so I heard gunshots in this area.&amp;quot; Shoots gun -Z3K3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roadkill:&#039;&#039;&#039;We were hired by a J for some organization we weren&#039;t told the name of to remove some new residents in a warehouse they owned. They though it might have been Ork gangers, but it wound up just being some posers trying to be big drek. We were able to remind them of the relative difference in our ability to apply force, and they saw reason. We tried to save them from an unpleasant run-in with KE, not sure id that actually worked, though. We left in a bit of a hurry. I gave the poor slotters the location of the warehouse I am crashing at, maybe they will come by, seemed like they were kind of hard up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Roundbox|Dr. Boo: Employer expressed some distaste for shadow-runners, and met inside a stuffer shack of all  places. Anyways he implied he could have handled these chumps himself, but they were worrier about upsetting the Skraat&#039;cha gang. Turns out these guys didn&#039;t work for Skraat&#039;cha. Imagine that, lying about being a lowlife. Anyways, glad I didn&#039;t have to murder them for no reason. Would have been an unfair fight.}}&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Guys_and_Dolls&amp;diff=83055</id>
		<title>Guys and Dolls</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Guys_and_Dolls&amp;diff=83055"/>
		<updated>2021-10-16T04:06:18Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
&lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2081-03-12]]&lt;br /&gt;
| gm          = [[hasGM::tkul]]&lt;br /&gt;
| place       = Auburn, Seattle (UCAS)&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = [[ShadowHaven]] &amp;lt;br&amp;gt; [[hasRunner::Shine]] &amp;lt;br&amp;gt; [[hasRunner::Rapture]] &amp;lt;br&amp;gt; [[hasRunner::Roadkill (Inactive)]] &amp;lt;br&amp;gt; [[hasRunner::Baron]]&lt;br /&gt;
| combatant2  = [[SignificantNPC::Kenran-kai]] &amp;lt;br&amp;gt; Yakuza Thug x7&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = &lt;br /&gt;
| casualties2 = &lt;br /&gt;
| notes       = &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
The &#039;runners rescue a Bunraku doll named &amp;quot;Valerie&amp;quot; from the clutches of the Kenran Kai Yakuza and deposit her in the care of a former John, &amp;quot;Frank,&amp;quot; who professes his love for her.&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The Shadow Haven ticker flashes with a new incoming job post -&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need help saving the love of my life from the people that are holding her captive. - Frank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Meet and Legwork==&lt;br /&gt;
&lt;br /&gt;
Shine, Rapture and Roadkill arrive for their meeting with Frank, a clueless , farm-boy&amp;quot;Mr Smith&amp;quot; rather than a professional Johnston. He professes his love for a joy-girl named Valerie, lamenting that her employers &amp;quot;control her life, won&#039;t let her go, and don&#039;t even let her leave the premises&amp;quot;. Three things very quickly become apparent to the Runners: &lt;br /&gt;
&lt;br /&gt;
*Frank wants them to rescue a Bunraku doll.&lt;br /&gt;
*Frank is completely clueless about operational security, even flashing a 40K Credstick in full view of the bar patrons at the meet.&lt;br /&gt;
*Frank probably doesn&#039;t know (or doesn&#039;t care) that &amp;quot;Valerie&amp;quot; is most probably not that Benraku dolls original personality.&lt;br /&gt;
&lt;br /&gt;
Frank transpires to be especially jumpy, all the more so due to the delay in the arrival of Baron, the teams face, and due to Roadkill&#039;s &amp;quot;stinking murder hobo&amp;quot; ambiance. Shine and Rapture display sufficient calm and professionalism to induce the Johnson not to run out the door in a mild panic, but Shine&#039;s delaying tactics only work so well and she is soon forced to cut the deal herself. When Baron does finally arrive, entering this fine, farm-town bar in his finest &amp;quot;pimp-suit&amp;quot; Shine, Roadkill and Rapture hastily hustle him out of the building before he spooks their hire out of the deal. The team agree very quickly that &amp;quot;Frank&amp;quot; is out of his depth, cannot be trusted not to do something stupid that will give the &#039;run away to the target, and probably lacks the guts to go through with the run if they don&#039;t act quickly. The team self-imposes a two-day time limit on the run.&lt;br /&gt;
&lt;br /&gt;
Through Frank, the groups manages to uncover the following details:&lt;br /&gt;
&lt;br /&gt;
*Entry to the brothel is gained by asking for Madame Fujimori.&lt;br /&gt;
*The mahjong parlor is always packed full of customers of mostly Chinese, Phillipino and Japanese descent.&lt;br /&gt;
*Frank hires Valerie&#039;s favours for 5000 Nuyen an hour.&lt;br /&gt;
*There are usually at least half-a-dozen guards on the premises equipped with suits, sub-machine guns, pistols and swords.&lt;br /&gt;
&lt;br /&gt;
The leg-work quickly reveals (to the surprise of none of the runner&#039;s concerned) that &amp;quot;Valerie&amp;quot; is indeed a Bunraku doll in a brothel beneath the Blossoming Orchid Mahjong parlor. Without a hacker, the team are forced to rely of contacts to learn as much as they can about the Blossoming Orchid, the staff who work within, and the layout itself. Baron&#039;s KE detective contact Rebecca Montez comes through for them with a considerable amount of useful information but expects something in return - the establishment of a datatap at the location in question.&lt;br /&gt;
&lt;br /&gt;
Through [[SignificantNPC::Rebbeca Montez]], the runners learn the following about the establishment and it&#039;s personnel:&lt;br /&gt;
&lt;br /&gt;
*The establishment belongs to the Kenran Kai Yakuza.&lt;br /&gt;
*Machida Tatsuya acts as head of security. This gentleman disapproves of running a bunraku parlor. Removed a pinkie in protest at being assigned to the parlor.&lt;br /&gt;
*Itoh Tatsuo handles matrix operations for the facility including blackmail stings, acquiring persona fixes and developing/marketing BTL chips.&lt;br /&gt;
*Fujimori Sayuri is the madam and manager of both the mahjong and Bunraku aspects of the Blossoming Orchid. She is a full Magician of either the Chaos or Black mage traditions. She is also an Alchemist.  Like Tatsuya she is disgruntled, though in her case it is because she has hit a  glass ceiling within the Kenran Kai due to being female.&lt;br /&gt;
*Knight Errant Captain Boyd Powers is likely among the blackmail victims controlled by Itoh Tatsuo.&lt;br /&gt;
*A cyber-clinic also operates out of the facility.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
The group briefly consider the prospect of adopting a social engineering approach and approaching one of the disgruntled Yakuza or Captain Powers as their &amp;quot;in&amp;quot; to the facility. However, given their particular skill-mix the team reluctantly agrees that they are not at all suited to a subtle approach. Instead, the group decides to infiltrate the Blossoming Orchid, portraying themselves as a rich eccentric (Baron) and his two bodyguards (Shine and Rapture). Roadkill, meanwhile, takes advantage of his squatter life-style to stake-out the building from the outside. &lt;br /&gt;
&lt;br /&gt;
They enter the mahjong parlor, where Shine and Baron immediately stand out as the only non-Asians present. Rapture, being ethnically Japanese, handles much of the etiquette himself. The team gains access to the banraku parlour through a door in the kitchen leading to a stairwell leading down after asking for Madam Fujimori Shine notes a discoloured patch in the roof of the stairwell which she recognizes as concealed anti-personnel mine. Baron speaks with a gentleman the group refer to as &amp;quot;The Voice&amp;quot; who appears to be a yakuza face. Baron makes several attempts to obtain a night with &amp;quot;Valerie&amp;quot; without specifically asking for the girl by name. Eventually, Shine speaks up and complains that her boss met some &amp;quot;farm-boy&amp;quot; loser and his &amp;quot;dumb-ass, big-breasted, big-assed blonde bimbo gal-next-door&amp;quot; and has been lusting after her ever since. The Voice immediately produces Valerie, and Baron shuggles off to enjoy a night of BDSM passion with Frank&#039;s beloved.&lt;br /&gt;
&lt;br /&gt;
The runners depart an hour later, with Baron promising to return again soon to sample Valerie&#039;s delights.&lt;br /&gt;
&lt;br /&gt;
Aside from the mine in the roof, the scouting mission discovers:&lt;br /&gt;
&lt;br /&gt;
*The Bunraku parlour consists of a single &amp;quot;waiting room&amp;quot; with a bar manned by the Voice, half-a-dozen guards and several naked dolls.&lt;br /&gt;
*One corridor leads away from the waiting area with a set of double doors at the far end (the Cyber-clinic) and eight other doors, four on either side of the corridor.&lt;br /&gt;
*There are six camera&#039;s inside and four outside. Maglocks and key cards are required to access the kitchen, and to access the stairwell from the kitchen.&lt;br /&gt;
&lt;br /&gt;
Roadkill continues to observe for the remainder of the night and notes that:&lt;br /&gt;
&lt;br /&gt;
*Local parking remains sketchy at any hour.&lt;br /&gt;
*Multiple guard and domestic staff shifts arrive and leave during the night.&lt;br /&gt;
*Madam Fujimori and the other &amp;quot;officers&amp;quot; attend the location for meetings in the early afternoon then depart. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
The next evening, Baron returns with -three- bodyguards in two, the group having purchased some decent clothing for Roadkill and persuaded him to clean up somewhat. The presence of an additional bodyguard and extra weaponry on the group makes the guards suspicious, but Baron convinces the guards that they have completed some &amp;quot;business&amp;quot; of their own and have come to celebrate. However, the Voice claims that Valerie is not on the premises, and is not pleased when Rapture calls him out on his bullshit giving that bunraku dolls are never allowed to leave Yakuza facilities. Yet the Voice digs his heels in and insists the girl is not available.&lt;br /&gt;
&lt;br /&gt;
Realising that returning three nights in a row would arouse even more suspicion (and not willing to trust Frank&#039;s nerves for another evening) Rapture signals the others to go loud by popping combat drugs which he claims are merely &amp;quot;uppers&amp;quot;. Unwilling to risk the ire of the Yakuza, the team restrict themselves to stick-and-shock rounds and non-lethal magic. The Yakuza, however, are disinclined to return the courtesy. Yet even so the group manages to down the Yaks and zip-tie them, planning to use them as hostages to ascent the stairs without being turned into chunky salsa by the concealed mine. Baron&#039;s magics prove to be a key factor in keeping the Yaks disorientated enough to prevent the close-range firefight from becoming a blood-bath. While Baron nurses his wounds, Rapture watches over the downed guards. Shine and Roadkill however, find to their horror that the reason &amp;quot;Valerie&amp;quot; in unavailable is that Yak surgeons are presently installing additional cyber-ware. Shine uses her medical expertise to stand over them and ensure the Yaks put her bits back &amp;quot;correctly&amp;quot; while the far more medically and surgically skilled Roadkill hurriedly scrubs in to assist.&lt;br /&gt;
&lt;br /&gt;
Alas, the second wave of Yak guards arrive. Rapture tosses a grenade up the stairwell but tragically critically glitches not once, but twice, blowing himself up in the process. Baron holds the Yak reinforcements off long enough for Shine to arrive and engage while Roadkill pushes &amp;quot;Valerie&amp;quot; towards the stairwell on a gurney. Shine and Baron are able to chase off one of the guards and put the beat-down another, but Shine knocked unconscious herself in the process. Rapture, thanks to one of Roadkill&#039;s slap-patches, is able to drag himself up the stairs and take down the last of the second wave at the very moment the third wave arrives. The four runners make their escape via the back door and Rapture&#039;s sedan, albeit the vehicle is considerably more ventilated than previously. Roadkill plants the datatap behind the bar on the way out.&lt;br /&gt;
&lt;br /&gt;
The team make the meet and arrange the trade with &amp;quot;Frank&amp;quot; who seems entirely unconcerned with the knowledge that &amp;quot;Valerie&amp;quot; might not be the dolls original, actual personality. But the runners remain professional and accept their pay despite various degrees of disquiet and disgust, reasoning that life with Frank is likely going to be far, far more pleasant that the doll&#039;s previous existence as a Yakuza puppet.&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
*Despite taking pains not to kill any of the Yaks, the Kenran Kai are humiliated by the hit on their  facility. They are unlikely to forget the faces of the runners any time soon.&lt;br /&gt;
*Frank gets the girl of his dreams.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
10.000 Nuyen&lt;br /&gt;
&lt;br /&gt;
6 Karma&lt;br /&gt;
&lt;br /&gt;
2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Hobo is my spirit animal.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINE:&#039;&#039;&#039; I&#039;m unsure as to whether rescuing a Benraku doll in her chipped persona for a lover-boy is truly a &amp;quot;rescue&amp;quot;. Have we simply exchanged one set of masters for another, even if that new &amp;quot;master&amp;quot; truly loves the woman he -thinks- the extraction was? For sure the physical body of that poor woman, Valerie, will be far better treated by &amp;quot;Frank&amp;quot; than ever she would have been by the Yakuza. But what of &amp;quot;Valerie&#039;s&amp;quot; soul? Her mana spirit. Stoicism teaches that I remain unmoved by horror and strive ever that I be true to myself. And yet have I been? But for the grace of fate, Valerie&#039;s tale could very well have been my own.&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Corvus&amp;diff=83042</id>
		<title>Corvus</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Corvus&amp;diff=83042"/>
		<updated>2021-10-15T19:32:12Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* Matrix Persona */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Cyberadept Pistoleer&lt;br /&gt;
|header2= The crows come for everyone.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 02/12/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=02&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1JVLuK6Sp8280QlhtPrKwKFdEiQMCxvPY?usp=sharing Corvus] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - D &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Cyberadept who&#039;s just trying to make money and learn to read. It can&#039;t be that hard right?&lt;br /&gt;
===Goals===&lt;br /&gt;
Learn to fucking read&lt;br /&gt;
&lt;br /&gt;
Get a permanent lifestyle of anything low or higher&lt;br /&gt;
&lt;br /&gt;
Don&#039;t die in an alleyway. An alleyway in particular.&lt;br /&gt;
==Background==&lt;br /&gt;
Katyusha grew up in an orphanage. A place where the most they got given was a scrap of food and some floor to sleep on. Early on it was clear this was not enough to survive on, especially as kids grew and fought between themselves to get more shares of food. As she grew older she noticed more things about the people running the orphanage, mostly how they we&#039;re pocketing most of the money assigned to it. Seeing how most of the time it got set into a locked file cabinet until they could transfer it safely, she hatched a plan. Using some broken pieces of metal she picked the lock while a kid she bribed with her food ration for the day distracted the staff. She took the money from the cabinent and ran. Now about 15-17 years past she&#039;s running in the shadows having no formal education to speak of and any jobs not requiring education being to low paying to survive on. (Also being bugged by Argent and Dr. Nightshade to officially join the Ancients)&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Having never been the strongest one, Corvus depends almost completely on moving and not being there when people strike at her.&lt;br /&gt;
&lt;br /&gt;
Strive for Perfection - Growing up on the streets has taught Corvus that they can strive for nothing but perfection if they want to live in this harsh environment.&lt;br /&gt;
===Negative===&lt;br /&gt;
Illiterate - Reading? Who has time for that! Growing up in the streets has allowed Corvus no time to learn to read.&lt;br /&gt;
&lt;br /&gt;
SINer (National) - While the orphanage was not a great place it was government funded. As a government funded orphanage it took in SINer children in particular.&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=Dr. Nightshade&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Argent&lt;br /&gt;
|Loyalty=1&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Claire Vareen (Rating 4 - UCAS National) - Driver’s License, Firearms License, Restricted Augmentations License, Concealed Carry Permit,&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A regular armor jacket &amp;amp; some ripped jeans is all Corvus has to wear.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost exclusively doing everything in the meat especially with her inability to read the instruction manual, Corvus&#039;s matrix persona is heavily influenced by her stay in the shadows resulting in a living persona of herself wreathed in shadow flames.&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Corvus&amp;diff=83041</id>
		<title>Corvus</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Corvus&amp;diff=83041"/>
		<updated>2021-10-15T19:30:43Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Cyberadept Pistoleer&lt;br /&gt;
|header2= The crows come for everyone.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 02/12/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=02&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1JVLuK6Sp8280QlhtPrKwKFdEiQMCxvPY?usp=sharing Corvus] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - D &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Cyberadept who&#039;s just trying to make money and learn to read. It can&#039;t be that hard right?&lt;br /&gt;
===Goals===&lt;br /&gt;
Learn to fucking read&lt;br /&gt;
&lt;br /&gt;
Get a permanent lifestyle of anything low or higher&lt;br /&gt;
&lt;br /&gt;
Don&#039;t die in an alleyway. An alleyway in particular.&lt;br /&gt;
==Background==&lt;br /&gt;
Katyusha grew up in an orphanage. A place where the most they got given was a scrap of food and some floor to sleep on. Early on it was clear this was not enough to survive on, especially as kids grew and fought between themselves to get more shares of food. As she grew older she noticed more things about the people running the orphanage, mostly how they we&#039;re pocketing most of the money assigned to it. Seeing how most of the time it got set into a locked file cabinet until they could transfer it safely, she hatched a plan. Using some broken pieces of metal she picked the lock while a kid she bribed with her food ration for the day distracted the staff. She took the money from the cabinent and ran. Now about 15-17 years past she&#039;s running in the shadows having no formal education to speak of and any jobs not requiring education being to low paying to survive on. (Also being bugged by Argent and Dr. Nightshade to officially join the Ancients)&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Having never been the strongest one, Corvus depends almost completely on moving and not being there when people strike at her.&lt;br /&gt;
&lt;br /&gt;
Strive for Perfection - Growing up on the streets has taught Corvus that they can strive for nothing but perfection if they want to live in this harsh environment.&lt;br /&gt;
===Negative===&lt;br /&gt;
Illiterate - Reading? Who has time for that! Growing up in the streets has allowed Corvus no time to learn to read.&lt;br /&gt;
&lt;br /&gt;
SINer (National) - While the orphanage was not a great place it was government funded. As a government funded orphanage it took in SINer children in particular.&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=Dr. Nightshade&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Argent&lt;br /&gt;
|Loyalty=1&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Claire Vareen (Rating 4 - UCAS National) - Driver’s License, Firearms License, Restricted Augmentations License, Concealed Carry Permit,&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A regular armor jacket &amp;amp; some ripped jeans is all Corvus has to wear.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost exclusively doing everything in the meat especially with her inability to read the instruction manual, Corvus has no matrix persona&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Corvus&amp;diff=83040</id>
		<title>Corvus</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Corvus&amp;diff=83040"/>
		<updated>2021-10-15T19:26:32Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Burnout Pistol Adept&lt;br /&gt;
|header2= The crows come for everyone.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 02/12/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=02&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1JVLuK6Sp8280QlhtPrKwKFdEiQMCxvPY?usp=sharing Corvus] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - D &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Cyberadept who&#039;s just trying to make money and learn to read. It can&#039;t be that hard right?&lt;br /&gt;
===Goals===&lt;br /&gt;
Learn to fucking read&lt;br /&gt;
&lt;br /&gt;
Get a permanent lifestyle of anything low or higher&lt;br /&gt;
&lt;br /&gt;
Don&#039;t die in an alleyway. An alleyway in particular.&lt;br /&gt;
==Background==&lt;br /&gt;
Katyusha grew up in an orphanage. A place where the most they got given was a scrap of food and some floor to sleep on. Early on it was clear this was not enough to survive on, especially as kids grew and fought between themselves to get more shares of food. As she grew older she noticed more things about the people running the orphanage, mostly how they we&#039;re pocketing most of the money assigned to it. Seeing how most of the time it got set into a locked file cabinet until they could transfer it safely, she hatched a plan. Using some broken pieces of metal she picked the lock while a kid she bribed with her food ration for the day distracted the staff. She took the money from the cabinent and ran. Now about 15-17 years past she&#039;s running in the shadows having no formal education to speak of and any jobs not requiring education being to low paying to survive on. (Also being bugged by Argent and Dr. Nightshade to officially join the Ancients)&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Having never been the strongest one, Corvus depends almost completely on moving and not being there when people strike at her.&lt;br /&gt;
&lt;br /&gt;
Strive for Perfection - Growing up on the streets has taught Corvus that they can strive for nothing but perfection if they want to live in this harsh environment.&lt;br /&gt;
===Negative===&lt;br /&gt;
Illiterate - Reading? Who has time for that! Growing up in the streets has allowed Corvus no time to learn to read.&lt;br /&gt;
&lt;br /&gt;
SINer (National) - While the orphanage was not a great place it was government funded. As a government funded orphanage it took in SINer children in particular.&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=Dr. Nightshade&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Argent&lt;br /&gt;
|Loyalty=1&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Claire Vareen (Rating 4 - UCAS National) - Driver’s License, Firearms License, Restricted Augmentations License, Concealed Carry Permit,&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A regular armor jacket &amp;amp; some ripped jeans is all Corvus has to wear.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost exclusively doing everything in the meat especially with her inability to read the instruction manual, Corvus has no matrix persona&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Corvus&amp;diff=83038</id>
		<title>Corvus</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Corvus&amp;diff=83038"/>
		<updated>2021-10-15T19:15:40Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* Negative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Burnout Pistol Adept&lt;br /&gt;
|header2= The crows come for everyone.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 1&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 02/12/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=02&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1JVLuK6Sp8280QlhtPrKwKFdEiQMCxvPY?usp=sharing Corvus] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - D &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Cyberadept who&#039;s just trying to make money and learn to read. It can&#039;t be that hard right?&lt;br /&gt;
===Goals===&lt;br /&gt;
Learn to fucking read&lt;br /&gt;
&lt;br /&gt;
Get a permanent lifestyle of anything low or higher&lt;br /&gt;
&lt;br /&gt;
Don&#039;t die in an alleyway. An alleyway in particular.&lt;br /&gt;
==Background==&lt;br /&gt;
Katyusha grew up in an orphanage. A place where the most they got given was a scrap of food and some floor to sleep on. Early on it was clear this was not enough to survive on, especially as kids grew and fought between themselves to get more shares of food. As she grew older she noticed more things about the people running the orphanage, mostly how they we&#039;re pocketing most of the money assigned to it. Seeing how most of the time it got set into a locked file cabinet until they could transfer it safely, she hatched a plan. Using some broken pieces of metal she picked the lock while a kid she bribed with her food ration for the day distracted the staff. She took the money from the cabinent and ran. Now about 15-17 years past she&#039;s running in the shadows having no formal education to speak of and any jobs not requiring education being to low paying to survive on. (Also being bugged by Argent and Dr. Nightshade to officially join the Ancients)&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Having never been the strongest one, Corvus depends almost completely on moving and not being there when people strike at her.&lt;br /&gt;
&lt;br /&gt;
Strive for Perfection - Growing up on the streets has taught Corvus that they can strive for nothing but perfection if they want to live in this harsh environment.&lt;br /&gt;
===Negative===&lt;br /&gt;
Illiterate - Reading? Who has time for that! Growing up in the streets has allowed Corvus no time to learn to read.&lt;br /&gt;
&lt;br /&gt;
SINer (National) - While the orphanage was not a great place it was government funded. As a government funded orphanage it took in SINer children in particular.&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=Dr. Nightshade&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Argent&lt;br /&gt;
|Loyalty=1&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Claire Vareen (Rating 4 - UCAS National) - Driver’s License, Firearms License, Restricted Augmentations License, Concealed Carry Permit,&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A regular armor jacket &amp;amp; some ripped jeans is all Corvus has to wear.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost exclusively doing everything in the meat especially with her inability to read the instruction manual, Corvus has no matrix persona&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Corvus&amp;diff=83037</id>
		<title>Corvus</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Corvus&amp;diff=83037"/>
		<updated>2021-10-15T19:11:27Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* Character Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Burnout Pistol Adept&lt;br /&gt;
|header2= The crows come for everyone.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 1&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 02/12/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=02&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1JVLuK6Sp8280QlhtPrKwKFdEiQMCxvPY?usp=sharing Corvus] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - D &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Cyberadept who&#039;s just trying to make money and learn to read. It can&#039;t be that hard right?&lt;br /&gt;
===Goals===&lt;br /&gt;
Learn to fucking read&lt;br /&gt;
&lt;br /&gt;
Get a permanent lifestyle of anything low or higher&lt;br /&gt;
&lt;br /&gt;
Don&#039;t die in an alleyway. An alleyway in particular.&lt;br /&gt;
==Background==&lt;br /&gt;
Katyusha grew up in an orphanage. A place where the most they got given was a scrap of food and some floor to sleep on. Early on it was clear this was not enough to survive on, especially as kids grew and fought between themselves to get more shares of food. As she grew older she noticed more things about the people running the orphanage, mostly how they we&#039;re pocketing most of the money assigned to it. Seeing how most of the time it got set into a locked file cabinet until they could transfer it safely, she hatched a plan. Using some broken pieces of metal she picked the lock while a kid she bribed with her food ration for the day distracted the staff. She took the money from the cabinent and ran. Now about 15-17 years past she&#039;s running in the shadows having no formal education to speak of and any jobs not requiring education being to low paying to survive on. (Also being bugged by Argent and Dr. Nightshade to officially join the Ancients)&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Having never been the strongest one, Corvus depends almost completely on moving and not being there when people strike at her.&lt;br /&gt;
&lt;br /&gt;
Strive for Perfection - Growing up on the streets has taught Corvus that they can strive for nothing but perfection if they want to live in this harsh environment.&lt;br /&gt;
===Negative===&lt;br /&gt;
Illiterate - Reading? Who has time for that! Growing up in the streets has allowed Corvus no time to learn to read.&lt;br /&gt;
&lt;br /&gt;
SINer (National) - While the orphanage was not a great place it was government funded. As a government funded orphanage it took in SINer children in particular.&lt;br /&gt;
&lt;br /&gt;
Spirit Bane (Spirit of Man) - Corvus has no idea why these spirits are out to get her, and she&#039;s not going to take the time to ask them why.&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=Dr. Nightshade&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Argent&lt;br /&gt;
|Loyalty=1&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Claire Vareen (Rating 4 - UCAS National) - Driver’s License, Firearms License, Restricted Augmentations License, Concealed Carry Permit,&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A regular armor jacket &amp;amp; some ripped jeans is all Corvus has to wear.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost exclusively doing everything in the meat especially with her inability to read the instruction manual, Corvus has no matrix persona&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Corvus&amp;diff=83036</id>
		<title>Corvus</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Corvus&amp;diff=83036"/>
		<updated>2021-10-15T19:11:15Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Burnout Pistol Adept&lt;br /&gt;
|header2= The crows come for everyone.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 1&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 02/12/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=02&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1JVLuK6Sp8280QlhtPrKwKFdEiQMCxvPY?usp=sharing Corvus] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - D &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Burnout Pistol Adept who&#039;s just trying to make money and learn to read. It can&#039;t be that hard right?&lt;br /&gt;
===Goals===&lt;br /&gt;
Learn to fucking read&lt;br /&gt;
&lt;br /&gt;
Get a permanent lifestyle of anything low or higher&lt;br /&gt;
&lt;br /&gt;
Don&#039;t die in an alleyway. An alleyway in particular.&lt;br /&gt;
==Background==&lt;br /&gt;
Katyusha grew up in an orphanage. A place where the most they got given was a scrap of food and some floor to sleep on. Early on it was clear this was not enough to survive on, especially as kids grew and fought between themselves to get more shares of food. As she grew older she noticed more things about the people running the orphanage, mostly how they we&#039;re pocketing most of the money assigned to it. Seeing how most of the time it got set into a locked file cabinet until they could transfer it safely, she hatched a plan. Using some broken pieces of metal she picked the lock while a kid she bribed with her food ration for the day distracted the staff. She took the money from the cabinent and ran. Now about 15-17 years past she&#039;s running in the shadows having no formal education to speak of and any jobs not requiring education being to low paying to survive on. (Also being bugged by Argent and Dr. Nightshade to officially join the Ancients)&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Having never been the strongest one, Corvus depends almost completely on moving and not being there when people strike at her.&lt;br /&gt;
&lt;br /&gt;
Strive for Perfection - Growing up on the streets has taught Corvus that they can strive for nothing but perfection if they want to live in this harsh environment.&lt;br /&gt;
===Negative===&lt;br /&gt;
Illiterate - Reading? Who has time for that! Growing up in the streets has allowed Corvus no time to learn to read.&lt;br /&gt;
&lt;br /&gt;
SINer (National) - While the orphanage was not a great place it was government funded. As a government funded orphanage it took in SINer children in particular.&lt;br /&gt;
&lt;br /&gt;
Spirit Bane (Spirit of Man) - Corvus has no idea why these spirits are out to get her, and she&#039;s not going to take the time to ask them why.&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=Dr. Nightshade&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Argent&lt;br /&gt;
|Loyalty=1&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Claire Vareen (Rating 4 - UCAS National) - Driver’s License, Firearms License, Restricted Augmentations License, Concealed Carry Permit,&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A regular armor jacket &amp;amp; some ripped jeans is all Corvus has to wear.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost exclusively doing everything in the meat especially with her inability to read the instruction manual, Corvus has no matrix persona&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=C0FF1N&amp;diff=83035</id>
		<title>C0FF1N</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=C0FF1N&amp;diff=83035"/>
		<updated>2021-10-15T18:16:38Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* Contacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Flicker Decker&lt;br /&gt;
|header2= &lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human (Vampire Poser)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 2&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=8 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 6/24/2059&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=6&lt;br /&gt;
|Day=24&lt;br /&gt;
|Year=2059&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1cUX-3ESdpoNoMRKjkIkgB2NW0PVFxYu9?usp=sharing C0FF1N] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - C &amp;lt;br /&amp;gt; Attributes - D &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Human Flicker Decker who&#039;s trying to become the best in their field and live their life of comfort.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Become the best Flicker Decker ever&lt;br /&gt;
&lt;br /&gt;
Gain enough money for a permanent high or luxury lifestyle&lt;br /&gt;
&lt;br /&gt;
Get a limo&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Elena has spent her life playing video games and living in comfort. When her parent&#039;s died she took what limited money she got from the inheritance, and tried to make it last as long as possible. Although she tried her best she realized it wouldn&#039;t be enough to live on forever and she was never good at regular jobs and being polite. She quickly lost any job she got and was slowly buring through the cash. In a last act of desperation she spent the last of her inheritance on a basic disguise, a fake SIN, and a deck.&lt;br /&gt;
&lt;br /&gt;
Very quickly she realized she didn&#039;t know anyone who was hiring, however when Dollmaster reached out to her she grabbed on. Now having been running for a few months she&#039;s been lead to the Haven for the better or for the worse.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Overclocker - Having overclocked her terminal all the time to get better results in gaming they now apply this rule to their deck.&lt;br /&gt;
&lt;br /&gt;
Perfect Time/Quick Config - You need to have perfect timing and move quickly in video games! Having that timing and movement helps in decking too.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
Accident Prone - C0FF1N never got a driver&#039;s license for a reason. If you&#039;re asking them to drive, you&#039;re screwed already.&lt;br /&gt;
&lt;br /&gt;
Creature of Comfort (Middle) - They&#039;re used to comfort and want it to stay that way.&lt;br /&gt;
&lt;br /&gt;
Cyber-snob - &amp;quot;Ugh, don&#039;t give me any of that standard crap. Custom is the only way to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Curiosity killed the Cat - &amp;quot;You can&#039;t show me that file and not let me see what&#039;s in it! I need to look!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SINer (National) - They lived here legally. That&#039;s it.&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=The Nexus&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dollmaster&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Mack and Hack&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Kenneth &amp;quot;Flamesaw&amp;quot; Murphy&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Chet Hughs&lt;br /&gt;
|Loyalty=-4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Zigzag&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Corpseman&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&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;
*[https://www.shadowhaven.info/wiki/Mucky_Mouse Mucky Mouse]- Has vowed revenge on C0FF1N for throwing a slushie at them during [https://www.shadowhaven.info/wiki/Shifting_the_Shack_with_Chet_Hughs Shifting the Shack with Chet Hughs]&lt;br /&gt;
&lt;br /&gt;
*[https://www.shadowhaven.info/wiki/Chet_Hughs Chet Hughs]- After C0FF1N fucked them over during the run [https://www.shadowhaven.info/wiki/Shifting_the_Shack_with_Chet_Hughs Shifting the Shack with Chet Hughs],they definitely plan to get back at C0FF1N&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=A long, narrow box, typically of wood, in which a corpse is buried or cremated.&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Elena Greth (National UCAS)&lt;br /&gt;
&lt;br /&gt;
Kathleen Moon (Rating 4) - Firearm&#039;s, Concealed Carry, Cyberdeck, Matrix Software&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
A girl about 5&#039;3 with shiny titanium limbs, cyan fiberoptic hair a little lower than her shoulders, and green eyes&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Looks like a vampire.&lt;br /&gt;
Bright Yellow Armor Jacket&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A vampire skeleton made out of lines of code &lt;br /&gt;
(literally just a skeleton w/ added fangs and a cloak/robe)&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=C0FF1N&amp;diff=83034</id>
		<title>C0FF1N</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=C0FF1N&amp;diff=83034"/>
		<updated>2021-10-15T18:16:26Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* Contacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Flicker Decker&lt;br /&gt;
|header2= &lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human (Vampire Poser)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 2&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=8 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 6/24/2059&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=6&lt;br /&gt;
|Day=24&lt;br /&gt;
|Year=2059&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1cUX-3ESdpoNoMRKjkIkgB2NW0PVFxYu9?usp=sharing C0FF1N] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - C &amp;lt;br /&amp;gt; Attributes - D &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Human Flicker Decker who&#039;s trying to become the best in their field and live their life of comfort.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Become the best Flicker Decker ever&lt;br /&gt;
&lt;br /&gt;
Gain enough money for a permanent high or luxury lifestyle&lt;br /&gt;
&lt;br /&gt;
Get a limo&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Elena has spent her life playing video games and living in comfort. When her parent&#039;s died she took what limited money she got from the inheritance, and tried to make it last as long as possible. Although she tried her best she realized it wouldn&#039;t be enough to live on forever and she was never good at regular jobs and being polite. She quickly lost any job she got and was slowly buring through the cash. In a last act of desperation she spent the last of her inheritance on a basic disguise, a fake SIN, and a deck.&lt;br /&gt;
&lt;br /&gt;
Very quickly she realized she didn&#039;t know anyone who was hiring, however when Dollmaster reached out to her she grabbed on. Now having been running for a few months she&#039;s been lead to the Haven for the better or for the worse.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Overclocker - Having overclocked her terminal all the time to get better results in gaming they now apply this rule to their deck.&lt;br /&gt;
&lt;br /&gt;
Perfect Time/Quick Config - You need to have perfect timing and move quickly in video games! Having that timing and movement helps in decking too.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
Accident Prone - C0FF1N never got a driver&#039;s license for a reason. If you&#039;re asking them to drive, you&#039;re screwed already.&lt;br /&gt;
&lt;br /&gt;
Creature of Comfort (Middle) - They&#039;re used to comfort and want it to stay that way.&lt;br /&gt;
&lt;br /&gt;
Cyber-snob - &amp;quot;Ugh, don&#039;t give me any of that standard crap. Custom is the only way to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Curiosity killed the Cat - &amp;quot;You can&#039;t show me that file and not let me see what&#039;s in it! I need to look!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SINer (National) - They lived here legally. That&#039;s it.&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=The Nexus&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dollmaster&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Mack and Hack&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Kenneth &amp;quot;Flamesaw&amp;quot; Murphy&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Chet Hughs&lt;br /&gt;
|Loyalty=-4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Zigzag&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Corpseman&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&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;
*[https://www.shadowhaven.info/wiki/Mucky_Mouse Mucky Mouse]- Has vowed revenge on C0FF1N for throwing a slushie at them during [https://www.shadowhaven.info/wiki/Shifting_the_Shack_with_Chet_Hughs Shifting the Shack with Chet Hughs]&lt;br /&gt;
&lt;br /&gt;
*[https://www.shadowhaven.info/wiki/Chet_Hughs Chet Hughs]- After C0FF1N fucked them over during the run [https://www.shadowhaven.info/wiki/Shifting_the_Shack_with_Chet_Hughs Shifting the Shack with Chet Hughs],they definitely plan to get back at C0FF1N&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=A long, narrow box, typically of wood, in which a corpse is buried or cremated.&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Elena Greth (National UCAS)&lt;br /&gt;
&lt;br /&gt;
Kathleen Moon (Rating 4) - Firearm&#039;s, Concealed Carry, Cyberdeck, Matrix Software&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
A girl about 5&#039;3 with shiny titanium limbs, cyan fiberoptic hair a little lower than her shoulders, and green eyes&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Looks like a vampire.&lt;br /&gt;
Bright Yellow Armor Jacket&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A vampire skeleton made out of lines of code &lt;br /&gt;
(literally just a skeleton w/ added fangs and a cloak/robe)&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Chummer_Setup&amp;diff=83023</id>
		<title>ShadowHaven Reloaded:Chummer Setup</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Chummer_Setup&amp;diff=83023"/>
		<updated>2021-10-15T15:29:07Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* Optional Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://github.com/chummer5a/chummer5a/releases/tag/5.214.0 Chummer] is a useful tool that comes with a bit of a learning curve. Because the Chummer developers cater to such a wide audience, the software itself is capable of handling a variety of different play styles, house rules, and options.&lt;br /&gt;
&lt;br /&gt;
This page will help you set up Chummer to play nicely with ShadowHaven&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
The current amends file can be found [https://github.com/danielcsims/ShadowHavenChummerAmends/tree/AuroraSHBranch here]&lt;br /&gt;
&lt;br /&gt;
=Global Options=&lt;br /&gt;
It is recommended to select the box for &#039;Create backup characters when moving to career mode&#039;.&lt;br /&gt;
&lt;br /&gt;
=Character Options=&lt;br /&gt;
Enable the following books only:&lt;br /&gt;
&lt;br /&gt;
*Assassin&#039;s Primer&lt;br /&gt;
*Better Than Bad&lt;br /&gt;
*Bloody Business&lt;br /&gt;
*Book Of The Lost&lt;br /&gt;
*Bullets And Bandages&lt;br /&gt;
*Chrome Flesh&lt;br /&gt;
*Cutting Aces&lt;br /&gt;
*Dark Terrors&lt;br /&gt;
*Data Trails&lt;br /&gt;
*Forbidden Arcana&lt;br /&gt;
*Gun Heaven 3&lt;br /&gt;
*Hard Targets&lt;br /&gt;
*Howling Shadows&lt;br /&gt;
*Kill Code&lt;br /&gt;
*Krime Kataloge&lt;br /&gt;
*Lockdown&lt;br /&gt;
*No Future&lt;br /&gt;
*Rigger 5.0&lt;br /&gt;
*Run and Gun&lt;br /&gt;
*Run Faster&lt;br /&gt;
*Sail Away, Sweet Sister&lt;br /&gt;
*Shadow Spells&lt;br /&gt;
*Shadowrun 5th edition&lt;br /&gt;
*Shadows in Focus: Butte&lt;br /&gt;
*Shadows in Focus: Metrópole&lt;br /&gt;
*Shadows in Focus: San Francisco&lt;br /&gt;
*Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
*Splintered State&lt;br /&gt;
*Stolen Souls&lt;br /&gt;
*Street Grimoire&lt;br /&gt;
*Street Lethal&lt;br /&gt;
*The Complete Trog&lt;br /&gt;
*The Seattle Gambit&lt;br /&gt;
*The Vladivostok Gauntlet&lt;br /&gt;
&lt;br /&gt;
In addition, select the following options:&lt;br /&gt;
&lt;br /&gt;
*Limb Count for Cyberlimbs: 5 (2 arms, 2 legs, torso)&lt;br /&gt;
*Check the box labeled &amp;quot;Use Drone Modification rules (R5 122)&amp;quot;&lt;br /&gt;
*Check the box labeled &amp;quot;Print Notes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Karma Costs=&lt;br /&gt;
&lt;br /&gt;
This one&#039;s easy: you don&#039;t need to change anything.&lt;br /&gt;
&lt;br /&gt;
=Optional Rules=&lt;br /&gt;
Under Tools -&amp;gt; Options -&amp;gt; Optional Rules, do the following:&lt;br /&gt;
&lt;br /&gt;
*Check the box labelled &amp;quot;Adapsin Applied As Multiplier, Not Grade&amp;quot;&lt;br /&gt;
*Check the box labelled &amp;quot;German Data Changes - Skilljacks and Skillwires&amp;quot;&lt;br /&gt;
*Check the box labelled &amp;quot;Legal SINs and Licenses&amp;quot;&lt;br /&gt;
*Check the box labelled &amp;quot;Rainforest Carbine Missions Errata&amp;quot;&lt;br /&gt;
*Check the box labelled &amp;quot;SR Missions Animal Prices&amp;quot;&lt;br /&gt;
*Check the box labelled &amp;quot;Unrestricted Kill Code Qualities&amp;quot;&lt;br /&gt;
*Download the [https://github.com/danielcsims/ShadowHavenChummerAmends/tree/AuroraSHBranch ShadowHaven Rules] and unzip the folder into the &#039;customdata&#039; folder in your Chummer folder.&lt;br /&gt;
*Select &#039;Add Directory&#039; under optional rules and select the ShadowHaven Rules.&lt;br /&gt;
&lt;br /&gt;
Note: ShadowHaven Rules are in beta and are being actively updated.&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
Under Tools -&amp;gt; Options -&amp;gt; House Rules, ensure the following are checked:&lt;br /&gt;
&lt;br /&gt;
*Use Cyberleg Stats for Movement&lt;br /&gt;
*Allow spending of free spells from Magic Priority as power points&lt;br /&gt;
*Allow skill points to be used to buy specializations for karma-bought skills&lt;br /&gt;
*Free Knowledge Skill Points are calculated with augmented LOG+INT&lt;br /&gt;
*Allow characters to exceed their Negative Quality limit&lt;br /&gt;
*Characters do not gain Karma from taking Negative Qualities in excess&lt;br /&gt;
*Allow Skills to be re-Grouped if all Ratings are the same&lt;br /&gt;
*Ignore 2*RES Complex Form limit in Career Mode&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Corvus&amp;diff=83016</id>
		<title>Corvus</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Corvus&amp;diff=83016"/>
		<updated>2021-10-15T05:53:57Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* SINs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Burnout Pistol Adept&lt;br /&gt;
|header2= The crows come for everyone.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 1&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 02/12/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=02&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1JVLuK6Sp8280QlhtPrKwKFdEiQMCxvPY?usp=sharing Corvus] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - D &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - D &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Burnout Pistol Adept who&#039;s just trying to make money and learn to read. It can&#039;t be that hard right?&lt;br /&gt;
===Goals===&lt;br /&gt;
Learn to fucking read&lt;br /&gt;
&lt;br /&gt;
Get a permanent lifestyle of anything low or higher&lt;br /&gt;
&lt;br /&gt;
Don&#039;t die in an alleyway. An alleyway in particular.&lt;br /&gt;
==Background==&lt;br /&gt;
Katyusha grew up in an orphanage. A place where the most they got given was a scrap of food and some floor to sleep on. Early on it was clear this was not enough to survive on, especially as kids grew and fought between themselves to get more shares of food. As she grew older she noticed more things about the people running the orphanage, mostly how they we&#039;re pocketing most of the money assigned to it. Seeing how most of the time it got set into a locked file cabinet until they could transfer it safely, she hatched a plan. Using some broken pieces of metal she picked the lock while a kid she bribed with her food ration for the day distracted the staff. She took the money from the cabinent and ran. Now about 15-17 years past she&#039;s running in the shadows having no formal education to speak of and any jobs not requiring education being to low paying to survive on. (Also being bugged by Argent and Dr. Nightshade to officially join the Ancients)&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Having never been the strongest one, Corvus depends almost completely on moving and not being there when people strike at her.&lt;br /&gt;
&lt;br /&gt;
Strive for Perfection - Growing up on the streets has taught Corvus that they can strive for nothing but perfection if they want to live in this harsh environment.&lt;br /&gt;
===Negative===&lt;br /&gt;
Illiterate - Reading? Who has time for that! Growing up in the streets has allowed Corvus no time to learn to read.&lt;br /&gt;
&lt;br /&gt;
SINer (National) - While the orphanage was not a great place it was government funded. As a government funded orphanage it took in SINer children in particular.&lt;br /&gt;
&lt;br /&gt;
Spirit Bane (Spirit of Man) - Corvus has no idea why these spirits are out to get her, and she&#039;s not going to take the time to ask them why.&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=Dr. Nightshade&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Argent&lt;br /&gt;
|Loyalty=1&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Claire Vareen (Rating 4 - UCAS National) - Driver’s License, Firearms License, Restricted Augmentations License, Concealed Carry Permit,&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A regular armor jacket &amp;amp; some ripped jeans is all Corvus has to wear.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost exclusively doing everything in the meat especially with her inability to read the instruction manual, Corvus has no matrix persona&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Corvus&amp;diff=83015</id>
		<title>Corvus</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Corvus&amp;diff=83015"/>
		<updated>2021-10-15T05:53:22Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* SINs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Burnout Pistol Adept&lt;br /&gt;
|header2= The crows come for everyone.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 1&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 02/12/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=02&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1JVLuK6Sp8280QlhtPrKwKFdEiQMCxvPY?usp=sharing Corvus] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - D &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - D &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Burnout Pistol Adept who&#039;s just trying to make money and learn to read. It can&#039;t be that hard right?&lt;br /&gt;
===Goals===&lt;br /&gt;
Learn to fucking read&lt;br /&gt;
&lt;br /&gt;
Get a permanent lifestyle of anything low or higher&lt;br /&gt;
&lt;br /&gt;
Don&#039;t die in an alleyway. An alleyway in particular.&lt;br /&gt;
==Background==&lt;br /&gt;
Katyusha grew up in an orphanage. A place where the most they got given was a scrap of food and some floor to sleep on. Early on it was clear this was not enough to survive on, especially as kids grew and fought between themselves to get more shares of food. As she grew older she noticed more things about the people running the orphanage, mostly how they we&#039;re pocketing most of the money assigned to it. Seeing how most of the time it got set into a locked file cabinet until they could transfer it safely, she hatched a plan. Using some broken pieces of metal she picked the lock while a kid she bribed with her food ration for the day distracted the staff. She took the money from the cabinent and ran. Now about 15-17 years past she&#039;s running in the shadows having no formal education to speak of and any jobs not requiring education being to low paying to survive on. (Also being bugged by Argent and Dr. Nightshade to officially join the Ancients)&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Having never been the strongest one, Corvus depends almost completely on moving and not being there when people strike at her.&lt;br /&gt;
&lt;br /&gt;
Strive for Perfection - Growing up on the streets has taught Corvus that they can strive for nothing but perfection if they want to live in this harsh environment.&lt;br /&gt;
===Negative===&lt;br /&gt;
Illiterate - Reading? Who has time for that! Growing up in the streets has allowed Corvus no time to learn to read.&lt;br /&gt;
&lt;br /&gt;
SINer (National) - While the orphanage was not a great place it was government funded. As a government funded orphanage it took in SINer children in particular.&lt;br /&gt;
&lt;br /&gt;
Spirit Bane (Spirit of Man) - Corvus has no idea why these spirits are out to get her, and she&#039;s not going to take the time to ask them why.&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=Dr. Nightshade&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Argent&lt;br /&gt;
|Loyalty=1&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Claire Vareen (Rating 4) - Driver’s License, Firearms License, Restricted Augmentations License, Concealed Carry Permit,&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A regular armor jacket &amp;amp; some ripped jeans is all Corvus has to wear.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost exclusively doing everything in the meat especially with her inability to read the instruction manual, Corvus has no matrix persona&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Torrent&amp;diff=83002</id>
		<title>Torrent</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Torrent&amp;diff=83002"/>
		<updated>2021-10-14T22:26:07Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= PhysAd Street Sam Rigger&lt;br /&gt;
|header2= &lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 9/13/2056&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=9&lt;br /&gt;
|Day=13&lt;br /&gt;
|Year=2056&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1ONLIOIvIpbcJ83Vw0sGCjuXfxWv2vmcp?usp=sharing Torrent] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - E &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A PhysAd who learned some rigging from their brother Cocoon and works with them exclusively&lt;br /&gt;
===Goals===&lt;br /&gt;
Get a lot of nuyen&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Vedenyenev brothers were born in Russia, Anatoly preceding Misha by two years. Growing up, they worked as a team in almost everything. Both were conscripted into the Red Army for mandatory military service, joining on as contractors after their two years were up. They spent a little over six years in total serving in the Red Army, Anatoly becoming a drone specialist and Misha being recruited into Spetsnaz. After completing their contracts, they decided to put their skills to use for their own ends, bouncing around until they eventually ended up in Seattle.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Torrent has always been unnaturally agile. When they awakened as a physad that has only increased their agility.&lt;br /&gt;
===Negative===&lt;br /&gt;
No Man Left Behind/Superhuman Psychosis - Having served in the russian military, they we&#039;re always taught to leave no man behind. This has stuck with Torrent to his shadowrunning career however hard it may be considering all but his brother are inferior beings anyway.&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;
{{HasContact|&lt;br /&gt;
|Name=Bear Gates&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Misha Vedenyenev (National Russia)&lt;br /&gt;
&lt;br /&gt;
Mike Smith (R4 UCAS) - Adept License, Controlled Substance License, Driver&#039;s License, Drone License, Firearm&#039;s License, RCC License, Restricted Augmentations License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Armor Jacket w/ Urban Camo Clothing&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Default Persona - &amp;quot;I barely know how to use my RCC you think I matrix too?&amp;quot;&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Tombstone&amp;diff=83001</id>
		<title>Tombstone</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Tombstone&amp;diff=83001"/>
		<updated>2021-10-14T22:25:46Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= FLR Street Samurai&lt;br /&gt;
|header2= &amp;quot;Got hit by a car&amp;quot;&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human (Infected - Ghoul)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 9&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 4&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = Trash-Cat&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=80&lt;br /&gt;
|Bonuses=50&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 2/19/2055&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=19&lt;br /&gt;
|Year=2055&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/u/1/folders/1ecTUPteRFdDOfd-gSOUByVhrCsxjgnwY Tombstone]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A ghoul street sam who currently lives in Puyallup. Specializing in using relatively close range firearms. Now trying to help others and figure out who caused their turning.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Help the Hellraisers live to see more days&lt;br /&gt;
&lt;br /&gt;
Find out who was responsible for the ghoul lab&lt;br /&gt;
&lt;br /&gt;
Strike back at whoever was responsible for the ghoul lab&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Born with a weak immune system, Mark was hospitalized at birth. Living in a hospital day in, day out all they could do was read and pray for a miracle. Well what came wasn&#039;t a miracle but a plague. The hospital was actually a secret corp site researching the ghoul infection when they got out. The entire hospital became a warzone. At the end of it only a few people walked out, some random ghouls, and Mark newly turned.&lt;br /&gt;
&lt;br /&gt;
With the infection coursing through their veins they knew they didn&#039;t have much time. Luckily a helpful street doc found them stumbling about and picked them up, helping them survive the infection and giving them some ware when some of the body was failing. Surviving the infection actually fortified her immune system and allowed him to live outside of a hospital bed. Unfortunately even then being a ghoul doesn&#039;t allow the same life they would be able to have as a normal human. Seeing that they couldn&#039;t rejoin normal society they decided to help others from the shadows.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Shoot First - Tombstone has a tendency to act before they think due to the large amount of hatred for ghouls&lt;br /&gt;
&lt;br /&gt;
Catlike - Got given the title Trash-Cat after a run where he perfectly impersonated a cat to stay stealthed after knocking down a metal trash can&lt;br /&gt;
&lt;br /&gt;
Tough as Nails (Physical) - Got hit by a car in the process of trying to kill an opposing street sam.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
SINer (National) - Before they were a ghoul they were a regular citizen. Now that they have turned they can’t go back to that life.&lt;br /&gt;
&lt;br /&gt;
Bad Luck - While in life they have been relatively lucky, it all seems to have been tinged with bad luck.&lt;br /&gt;
&lt;br /&gt;
Impassive - having seen the horror of the hospital, they have far less reaction than normal to these things.&lt;br /&gt;
&lt;br /&gt;
Phobia, Uncommon Mild (Squirrels) - Due to this otherwordly being not knowing what Tombstone is afraid of, they said &amp;quot;Fuck it, Squirrels&amp;quot; so here we are.&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;
{{HasContact|&lt;br /&gt;
|Name=Fiendest&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Doctor O+&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Nameless&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Gord &amp;quot;Twitch&amp;quot; Rodney&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Sahalé&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Movers&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Joyride&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Alexander-James Brodrick Johnson III&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Hellraisers&lt;br /&gt;
|Position=Brick Wall&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|DateJoined=2082-08-14&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
+5 Streets of Redmond Rep&lt;br /&gt;
&lt;br /&gt;
+20 Streets of Seattle Rep&lt;br /&gt;
&lt;br /&gt;
+50 Shadows of Seattle Rep&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
Salish City Council -  We&#039;re wanted by them for stealing the thunderbird, however they only have descriptions, unclear footage, and signatures.&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=A large, flat inscribed stone standing or laid over a grave.&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Mark Carrel (National UCAS)&lt;br /&gt;
&lt;br /&gt;
Jacob Green (Rating 6) - Driver’s, Firearms, Weapons, Controlled Substance, Restricted Armor, Restricted Augmentations&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Never seen out of long-sleeves and jeans due to the allergy to sunlight.&lt;br /&gt;
&lt;br /&gt;
Has had extensive bioscultping done to look human.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A hooded armor jacket that is modded to be able to turn to whatever colour they feel like&lt;br /&gt;
&lt;br /&gt;
Some urban camo jeans&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A smiling white mannequin. The mouth will simulate real movement and when open shows shark teeth, still white.&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=C0FF1N&amp;diff=83000</id>
		<title>C0FF1N</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=C0FF1N&amp;diff=83000"/>
		<updated>2021-10-14T22:25:20Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Flicker Decker&lt;br /&gt;
|header2= &lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human (Vampire Poser)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 2&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=8 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 6/24/2059&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=6&lt;br /&gt;
|Day=24&lt;br /&gt;
|Year=2059&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1cUX-3ESdpoNoMRKjkIkgB2NW0PVFxYu9?usp=sharing C0FF1N] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - C &amp;lt;br /&amp;gt; Attributes - D &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Human Flicker Decker who&#039;s trying to become the best in their field and live their life of comfort.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Become the best Flicker Decker ever&lt;br /&gt;
&lt;br /&gt;
Gain enough money for a permanent high or luxury lifestyle&lt;br /&gt;
&lt;br /&gt;
Get a limo&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Elena has spent her life playing video games and living in comfort. When her parent&#039;s died she took what limited money she got from the inheritance, and tried to make it last as long as possible. Although she tried her best she realized it wouldn&#039;t be enough to live on forever and she was never good at regular jobs and being polite. She quickly lost any job she got and was slowly buring through the cash. In a last act of desperation she spent the last of her inheritance on a basic disguise, a fake SIN, and a deck.&lt;br /&gt;
&lt;br /&gt;
Very quickly she realized she didn&#039;t know anyone who was hiring, however when Dollmaster reached out to her she grabbed on. Now having been running for a few months she&#039;s been lead to the Haven for the better or for the worse.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Overclocker - Having overclocked her terminal all the time to get better results in gaming they now apply this rule to their deck.&lt;br /&gt;
&lt;br /&gt;
Perfect Time/Quick Config - You need to have perfect timing and move quickly in video games! Having that timing and movement helps in decking too.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
Accident Prone - C0FF1N never got a driver&#039;s license for a reason. If you&#039;re asking them to drive, you&#039;re screwed already.&lt;br /&gt;
&lt;br /&gt;
Creature of Comfort (Middle) - They&#039;re used to comfort and want it to stay that way.&lt;br /&gt;
&lt;br /&gt;
Cyber-snob - &amp;quot;Ugh, don&#039;t give me any of that standard crap. Custom is the only way to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Curiosity killed the Cat - &amp;quot;You can&#039;t show me that file and not let me see what&#039;s in it! I need to look!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SINer (National) - They lived here legally. That&#039;s it.&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=The Nexus&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dollmaster&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Mack and Hack&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Kenneth &amp;quot;Flamesaw&amp;quot; Murphy&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Chet Hughs&lt;br /&gt;
|Loyalty=-4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Zigzag&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Corpseman&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&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;
*[https://www.shadowhaven.info/wiki/Mucky_Mouse Mucky Mouse]- Has vowed revenge on C0FF1N for throwing a slushie at them during [https://www.shadowhaven.info/wiki/Shifting_the_Shack_with_Chet_Hughs Shifting the Shack with Chet Hughs]&lt;br /&gt;
&lt;br /&gt;
*[https://www.shadowhaven.info/wiki/Chet_Hughs Chet Hughs]- After C0FF1N fucked them over during the run [https://www.shadowhaven.info/wiki/Shifting_the_Shack_with_Chet_Hughs Shifting the Shack with Chet Hughs],they definitely plan to get back at C0FF1N&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=A long, narrow box, typically of wood, in which a corpse is buried or cremated.&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Elena Greth (National UCAS)&lt;br /&gt;
&lt;br /&gt;
Kathleen Moon (Rating 4) - Firearm&#039;s, Concealed Carry, Cyberdeck, Matrix Software&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
A girl about 5&#039;3 with shiny titanium limbs, cyan fiberoptic hair a little lower than her shoulders, and green eyes&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Looks like a vampire.&lt;br /&gt;
Bright Yellow Armor Jacket&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A vampire skeleton made out of lines of code &lt;br /&gt;
(literally just a skeleton w/ added fangs and a cloak/robe)&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Corvus&amp;diff=82990</id>
		<title>Corvus</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Corvus&amp;diff=82990"/>
		<updated>2021-10-14T21:04:57Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = KunaKuso&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Burnout Pistol Adept&lt;br /&gt;
|header2= The crows come for everyone.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 1&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 02/12/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=02&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1JVLuK6Sp8280QlhtPrKwKFdEiQMCxvPY?usp=sharing Corvus] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - D &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - D &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Burnout Pistol Adept who&#039;s just trying to make money and learn to read. It can&#039;t be that hard right?&lt;br /&gt;
===Goals===&lt;br /&gt;
Learn to fucking read&lt;br /&gt;
&lt;br /&gt;
Get a permanent lifestyle of anything low or higher&lt;br /&gt;
&lt;br /&gt;
Don&#039;t die in an alleyway. An alleyway in particular.&lt;br /&gt;
==Background==&lt;br /&gt;
Katyusha grew up in an orphanage. A place where the most they got given was a scrap of food and some floor to sleep on. Early on it was clear this was not enough to survive on, especially as kids grew and fought between themselves to get more shares of food. As she grew older she noticed more things about the people running the orphanage, mostly how they we&#039;re pocketing most of the money assigned to it. Seeing how most of the time it got set into a locked file cabinet until they could transfer it safely, she hatched a plan. Using some broken pieces of metal she picked the lock while a kid she bribed with her food ration for the day distracted the staff. She took the money from the cabinent and ran. Now about 15-17 years past she&#039;s running in the shadows having no formal education to speak of and any jobs not requiring education being to low paying to survive on. (Also being bugged by Argent and Dr. Nightshade to officially join the Ancients)&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Agile Defender - Having never been the strongest one, Corvus depends almost completely on moving and not being there when people strike at her.&lt;br /&gt;
&lt;br /&gt;
Strive for Perfection - Growing up on the streets has taught Corvus that they can strive for nothing but perfection if they want to live in this harsh environment.&lt;br /&gt;
===Negative===&lt;br /&gt;
Illiterate - Reading? Who has time for that! Growing up in the streets has allowed Corvus no time to learn to read.&lt;br /&gt;
&lt;br /&gt;
SINer (National) - While the orphanage was not a great place it was government funded. As a government funded orphanage it took in SINer children in particular.&lt;br /&gt;
&lt;br /&gt;
Spirit Bane (Spirit of Man) - Corvus has no idea why these spirits are out to get her, and she&#039;s not going to take the time to ask them why.&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=Dr. Nightshade&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Argent&lt;br /&gt;
|Loyalty=1&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A regular armor jacket &amp;amp; some ripped jeans is all Corvus has to wear.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost exclusively doing everything in the meat especially with her inability to read the instruction manual, Corvus has no matrix persona&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Tombstone&amp;diff=82989</id>
		<title>Tombstone</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Tombstone&amp;diff=82989"/>
		<updated>2021-10-14T21:03:44Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= FLR Street Samurai&lt;br /&gt;
|header2= &amp;quot;Got hit by a car&amp;quot;&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @KunaKuso#7871&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/KunaKuso KunaKuso]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human (Infected - Ghoul)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 9&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 4&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = Trash-Cat&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=80&lt;br /&gt;
|Bonuses=50&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 2/19/2055&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=19&lt;br /&gt;
|Year=2055&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/u/1/folders/1ecTUPteRFdDOfd-gSOUByVhrCsxjgnwY]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A ghoul street sam who currently lives in Puyallup. Specializing in using relatively close range firearms. Now trying to help others and figure out who caused their turning.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Help the Hellraisers live to see more days&lt;br /&gt;
&lt;br /&gt;
Find out who was responsible for the ghoul lab&lt;br /&gt;
&lt;br /&gt;
Strike back at whoever was responsible for the ghoul lab&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Born with a weak immune system, Mark was hospitalized at birth. Living in a hospital day in, day out all they could do was read and pray for a miracle. Well what came wasn&#039;t a miracle but a plague. The hospital was actually a secret corp site researching the ghoul infection when they got out. The entire hospital became a warzone. At the end of it only a few people walked out, some random ghouls, and Mark newly turned.&lt;br /&gt;
&lt;br /&gt;
With the infection coursing through their veins they knew they didn&#039;t have much time. Luckily a helpful street doc found them stumbling about and picked them up, helping them survive the infection and giving them some ware when some of the body was failing. Surviving the infection actually fortified her immune system and allowed him to live outside of a hospital bed. Unfortunately even then being a ghoul doesn&#039;t allow the same life they would be able to have as a normal human. Seeing that they couldn&#039;t rejoin normal society they decided to help others from the shadows.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Shoot First - Tombstone has a tendency to act before they think due to the large amount of hatred for ghouls&lt;br /&gt;
&lt;br /&gt;
Catlike - Got given the title Trash-Cat after a run where he perfectly impersonated a cat to stay stealthed after knocking down a metal trash can&lt;br /&gt;
&lt;br /&gt;
Tough as Nails (Physical) - Got hit by a car in the process of trying to kill an opposing street sam.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
SINer (National) - Before they were a ghoul they were a regular citizen. Now that they have turned they can’t go back to that life.&lt;br /&gt;
&lt;br /&gt;
Bad Luck - While in life they have been relatively lucky, it all seems to have been tinged with bad luck.&lt;br /&gt;
&lt;br /&gt;
Impassive - having seen the horror of the hospital, they have far less reaction than normal to these things.&lt;br /&gt;
&lt;br /&gt;
Phobia, Uncommon Mild (Squirrels) - Due to this otherwordly being not knowing what Tombstone is afraid of, they said &amp;quot;Fuck it, Squirrels&amp;quot; so here we are.&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;
{{HasContact|&lt;br /&gt;
|Name=Fiendest&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Doctor O+&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Nameless&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Gord &amp;quot;Twitch&amp;quot; Rodney&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Sahalé&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Movers&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Joyride&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Alexander-James Brodrick Johnson III&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Hellraisers&lt;br /&gt;
|Position=Brick Wall&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|DateJoined=2082-08-14&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
+5 Streets of Redmond Rep&lt;br /&gt;
&lt;br /&gt;
+20 Streets of Seattle Rep&lt;br /&gt;
&lt;br /&gt;
+50 Shadows of Seattle Rep&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
Salish City Council -  We&#039;re wanted by them for stealing the thunderbird, however they only have descriptions, unclear footage, and signatures.&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=A large, flat inscribed stone standing or laid over a grave.&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Mark Carrel (National UCAS)&lt;br /&gt;
&lt;br /&gt;
Jacob Green (Rating 6) - Driver’s, Firearms, Weapons, Controlled Substance, Restricted Armor, Restricted Augmentations&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Never seen out of long-sleeves and jeans due to the allergy to sunlight.&lt;br /&gt;
&lt;br /&gt;
Has had extensive bioscultping done to look human.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A hooded armor jacket that is modded to be able to turn to whatever colour they feel like&lt;br /&gt;
&lt;br /&gt;
Some urban camo jeans&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A smiling white mannequin. The mouth will simulate real movement and when open shows shark teeth, still white.&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Roadkill(Inactive)&amp;diff=82964</id>
		<title>Roadkill(Inactive)</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Roadkill(Inactive)&amp;diff=82964"/>
		<updated>2021-10-14T06:25:05Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: KunaKuso moved page RoadKill to Roadkill without leaving a redirect: Other Roadkill was inactive so moved the other temporarily so they could use the name while I can talk to wiki more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = Swearwolf&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= &amp;lt;center&amp;gt;[[File:rabies.jpg|200px]]&amp;lt;/center&amp;gt; &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;center&amp;gt;&#039;&#039;&#039;Adept Wheelwoman&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|header2= &amp;lt;center&amp;gt;&amp;quot;This thing go any faster?&amp;quot;&amp;lt;/center&amp;gt;&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @swearwolf#3924&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Astro-Possum Astro-Possum]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Ork&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 18, 2058&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=18&lt;br /&gt;
|Year=2058&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1nIgZ3dceu5GXRYNSh_9wUt1uFMh2vULD?usp=sharing] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - D &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - C&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Killian &amp;quot;Roadkill&amp;quot; Novak has a daytime reputation as the nice girl down the street who takes care of her grandma and always has a smile and a kind word for the neighbors. What the neighbors don&#039;t know is that most of the cash that goes into Grammy Novak&#039;s upkeep comes from smuggling drugs, weapons, and god only knows what else at frankly unreasonable speeds, blasting away at ferals in the OU, and generally being a hot mess, all at [[Warboss]]&#039; behest. A few chronic disabilities keep her perpetually underestimated, which is just fine by her, because it keeps the heat off her when she&#039;s up to no good. After all, Killi couldn&#039;t possibly have done that illegal thing. She&#039;s so sweet! You must be thinking of someone else.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
*Keep Grammy and her siblings happy and taken care of&lt;br /&gt;
*Make some cash to upgrade her bike and maybe get ahold of a secondary ride&lt;br /&gt;
*Improve her skills as a mechanic&lt;br /&gt;
*Help find a cure for her parents&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Roadkill currently lives in Puyallup to be close to her grandmother and two minor siblings, though it hasn&#039;t always been this way. Her family moved to Seattle when she was a toddler to be closer to her grandparents and put down roots in the OU, where the three (and later four and eventually five) of them lived fairly standard lives. Her parents joined the Skraacha to help make ends meet, and the plan growing up was always for Killian and her siblings to join as well when they came of age.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, disaster struck just after Killian turned 14 when both of her parents became infected with HMHVV III while on a job to clear out a colony of feral ghouls that had taken up in some of the tunnels. While both survived and retained their minds as ghouls, it was decided that the children would go to live with their grandmother on the surface for their own safety, especially considering some of Killian&#039;s immune issues. As the eldest, Killian felt and still feels a sense of responsibility for the entirety of her family, especially her siblings, and while Grammy is still spry and healthy enough to live on her own and watch over her two younger grandchildren, Killian took up work running jobs as soon as she was able in order to help support them, mostly odd jobs for the Skraacha, where she&#039;s always gotten some leeway despite not being a member due to lingering guilt over her parents. She continues to support her family, parents included, even now, grown and moved out into her own rundown apartment not far from Grammy&#039;s place. &lt;br /&gt;
&lt;br /&gt;
Awakened and under the tutelage of her raccoon mentor, whom she affectionately refers to as &amp;quot;Rabies Junior,&amp;quot; or RJ, Roadkill spends her days pulling off feats of adept nonsense on her Scorpion while running jobs for Warboss (mainly smuggling and defense) and palming anything small enough that isn&#039;t nailed down at RJ&#039;s insistence.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&#039;&#039;&#039;Community Darling:&#039;&#039;&#039; &#039;&#039;(Community Connection + Dealer Connection: Groundcraft)&#039;&#039; Killian Novak is a beloved figure in her small community, appreciated for her dedication to her family, willingness to lend a hand, and sunny disposition. The local, better off orks and trolls of the community appreciate her situation and are more than willing to help out with expenses where they can to keep Grammy and the kids in a good spot. Additionally, her passion for motor vehicles has gained her an amiable relationship with a local dealer and all the perks that come with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hyper-empathy:&#039;&#039;&#039; &#039;&#039;(Vehicle Empathy + Honest Face)&#039;&#039; Roadkill can connect with anything, including a multi-ton hunk of metal. She feels very deeply and passionately, and reacts accordingly. This makes her a fantastic driver, but a terrible liar. On the positive side, though, her unfailingly friendly and garrulous nature carries over regardless of the situation at hand, which can make it difficult to discern her actual feelings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raccoon Mentor:&#039;&#039;&#039; RJ is, simply put, a little shit, and Roadkill finds her antics equal parts hilarious and compelling. Her guidance is a hodgepodge of bad influence and impulsive behavior, but she plays well with Roadkill&#039;s inherent curiosity and willingness to explore new avenues, even if failure is inevitable. RJ is the well-meaning devil perched on Roadkill&#039;s shoulder, and the two get along just fine for it.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sickly Child:&#039;&#039;&#039; &#039;&#039;(Asthma + Unsteady Hands + Reduced Sense: Hearing)&#039;&#039; Killian has never been the sturdiest person. A slew of health issues have plagued her since she was a child, and only exacerbated the need to separate her from her parents as quickly as possible following the incident. Her enhanced physical abilities as an adept and the bit of &#039;ware she&#039;s acquired help somewhat, but can&#039;t completely alleviate her maladies, which she must be careful not to aggravate on the job. Killian has also been hard or hearing from birth, and is rarely seen without her hearing aids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With Great Power:&#039;&#039;&#039; &#039;&#039;(Dependent: Nuisance + No Man Left Behind)&#039;&#039; Roadkill tends to develop a deep sense of responsibility for anyone that she deems to be in her care. This is mainly targeted at her family, naturally, but also includes anyone put on a team with her. If you&#039;re working together towards a common goal, Roadkill has your back. She won&#039;t ever leave someone to fend for themself if there&#039;s something she can do to help. Additionally, Roadkill feels responsible for her parents, grandmother, and two younger siblings, and always sends a bit of cash their way when she has the means to do so. &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;
None, officially&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=Warboss&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Scraptrap&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&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;
The Novak Family&lt;br /&gt;
*Anya (Grandmother)&lt;br /&gt;
*Danielle (Mother)&lt;br /&gt;
*Anthony (Father)&lt;br /&gt;
*Ian (Brother, 17)&lt;br /&gt;
*Ashley (Sister, 13)&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;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Zora Kowalski - R4 UCAS (Driver&#039;s, Firearms, Restricted Cyber, and Adept Licenses)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
A tall, wiry-muscled ork woman with a roguish undercut and an easy, prominently tusked smile. Roadkill has a number of facial piercings and an obvious datajack in the back of her neck, as well as a smattering of tattoos with plans to expand.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Roadkill&#039;s a biker and a street punk and her style reflects it. Leather jackets, hoodies, and other clothing built for comfort and function are her go tos. She is somewhat attracted to bright accent colors and neons, and tends to splurge for custom jobs and vibrant designs when she can, which is not all that often.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Roadkill&amp;diff=82962</id>
		<title>Roadkill</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Roadkill&amp;diff=82962"/>
		<updated>2021-10-14T06:23:59Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: KunaKuso moved page Roadkill to Roadkill (Inactive) without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Roadkill.jpg|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Archetype&lt;br /&gt;
|header2= Neo-Anarchist Street Medic&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/Burpool]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = (Human)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 12&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = May 22, 2050&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 =[https://drive.google.com/open?id=1nj9MHy1sG0ZFygMIO2cTmFbG9Fxi-wYV] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - C&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Roadkill is fairly new convert to Neo-Anarchism, he was scraped off the pavement by a crew of kindly Black Cross runners, who put him back together after a rather unfortunate accident at his prior place of employment.&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
*Keep his colleagues from getting fragged.&lt;br /&gt;
*Repay the community that saved him.&lt;br /&gt;
*Make the world a better place, by showing those who believe they have power over others the error of their ways.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Roadkill grew up in northeastern UCAS, joined up with DocWagon young, trained to be a HTR medic, then nearly died on his first job. He is only alive thanks to Black Cross workers in Chicago, to whom he also owed all his wiz new chrome.&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
College Education - Roadkill was trained within the DocWagon system, but his education was quite rigorous all the same.&lt;br /&gt;
Common Sense - Roadkill has a head on his shoulders, most of the time.&lt;br /&gt;
Moderate Addiction to Guts - Except when he takes Guts, then he does some crazy drek.&lt;br /&gt;
&amp;lt;s&amp;gt;TLE-X - Roadkill&#039;s shiny new wires have an unfortunate side effect, but is manageable if properly medicated.&amp;lt;/s&amp;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 if it has been set up to do so. If it has not been set up to do so, ping @wiki on the discord and let us know what contact needs to auto-display characters who have the contact. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Florist&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dr. Isabel Wirth&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dr. Tony Hanks&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Pitty &#039;Grease Lightning&#039; McShane&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=1&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Hotrod Henry&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Phil Haskill&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&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. --&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;
+3 Streets of Redmond&lt;br /&gt;
&lt;br /&gt;
+1 First Nations &lt;br /&gt;
&lt;br /&gt;
+1 The Agency&lt;br /&gt;
&lt;br /&gt;
+1 24 Karat Crew&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
-4 Kenran-Kai &lt;br /&gt;
&lt;br /&gt;
-2 Dis-Assemblers&lt;br /&gt;
&lt;br /&gt;
-1 Cutters&lt;br /&gt;
&lt;br /&gt;
-1 Tamanous&lt;br /&gt;
&amp;lt;br /&amp;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;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*Parker Wayne, 30 LNA Rating 4 &lt;br /&gt;
**Rating 4 Weapon, doctors, restricted armor, restricted cyber, and drivers licenses&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The top right quadrant of Roadkill&#039;s head has been replaced by a partial cyberskull, but the rest of his face doesn&#039;t look too pretty, either. A thin, wispy beard and patchy hair cover a field of scar tissue. Below that sits a stocky frame, slightly imbalanced from the cyberarm on his right. He Looks haunted, but it&#039;s hard to tell with those cold metal eyes.&lt;br /&gt;
===Clothing===&lt;br /&gt;
Roadkill usually wears his armor jacket, brown with a large black cross in cheap paint across the shoulders, with a t-shirt and jeans underneath. Out and about, he carries his asphalt-grey ballistic mask, just in case. &lt;br /&gt;
&lt;br /&gt;
If Roadkill is on a job, he wears his full-body armor, covered in a sleek, carbon fiber coating. He carries a R6 medkit most of the time, as well.  &lt;br /&gt;
&lt;br /&gt;
Roadkill uses a generic male persona, never having been a particularly tech-forward guy.&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>KunaKuso</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=A_Snovie&amp;diff=82958</id>
		<title>A Snovie</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=A_Snovie&amp;diff=82958"/>
		<updated>2021-10-14T05:54:38Z</updated>

		<summary type="html">&lt;p&gt;KunaKuso: /* The Meet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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=2082-09-06&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Aurora&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=Tacoma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=Horizon&lt;br /&gt;
|Ally2=&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|Chef|Tombstone|Ramen Shamen}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
&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=Random Runner Team&lt;br /&gt;
|OppositionUnits= Random Sam, Random Mage, Random Decker&lt;br /&gt;
|OppositionCasualties= Random Sam, Random Mage&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;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
[[Ace Powers]] wants a new specialty trid, and he knows just the snake, and just the shop to do it.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Ace needs a new trid that appeals to the &#039;poor&#039; and has decided that Samurai Noodle in Tacoma is the perfect place for it.&lt;br /&gt;
 &lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
Hiring Chef, [[Swerve]], [[Tombstone]] and [[Ramen Shamen]] to pose as his trid stars, Ace powers reveals the twist--The shop is to be assaulted, while full of dining customers, by another runner team. In four hours. Swerve elects to walk upon hearing that blurring and other identity protection will be difficult at best. Ace refuses to engage the team beyond what he had previously stated.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Survive.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
Horizon begins to bus in &#039;extras&#039; to eat the food, and with some *poor* runner banter, Chef begins to cook. Slammed with the masses of hungry SINless, a vehicle pulls up outside, entering in with an explosion of magic and glass the enemy team entered and was promptly, and swiftly dispatched in a flurry of spirit flames and lightning &lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
The trid was sent off to be edited, and now they all own live sized plushes of themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
20k nuyen - 10 RVP (Tombstone was paid up-front)&lt;br /&gt;
3 karma - 3 RVP&lt;br /&gt;
2 CDP&lt;br /&gt;
+1 PA for Ramen Shamen and Chef&lt;br /&gt;
Each of you gets a life-size plushie of yourself, made by Horizon&lt;br /&gt;
&lt;br /&gt;
Optionals:&lt;br /&gt;
Everyone: Ace Powers (Connection 6) at Loyalty 3 for -8 RVP&lt;br /&gt;
Chef: Practice Practice Practice for Artisan for -2 RVP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote| &amp;quot;They&#039;ll be selling plushies under &#039;Noodle Snake&#039;.&amp;quot; }}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
===[[Ramen Shamen]]===&lt;br /&gt;
Well, not a lot of nooj, and a 10m long custom plush of myself. Weird but alright.&lt;br /&gt;
&lt;br /&gt;
===[[Tombstone]]===&lt;br /&gt;
This Ace Powers dude is clearly insane. Got a nice plushie out of it though.&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>KunaKuso</name></author>
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