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	<id>https://shreloaded.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RandomChummer</id>
	<title>ShadowHaven Reloaded - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shreloaded.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RandomChummer"/>
	<link rel="alternate" type="text/html" href="https://shreloaded.net/wiki/Special:Contributions/RandomChummer"/>
	<updated>2026-05-28T07:39:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=18201</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=18201"/>
		<updated>2019-07-27T13:50:53Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Social Infiltrator, Skinlink Hacker&lt;br /&gt;
|header2=&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 14, 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Scion practices the delicate art of violent rebirth. She wields soft words and subtle hacks instead of paintbrush or clay, and her canvas is the vulnerable underbelly of the corporate establishment. She assumes whatever identity she desires, slips in with a gentle smile and meticulously crafted algorithms, and tears apart the foundations one carefully-placed critical fracture at a time. After all, the only way to build a beautiful new world is from the ashes of the old.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Extralife 2018 Primegen slot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Old Town Road, 5/21/19&lt;br /&gt;
* [[Lalalala_la_Mamba_6/1/2019|Lalalala la Mamba]], 6/1/2019&lt;br /&gt;
* The Phoenix, Part 4, 7/14/2019&lt;br /&gt;
* The Phoenix, Part 8, 7/27/2019&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17698</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17698"/>
		<updated>2019-06-04T01:40:22Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Social Infiltrator, Skinlink Hacker&lt;br /&gt;
|header2=&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 14, 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Scion practices the delicate art of violent rebirth. She wields soft words and subtle hacks instead of paintbrush or clay, and her canvas is the vulnerable underbelly of the corporate establishment. She assumes whatever identity she desires, slips in with a gentle smile and meticulously crafted algorithms, and tears apart the foundations one carefully-placed critical fracture at a time. After all, the only way to build a beautiful new world is from the ashes of the old.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Extralife 2018 Primegen slot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Old Town Road, 5/21/19&lt;br /&gt;
* [[Lalalala_la_Mamba_6/1/2019|Lalalala la Mamba]], 6/1/2019&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17523</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17523"/>
		<updated>2019-05-22T04:23:44Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Social Infiltrator, Skinlink Hacker&lt;br /&gt;
|header2=&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 14, 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Scion practices the delicate art of violent rebirth. She wields soft words and subtle hacks instead of paintbrush or clay, and her canvas is the vulnerable underbelly of the corporate establishment. She assumes whatever identity she desires, slips in with a gentle smile and meticulously crafted algorithms, and tears apart the foundations one carefully-placed critical fracture at a time. After all, the only way to build a beautiful new world is from the ashes of the old.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Extralife 2018 Primegen slot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Old Town Road, 5/21/19&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Chummer_Setup&amp;diff=17509</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=17509"/>
		<updated>2019-05-21T03:04:33Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: Created page with &amp;quot;[https://github.com/chummer5a/chummer5a/releases Chummer] is a useful tool that comes with a bit of a learning curve. Because the Chummer developers cater to such a wide audie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://github.com/chummer5a/chummer5a/releases 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;
=Global Options=&lt;br /&gt;
&lt;br /&gt;
=Character Options=&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;
&lt;br /&gt;
=House Rules=&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17508</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17508"/>
		<updated>2019-05-21T02:05:43Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* -----Sandbox----- */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
[[Scion]]&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Retired Characters==&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
=-----Sandbox-----=&lt;br /&gt;
&lt;br /&gt;
[[Chummer Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Street Samurai?==&lt;br /&gt;
&lt;br /&gt;
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Role:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Eliminate hostile combatants quickly.&lt;br /&gt;
* Survive.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essentials:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Excellent weapon dice&lt;br /&gt;
* Good defense and soak pools&lt;br /&gt;
* High initiative&lt;br /&gt;
&lt;br /&gt;
==The Build: Cyber Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: low&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med, high&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn&#039;t worth it. You&#039;ll be mundane.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary Weapon, Perception, usually sneaking and gymnastics&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you&#039;ll want high resources.&lt;br /&gt;
&lt;br /&gt;
==The Build: Adept Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: med, high&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Adept powers can bump up your attributes, but you&#039;ll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
You&#039;ll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you&#039;ll want your metatype priority gives you 4 special attribute points.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You don&#039;t need exorbitant resources, but you&#039;ll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.&lt;br /&gt;
&lt;br /&gt;
= Purpose =&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17492</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17492"/>
		<updated>2019-05-20T02:13:02Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Social Infiltrator, Skinlink Hacker&lt;br /&gt;
|header2=&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 14, 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Scion practices the delicate art of violent rebirth. She wields soft words and subtle hacks instead of paintbrush or clay, and her canvas is the vulnerable underbelly of the corporate establishment. She assumes whatever identity she desires, slips in with a gentle smile and meticulously crafted algorithms, and tears apart the foundations one carefully-placed critical fracture at a time. After all, the only way to build a beautiful new world is from the ashes of the old.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
Extralife 2018 Primegen slot.&lt;br /&gt;
&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17491</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17491"/>
		<updated>2019-05-20T00:53:49Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Inactive Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
[[Scion]]&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Retired Characters==&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
=-----Sandbox-----=&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Street Samurai?==&lt;br /&gt;
&lt;br /&gt;
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Role:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Eliminate hostile combatants quickly.&lt;br /&gt;
* Survive.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essentials:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Excellent weapon dice&lt;br /&gt;
* Good defense and soak pools&lt;br /&gt;
* High initiative&lt;br /&gt;
&lt;br /&gt;
==The Build: Cyber Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: low&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med, high&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn&#039;t worth it. You&#039;ll be mundane.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary Weapon, Perception, usually sneaking and gymnastics&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you&#039;ll want high resources.&lt;br /&gt;
&lt;br /&gt;
==The Build: Adept Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: med, high&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Adept powers can bump up your attributes, but you&#039;ll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
You&#039;ll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you&#039;ll want your metatype priority gives you 4 special attribute points.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You don&#039;t need exorbitant resources, but you&#039;ll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Purpose =&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17393</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17393"/>
		<updated>2019-05-12T02:34:05Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
[[Scion]]&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
=-----Sandbox-----=&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Street Samurai?==&lt;br /&gt;
&lt;br /&gt;
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Role:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Eliminate hostile combatants quickly.&lt;br /&gt;
* Survive.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essentials:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Excellent weapon dice&lt;br /&gt;
* Good defense and soak pools&lt;br /&gt;
* High initiative&lt;br /&gt;
&lt;br /&gt;
==The Build: Cyber Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: low&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med, high&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn&#039;t worth it. You&#039;ll be mundane.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary Weapon, Perception, usually sneaking and gymnastics&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you&#039;ll want high resources.&lt;br /&gt;
&lt;br /&gt;
==The Build: Adept Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: med, high&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Adept powers can bump up your attributes, but you&#039;ll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
You&#039;ll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you&#039;ll want your metatype priority gives you 4 special attribute points.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You don&#039;t need exorbitant resources, but you&#039;ll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Purpose =&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17392</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17392"/>
		<updated>2019-05-12T02:33:43Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Task List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
[[Scion]] (pending)&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
=-----Sandbox-----=&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Street Samurai?==&lt;br /&gt;
&lt;br /&gt;
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Role:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Eliminate hostile combatants quickly.&lt;br /&gt;
* Survive.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essentials:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Excellent weapon dice&lt;br /&gt;
* Good defense and soak pools&lt;br /&gt;
* High initiative&lt;br /&gt;
&lt;br /&gt;
==The Build: Cyber Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: low&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med, high&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn&#039;t worth it. You&#039;ll be mundane.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary Weapon, Perception, usually sneaking and gymnastics&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you&#039;ll want high resources.&lt;br /&gt;
&lt;br /&gt;
==The Build: Adept Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: med, high&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Adept powers can bump up your attributes, but you&#039;ll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
You&#039;ll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you&#039;ll want your metatype priority gives you 4 special attribute points.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You don&#039;t need exorbitant resources, but you&#039;ll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Purpose =&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=17391</id>
		<title>ShadowHaven Reloaded:Character Generation Guide</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=17391"/>
		<updated>2019-05-12T01:50:52Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ShadowHaven is a [https://en.wikipedia.org/wiki/Living_campaigns living community]. Creating a character means inserting yourself into a world shared by hundreds of other players. While this provides a vibrant place to dive into the techno-fantasy world of Shadowrun, it also means we have to take special care in curating our rules. Consistency and evenness means that you can be guaranteed that a character will play the same on any table no matter the GM, and it means that our GMs can rest assured that all characters are on even footing and don&#039;t have game-breaking flaws.&lt;br /&gt;
&lt;br /&gt;
To you, a new player, this means that character generation is a bit more involved than you might be used to. In addition, Shadowrun itself is somewhat notorious for having a complex character creation process. So as you dive in, try to be patient with the process. And remember, should you ever get stuck or just want someone to talk to, we have a whole team of volunteer CharGen (character generation) staff who would be happy to help you. [https://discord.gg/UaB3zaF Join our discord server] and just ask. We&#039;re a friendly community.&lt;br /&gt;
&lt;br /&gt;
=Creating a Shadowrunner=&lt;br /&gt;
&lt;br /&gt;
==Step 1: Read the rules==&lt;br /&gt;
&lt;br /&gt;
The [https://www.drivethrurpg.com/product/115985/Shadowrun-Fifth-Edition-Core-Rulebook Shadowrun core rulebook] has most of the rules you need. If you&#039;re going to play Shadowrun, this is where to start learning.&lt;br /&gt;
&lt;br /&gt;
In addition, ShadowHaven has implemented a few custom rules and banned or modified some game elements in order to make community play easier. &lt;br /&gt;
&lt;br /&gt;
* [[Player Rules]]  explains changes to game mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Contact Rules]]  describes the system we use to manage and share NPC contacts.&lt;br /&gt;
&lt;br /&gt;
It&#039;s okay if you don&#039;t read through all of these resources completely. Part of the rationale for having a character review process is to let experienced players help newer players create characters which are legal and play well so everyone enjoys the game a bit more.&lt;br /&gt;
&lt;br /&gt;
==Step 2: Generate your character==&lt;br /&gt;
&lt;br /&gt;
Generating a character in Shadowrun can be complicated, but luckily, the community has two software tools to help. These tools avoid a &#039;&#039;lot&#039;&#039; of simple arithmetic and legality mistakes, so we ask that you use one of the two to create your shadowrunner.&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/chummer5a/chummer5a/releases Chummer] is a free, open-source option. Due to its availability, most of the characters on ShadowHaven are created with it. To download, click the &amp;lt;code&amp;gt;Chummer.Nightly.zip&amp;lt;/code&amp;gt; file (not the source code). In general, you can just pick the most recent version. You do not have to keep it up to date, but sometimes newer versions have bug fixes or new content added.&lt;br /&gt;
&lt;br /&gt;
* [http://www.wolflair.com/index.php?context=hero_lab Herolab] is a paid option for Shadowrun and other games. Note that pricing is based on content, so you can buy as you grow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Getting Started&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The best place to start is to follow the guide in the Shadowrun Core Rulebook entitled &amp;quot;Creating a Shadowrunner&amp;quot; starting on page 62. You can follow along with the software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get to the section &lt;br /&gt;
Purchasing gear on characters can seem daunting with all the options available, if you are unsure about what you do or don&#039;t need to purchase at chargen please refer to [https://www.reddit.com/r/Shadowrun/comments/3be6zl/sr5_notbobs_chargen_gear_guide Basic Gear Guide] (Special thanks to /u/NotB0b). This list doesn&#039;t cover job specific gear and is by no means exhaustive but it should provide new players with a good foundation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contact NPCs are a part of ShadowHaven&#039;s living world. When you add contacts to your character (page 98 of the Core Rulebook for an overview or page 386 for the details), you have three choices:&lt;br /&gt;
&lt;br /&gt;
1. Choose a contact from the [[:Category:Public_Contacts|list of existing public contacts]]. These already have stats and backstories. Just copy the information from the contact&#039;s wiki page into your character generation program.&lt;br /&gt;
&lt;br /&gt;
2. Create your own contact. It&#039;s recommended that you have some experience with Shadowrun before putting too much time in here, but if you&#039;re committed to doing so, you can follow the [Contact Rules]. Remember that you&#039;ll need to create a wiki page for your new contact. This adds the contact to the ShadowHaven world and lets other characters use your creation.&lt;br /&gt;
&lt;br /&gt;
3. Defer it until later. If you&#039;re overwhelmed by the options, you can add placeholders to your character sheet. Instead of adding an existing contact or creating your own, just pick a name, a Connection rating, a Loyalty rating, and an Archetype (on ShadowHaven, we only use [[Contact_Rules#Choose_a_Contact_Type|a few types of contacts]] to make things a bit simpler). Placeholder contacts can&#039;t be used in a game until they are fleshed out.&lt;br /&gt;
&lt;br /&gt;
When choosing contacts, one of them should be a Fixer archetype. A fixer is sort of like an agent for an athlete or actor or a handler for an undercover cop or spy. From an in-game perspective, they&#039;re the ones that connect you with jobs. You still use one of the three options above to choose a fixer, just like any other contact.&lt;br /&gt;
&lt;br /&gt;
==Step 3: Export a PDF==&lt;br /&gt;
&lt;br /&gt;
When you&#039;re happy with your character, you&#039;ll want to create a PDF file so it&#039;s easier to share with our chargen staff and GMs. How you do this depends on your tool:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chummer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu, click &amp;lt;code&amp;gt;Print&amp;lt;/code&amp;gt;. In the upper left-hand corner of the dialog box that pops up, click the &amp;lt;code&amp;gt;Save as PDF&amp;lt;/code&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herolab&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu, click &amp;lt;code&amp;gt;Print Hero&amp;lt;/code&amp;gt;. In the dialog box that pops up, select &amp;lt;code&amp;gt;Standard Character Sheet&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;Entire Portfolio&amp;lt;/code&amp;gt;. Clicking &amp;lt;code&amp;gt;Print Now&amp;lt;/code&amp;gt; will bring up your computer&#039;s print dialog. Print the sheet to PDF using your particular system&#039;s option.&lt;br /&gt;
&lt;br /&gt;
=Updating the Wiki=&lt;br /&gt;
&lt;br /&gt;
==Step 4: Request a wiki account==&lt;br /&gt;
&lt;br /&gt;
Wiki accounts are auto-generated by a bot running on our [https://discord.gg/CNzCmWe Discord server]. Log in and type the following in the #general or #chargen channels:&lt;br /&gt;
&lt;br /&gt;
 ?make_wiki_account your_username&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;code&amp;gt;your_username&amp;lt;/code&amp;gt; is the name of the wiki account that you would like.&lt;br /&gt;
&lt;br /&gt;
If you have any trouble, you can always ask for help from our character generation staff by using the &amp;lt;code&amp;gt;@chargen&amp;lt;/code&amp;gt; group. Like this:&lt;br /&gt;
&lt;br /&gt;
 @chargen I can&#039;t seem to create a wiki account, can you help please?&lt;br /&gt;
&lt;br /&gt;
This will alert the team, and one of the volunteers should be around to help you out soon.&lt;br /&gt;
&lt;br /&gt;
==Step 5: Upload to the cloud==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a web-accessible folder to put both your character file and your PDF file. ShadowHaven relies on third-party cloud storage for this.&lt;br /&gt;
&lt;br /&gt;
While there are many places to put files on the web, we ask that you use one of the two below. Both are free. This helps us cut down on the number of tools that our staff has to learn and makes it easier for us to help people when there&#039;s trouble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://drive.google.com/ Google Drive] (recommended)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Log in:&#039;&#039; Sign up or log in with your Google account. This should take you to the top-level folder of your Google drive.&lt;br /&gt;
* &#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt; button at the top left and selecting &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &#039;&#039;Share your folder:&#039;&#039; Right-click on your folder and select &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt;. This should bring up a dialog box. Click the &amp;lt;code&amp;gt;Get Shareable Link&amp;lt;/code&amp;gt; button in the upper right-hand corner. Copy this URL for later. If you lose it, you can always find it again by right-clicking the folder and selecting &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt; again.&lt;br /&gt;
* &#039;&#039;Upload your files:&#039;&#039; Double-click on your folder to open it. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, right-click anywhere in the empty space in the middle (where it says &amp;lt;code&amp;gt;Drop files here&amp;lt;/code&amp;gt;) and select &amp;lt;code&amp;gt;Upload Files&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.dropbox.com/ Dropbox]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Log in:&#039;&#039; Sign up or log in with your Dropbox account. This should take you to your Home page. Click on the &amp;lt;code&amp;gt;Files&amp;lt;/code&amp;gt; link at the top left to navigate to your top-level folder.&lt;br /&gt;
* &#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New Folder&amp;lt;/code&amp;gt; button at the top right (&#039;&#039;not&#039;&#039; &amp;lt;code&amp;gt;New Shared Folder&amp;lt;/code&amp;gt;). Choose a name and leave &amp;lt;code&amp;gt;Only you&amp;lt;/code&amp;gt; selected for now. Pressing &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt; will automatically open your new folder.&lt;br /&gt;
* &#039;&#039;Share your folder:&#039;&#039; While in your character folder, click the &amp;lt;code&amp;gt;Share Folder&amp;lt;/code&amp;gt; button at the top left. This will pop up a dialog box. Ignore the &amp;lt;code&amp;gt;To:&amp;lt;/code&amp;gt; field and just click the &amp;lt;code&amp;gt;Create link&amp;lt;/code&amp;gt; button at the bottom right. Your folder is now shared. Click the &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt; button (again at the bottom right. Save this URL for later. If you lose it, you can always find it again by clicking the &amp;lt;code&amp;gt;Share folder&amp;lt;/code&amp;gt; button again and pressing &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &#039;&#039;Upload your files:&#039;&#039; Open your folder. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, click the &amp;lt;code&amp;gt;Upload files&amp;lt;/code&amp;gt; button on the right-hand side of the page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which files do I upload?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We need two files: your character file and the PDF you exported in [[#Step_3:_Export_a_PDF|Step 3]]. Your character file either has a &amp;lt;code&amp;gt;.chum&amp;lt;/code&amp;gt; extension (if you created it with Chummer) or a &amp;lt;code&amp;gt;.por&amp;lt;/code&amp;gt; extension (if you used Herolab). If you can&#039;t find it or forgot where you saved it, open your character (in Chummer or Herolab) and click &amp;lt;code&amp;gt;Save As&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu in Chummer or &amp;lt;code&amp;gt;Save Portfolio As&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu in Herolab. This will usually show the current location where your character was saved.&lt;br /&gt;
&lt;br /&gt;
Please upload &#039;&#039;both&#039;&#039; these two files to your cloud folder.&lt;br /&gt;
&lt;br /&gt;
==Step 6: Create a wiki page==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven&#039;s wiki is the primary mechanism for exchanging information on the characters who populate our living world. It gives GMs a sense of who they are running with and players a closer connection to their fellow runners. It represents an important part of what ShadowHaven is.&lt;br /&gt;
&lt;br /&gt;
As a result, all PCs on the Haven must have a wiki page. We ask that you try to follow the [[Template:Player_Character|Player Character Template]] so that it&#039;s easier for members of the community to find what they&#039;re looking for when reading many different characters&#039; pages. It&#039;s alright if you don&#039;t have everything filled out right away. Your wiki page can grow as your character develops.&lt;br /&gt;
&lt;br /&gt;
To create your character&#039;s page, we recommend following this helpful guide written up by our community members: [[PC Page Creation Guide]].&lt;br /&gt;
&lt;br /&gt;
=Pre-Review Checklist=&lt;br /&gt;
&lt;br /&gt;
Before you can actually sign up for a game, you&#039;ll need to get your character reviewed and approved by a member of the chargen staff. Please remember that these folks are human beings and volunteers. They are doing this to help the community, so please be polite and patient. If you want the review process to go more quickly, the best thing to do is ensure that you&#039;ve done your part in getting the character ready. The most common reason for delay in a review is that one or more resources (usually a wiki page, a character file, or a PDF) isn&#039;t available to the person reviewing. This checklist should help you avoid those delays.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eeeeee;&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a character in Chummer or Herolab&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve exported a PDF of my character sheet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have a wiki account&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a wiki page for my character&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least a minimal background on their wiki page&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have uploaded &#039;&#039;both&#039;&#039; my character sheet (&amp;lt;code&amp;gt;.chum&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;.por&amp;lt;/code&amp;gt; file) and a PDF to either Google Drive or Dropbox.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is shared. (To test it yourself, try opening it an incognito-mode browser window.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is linked from my character&#039;s wiki page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My reddit username is on my character&#039;s wiki page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All set? Let&#039;s put your character up for review.&lt;br /&gt;
&lt;br /&gt;
=Running the Shadows=&lt;br /&gt;
&lt;br /&gt;
==Step 7: Character review==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven requires that every character be approved by a member of our chargen staff. This serves two purposes. First, it guarantees GMs and other players that the characters they meet and interact with on a table are all playing by the same rules. Broken or invalid characters means problems for everyone. Second, it gives players a second pair of eyes on their characters. This can be useful for new and old players alike. Nobody likes being surprised by an accidental oversight in their character or a misunderstood mechanic, and character reviews catch most of these before they bite back.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a returning player, you&#039;ll need to decide whether you want a Light or Heavy review. &#039;&#039;If this is your first character submission, you must have a heavy review, even if you are a veteran player elsewhere.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Light: This indicates that you understand both the Shadowrun 5e system and the character you are submitting. All you want is a legality check. These are usually faster.&lt;br /&gt;
&lt;br /&gt;
* Heavy: This indicates that you would like a review for both legality and optimization, going over such things as the concept, dice pools, etc. This is for new players as well as veteran players who either want another players advice or critique. These tend to take a bit longer, but you will receive more hands on time with a chargen minion to help you make the character you really want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Posting a review thread&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To submit a character for review, you&#039;ll need to create a post on the ShadowHaven Character Generation subreddit here: [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen].&lt;br /&gt;
&lt;br /&gt;
Click &amp;lt;code&amp;gt;Submit a New Link&amp;lt;/code&amp;gt; in the upper right-hand side of the page. Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by either &amp;lt;code&amp;gt;[Light]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[Heavy]&amp;lt;/code&amp;gt; depending on the type of review you&#039;re requesting. You may leave the image blank (and if you&#039;ve already uploaded an image to your character wiki, it will be used automatically). Click submit!&lt;br /&gt;
&lt;br /&gt;
After your post goes up, a chargen staff member will volunteer to review it. The status flair on the subreddit will usually be changed from &amp;lt;code&amp;gt;Pending&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Claimed&amp;lt;/code&amp;gt;, indicated that there&#039;s a volunteer working on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handling your review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please be patient.&#039;&#039; We all know the anticipation and excitement that comes while waiting for a character to be approved for play. You want to get out there and run the shadows, and we want you there. But remember that chargen volunteers are real people with their own lives. If you want your character approved faster, the best thing you can do is respond promptly to questions asked on your character review post and correct illegalities on your sheet when asked. Remember that this is a two-way street, too. If you have questions, concerns, or just want to try to improve your character further, it&#039;s okay to ask your reviewer for help.&lt;br /&gt;
&lt;br /&gt;
The chargen volunteer conducting your character review may ask you to make changes to correct illegalities on your sheet. These must be corrected before your character will be approved. If you have concerns about the impact of them on your character, talk to your reviewer. Often times they can help you fix them in a way that suits your goals.&lt;br /&gt;
&lt;br /&gt;
You may also be given recommendation on how to make your character better. You are not required to make these changes, but our chargen staff is here to help you. Generally, they are trying to help make your character play well on a table. Again, if you have questions or feel that a recommendation isn&#039;t quite right for your character, talk to them. There&#039;s usually a variety of ways to make something better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Approval for play&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your character is not approved for play until your reviewer says so.&#039;&#039; This is important. If you submit the character, receive a review, and make changes, you still need to let your chargen staff member approve it. This is to make sure, for instance, that one illegality isn&#039;t traded for another. A second look at a sheet usually takes &#039;&#039;far&#039;&#039; less time than the first, as most of the ground has been covered and the reviewer is already familiar with the character. It isn&#039;t unusual to go back and forth several times to refine a character.&lt;br /&gt;
&lt;br /&gt;
After you and your reviewer are both satisfied with your character, they will approve your character for play. They will help you roll for starting nuyen either through the reddit bot or the discord bot. (It must be rolled using one of these two publicly-visible methods.)&lt;br /&gt;
&lt;br /&gt;
==Step 8: Track your progess==&lt;br /&gt;
&lt;br /&gt;
Congratulations! Your character is ready to go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move to career mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chummer and herolab support two different modes for characters. The first is character generation mode, which you&#039;ve already used. The second is career mode, which lets you track your character&#039;s growth as they run the shadows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may want to save a copy of the character sheet that was approved for play. Sometimes this comes in handy later, especially if you decide that you want to resubmit the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chummer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To enable career mode, open your character sheet and click on the &amp;lt;code&amp;gt;Character Info&amp;lt;/code&amp;gt; tab. In the upper right-hand corner, check the box labeled &amp;lt;code&amp;gt;Mark character as Created&amp;lt;/code&amp;gt;. Save your character. You should see a dialog box pop up asking you to enter the results of your starting nuyen roll. Enter the sum of the dice that you and your chargen minion rolled in Step 7. If you are confused or did not roll your starting nuyen, talk to your chargen minion or any of the chargen staff. They&#039;ll help you out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Herolab&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To enable career mode, open your character sheet and click on the &amp;lt;code&amp;gt;Advances&amp;lt;/code&amp;gt; tab. Enter the sum of the dice that you and your chargen minion rolled in Step 7. After this, click the lock icon next to &amp;lt;code&amp;gt;Lock Character Creation Details To Select Advances&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upload your new sheets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s useful to keep your sheet available and up to date. As you make changes in career mode, adding rewards from runs or purchases your character makes, repeat [[#Step_5|Step 5]] to re-upload the PDF and &amp;lt;code&amp;gt;.por&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; files (skipping the step about creating a new folder&amp;amp;mdash;you can reuse your current one).&lt;br /&gt;
&lt;br /&gt;
==Step 9: Apply to a game==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Roll20 account&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many GMs use the virtual tabletop site Roll 20 to run their games. Ultimately, whether a game uses it or not is up to the GM, but if you apply to a game that uses it, you should either have an account before the game starts or let the GM know that you are unable to use it. Some GMs may choose to make special arrangements so that you can play, but they are by no means required to do so.&lt;br /&gt;
&lt;br /&gt;
To make an account, visit [https://app.roll20.net/sessions/new This Page] and click on &amp;lt;code&amp;gt;Create an Account&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying to Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the in-character world, shadowrunners are hired hands who make their living by completing quasi-legal jobs. ShadowHaven is an loosely-knit organization of like-minded runners who have banded together to take on jobs they might not otherwise get. These jobs are collected and tracked on the ShadowHaven host. In the out-of-character world, this job board is represented by the ShadowHave subreddit:&lt;br /&gt;
&lt;br /&gt;
* [https://www.reddit.com/r/ShadowHaven/ The ShadowHaven Job Board]&lt;br /&gt;
&lt;br /&gt;
When a runner sees a job they want, they offer their name up. The person or organization offering the job selects a team of runners they feel suit the job&#039;s requirements and invite them for a meet. Out of character, this all plays out on the ShadowHaven subreddit. When you see an open job (flaired with a green &amp;lt;code&amp;gt;Job - Open&amp;lt;/code&amp;gt; tag) that you like and fits your schedule, you sign your character up by responding to the thread. Normally, a GM may ask for information about your character or your character&#039;s response when they post the job. When you sign-up for a run, please read the job carefully and make sure to respond to the GM&#039;s requests.&lt;br /&gt;
&lt;br /&gt;
At some point before the run starts (some GMs prefer lots of lead-time, others less), the GM will select a team from the runners that signed up and respond to them on the job post, letting them know they have been chosen for the run. Sometimes you get picked, sometimes you don&#039;t. This is normal. Not everyone can go on a run, and ultimately it&#039;s the GM&#039;s call on who should go. There&#039;s plenty of work in the shadows, chummer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-flight Checks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re part of the team chosen for a run, great! Before you step into the shadows, there&#039;s a couple of things you can do as a courtesy to the GM and your fellow players:&lt;br /&gt;
&lt;br /&gt;
* Make sure you&#039;re in Discord on time. This is common table etiquette. If you are just waking up, make sure you have an alarm. Don&#039;t be &#039;&#039;that guy&#039;&#039;. Nobody likes that guy.&lt;br /&gt;
&lt;br /&gt;
* If an emergency comes up that will make you late or miss the game, do try to let either the GM or another player know. The best way is with a ping in discord in the &amp;lt;code&amp;gt;#game-chat&amp;lt;/code&amp;gt; channel. There are always times where real life takes you by surprise. If a player on your table doesn&#039;t show for a run, be understanding&amp;amp;mdash;the next time it might be you. We&#039;re all in this together.&lt;br /&gt;
&lt;br /&gt;
* Make sure you have whatever notepads or resources you want ready before the game starts. If you want to contribute to an After-Action Report (a recap of the job to share the story with other players), take notes!&lt;br /&gt;
&lt;br /&gt;
* Finally, when you get in to the discord channel, it can&#039;t hurt to make sure your microphone is ready and working. Say hi and check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying in and outside games&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve submitted your character for review, even before it is approved, you may participate in any of the in-character chat rooms on discord. Roleplaying is also usually encouraged during runs.&lt;br /&gt;
&lt;br /&gt;
ShadowHaven is built around trust and a common goal of having fun with the game. Please read up our [[Community Expectations]] and [[RP_Rules|Roleplaying Rules]] and follow them to the best of your ability to ensure an enjoyable experience for you and your fellow runners. If something goes horribly wrong, let someone know. You can talk to any one of the Moderation staff on Discord or submit a [https://docs.google.com/forms/d/e/1FAIpQLSfCFyJ3BEUTOSKXQHYinH3hSQbbkiUfYR0vLfRMs8wom5xZoA/viewform Community Integrity Feedback form].&lt;br /&gt;
&lt;br /&gt;
You&#039;re part of this community now. Let&#039;s have some fun.&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=17370</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=17370"/>
		<updated>2019-05-11T01:38:49Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Playtest Qualities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Creating a Character =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Priority and Sum-To-Ten are the permitted character generation types.&lt;br /&gt;
&lt;br /&gt;
Some players &#039;&#039;may&#039;&#039; earn a character slot that can use Prime Character Generation rules as reward for future charity events. Prime Character Generation is compatible with Sum-to-Ten.&lt;br /&gt;
&lt;br /&gt;
Exotic characters like Metasapients and Infected are allowed but experience playing other things first is heavily recommended.&lt;br /&gt;
&lt;br /&gt;
Certain qualities like Amnesia are allowed but have a lower priority to get approved due to the extra burden on the chargen staff.&lt;br /&gt;
&lt;br /&gt;
Players are allotted 3 character slots. They may buy a 4th for 20 [[GMP]], a 5th for 40 [[GMP]], a 6th for 80 [[GMP]] and so on. When doing this, post a comment to your r/Shadowhavenchargen post with a tag /u/jre2 and /u/Nitsuj83 with how much GMP you spent. Extralife prime slots are exempt from this limit.&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(ex.)&#039;&#039;&#039; &lt;br /&gt;
* 1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
* 2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
* 3rd 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;
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. 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.&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;
== 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;
&lt;br /&gt;
Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
== Initiations ==&lt;br /&gt;
&lt;br /&gt;
Initiations are not permitted at chargen. 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. Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) a run focused around them. Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. 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;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
All PCs must have a fixer.&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
ShadowHaven has minimum ages for PCs. My will follow in the in-canon age of consent set by Evo which accounts for how each metatype develops. The minimum age for PCs will be 10 for orks, 14 for trolls, 16 for humans and dwarves, and 18 for elves. Metavariants will have the minimum age of their base metatype.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
There is a 2 day waiting period between approvals of a player character.&lt;br /&gt;
&lt;br /&gt;
==Social Skills==&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;
==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;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
In relation to the above, 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 the enriching the Shadowhaven living campaign. &lt;br /&gt;
&lt;br /&gt;
Shifters by dint of what they are not 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.&lt;br /&gt;
&lt;br /&gt;
= Maintaining a Character =&lt;br /&gt;
&lt;br /&gt;
== Skill Training ==&lt;br /&gt;
&lt;br /&gt;
===Atts, Skills, Martial Arts and Specializations===&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.&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;
&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;
&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;
&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;
&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 multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Fame&lt;br /&gt;
! None&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;
===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 or NPC rolling negotiation against availability to acquire an item. (Note, one can not roll negotiation to get gear for another PC.) 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 swag 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;
&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. This does not require a roll, and does not take any time, but costs the normal amount of karma. 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. 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;
&lt;br /&gt;
&lt;br /&gt;
&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. For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medical Needs and Downtime===&lt;br /&gt;
&lt;br /&gt;
All health is restored at the end of a run. 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;
== 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 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. The character&#039;s GMP cap also resets back to 10 (1 run). Any GMP invested into the character is 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;
= 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.&lt;br /&gt;
&lt;br /&gt;
* Assassin’s Primer&lt;br /&gt;
&lt;br /&gt;
* Battle of Manhattan&lt;br /&gt;
&lt;br /&gt;
* Bloody Business&lt;br /&gt;
&lt;br /&gt;
* Book of the Lost&lt;br /&gt;
&lt;br /&gt;
* Better Than Bad&lt;br /&gt;
&lt;br /&gt;
* Bullets and Bandages†&lt;br /&gt;
&lt;br /&gt;
* Chrome Flesh&lt;br /&gt;
&lt;br /&gt;
* Cutting Aces&lt;br /&gt;
&lt;br /&gt;
* Data Trails&lt;br /&gt;
&lt;br /&gt;
* Dark Terrors&lt;br /&gt;
&lt;br /&gt;
* Forbidden Arcana&lt;br /&gt;
&lt;br /&gt;
* Gun Heaven 3&lt;br /&gt;
&lt;br /&gt;
* Hard Targets&lt;br /&gt;
&lt;br /&gt;
* Howling Shadows&lt;br /&gt;
&lt;br /&gt;
* Kill Code&lt;br /&gt;
&lt;br /&gt;
* Lockdown&lt;br /&gt;
&lt;br /&gt;
* No Future&lt;br /&gt;
&lt;br /&gt;
* Rigger 5.0&lt;br /&gt;
&lt;br /&gt;
* Run and Gun&lt;br /&gt;
&lt;br /&gt;
* Run Faster&lt;br /&gt;
&lt;br /&gt;
* Sail Away, Sweet Sister&lt;br /&gt;
&lt;br /&gt;
* Shadow Spells&lt;br /&gt;
&lt;br /&gt;
* Shadowrun 5th edition&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: Butte&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: San Francisco&lt;br /&gt;
&lt;br /&gt;
* Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
&lt;br /&gt;
* Splintered State&lt;br /&gt;
&lt;br /&gt;
* Stolen Souls&lt;br /&gt;
&lt;br /&gt;
* Street Grimoire&lt;br /&gt;
&lt;br /&gt;
* Street Lethal&lt;br /&gt;
&lt;br /&gt;
* The Complete Trog&lt;br /&gt;
&lt;br /&gt;
* The Seattle Gambit&lt;br /&gt;
&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;
= ShadowHaven Houserules and Custom Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
The default is for players to choose their contacts from the already made public contacts. We additionally allow, as an option for the die hards, 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;
Note: If you create your own contact you can temporarily not stat it out right away at the penalty of not being able to use it. If the GM asks/lets you use it anyway, the assumed dice pool for their primary skill is &amp;lt;code&amp;gt;Skill = Connection * 2 + 2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
We allow Ghouls, Vampires, Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you. &lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
AI are not permitted for PC use.&lt;br /&gt;
&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;
* Amnesia: Neural Deletion&lt;br /&gt;
&lt;br /&gt;
* Apt Pupil (Page 32, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Better to be Feared than Loved&lt;br /&gt;
&lt;br /&gt;
* Consummate Professional (Page 17, Assassin&#039;s Primer)&lt;br /&gt;
&lt;br /&gt;
* Dead Emotion&lt;br /&gt;
&lt;br /&gt;
* Dracoform (Any)&lt;br /&gt;
&lt;br /&gt;
* Elemental Focus (Page 191, Hard Target)&lt;br /&gt;
&lt;br /&gt;
* The Every Man For Himself quality (Page 181, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* Friends in High Places&lt;br /&gt;
&lt;br /&gt;
* Human Lifespan (Page 188, The Complete Trog): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
&lt;br /&gt;
* Hung Out to Dry&lt;br /&gt;
&lt;br /&gt;
* Illusionist (Page 37, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* In Debt&lt;br /&gt;
&lt;br /&gt;
* Immunization&lt;br /&gt;
&lt;br /&gt;
* Latent Dracomorphosis&lt;br /&gt;
&lt;br /&gt;
* The No Man Left Behind quality (Page 181, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* One of Them&lt;br /&gt;
&lt;br /&gt;
* Pregnant&lt;br /&gt;
&lt;br /&gt;
* Puppet Master (Page 39, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Revels in Murder&lt;br /&gt;
&lt;br /&gt;
* So Jacked Up&lt;br /&gt;
&lt;br /&gt;
* Stay Out Of My Way (Page 129, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* Stalwart Ally (Forbidden Arcane, Page 42)&lt;br /&gt;
&lt;br /&gt;
* SURGE I and SURGE II&lt;br /&gt;
&lt;br /&gt;
* This Is Your Last Chance (Page 129, Street Lethal) &lt;br /&gt;
&lt;br /&gt;
* Tough and Targeted&lt;br /&gt;
&lt;br /&gt;
==  Playtest Qualities ==&lt;br /&gt;
This quality is approved, but with the understanding it may be removed after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed.  We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied. &lt;br /&gt;
&lt;br /&gt;
* Death Dealer&lt;br /&gt;
&lt;br /&gt;
* Pacifist Adept&lt;br /&gt;
&lt;br /&gt;
* Shock Mage&lt;br /&gt;
&lt;br /&gt;
* Taboo Transformer&lt;br /&gt;
&lt;br /&gt;
== Altered Qualities ==&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;Amnesia: Surface Loss&#039;&#039;&#039;&lt;br /&gt;
** You are allowed to take this however you should be aware that since chargen has to create your knowledge skills for you as well as creating a backstory, that these character submissions can take longer than normal. While the chargen department should do everything within their power to make the backstory and knowledge skills reflect the rest of the character that has been created that it is ultimately up to the chargen department to pick these so you may not necessarily like what you end up with. The quality works as written in every other way, if a knowledge skill you have on the list is brought up in a run you can spend 2 karma to learn an additional rank and unlock the knowledge skill for later use as well. Backstory can only be discovered as part of a public or private run and the GM has more or less free reign to edit in your backstory as they see fit.&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.&lt;br /&gt;
** As stated in the RAW, this does not apply to Awakened animals. &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. It has no other effect.&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;Archivist&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
** This will only work with the following knowledge skills: Magical Theory, Magical Threats, Magic Traditions, Magical Groups, Magical background, (Appraising of) Magical Goods, Manasphere Studies, Astral Topography, Talismongering, Thaumaturgy and Arcano-Archaeology. More may be added to this list by requesting approval from the Council. &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 a to 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;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;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;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 33, 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;
* The &#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; quality (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;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;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;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;
* The &#039;&#039;&#039;Location Attunement&#039;&#039;&#039; quality (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;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;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.&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;Shock Mage&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
** “Electricity based skill” shall be at least 1 Electricity Based Spell including [Electricity] Grenade, Ball Lighting, Lighting Bolt, Interference and Pulse.  &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;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 [http://www.shadowhaven.info/wiki/Player_Rules#Critter_Tricks house rules] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
&lt;br /&gt;
* Technical School Education (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;
* The &#039;&#039;&#039;Thousand Yard Stare&#039;&#039;&#039; quality (Page 181, Street Lethal) shall be permitted as-is. Combat personnel indicates people who regularly see or risk seeing combat - front-line soldier, HTR troops, shadowrunners, and etc.&lt;br /&gt;
&lt;br /&gt;
&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 defence 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;
== Altered Spells ==&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;
== 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 unavailable to Player Characters: &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;
* Plague Cloud &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;
&lt;br /&gt;
== Banned/Altered Infected Powers ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook)&lt;br /&gt;
** Paralyzing howl is banned for PC infected characters (Banshees specifically). Beast spirits summoned/bound by PCs may still use the power, as can GMs.&lt;br /&gt;
&lt;br /&gt;
== Play Test Spirits ==&lt;br /&gt;
&lt;br /&gt;
These spirits may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Spirits&#039;&#039;&#039; (Page 180, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
== Altered Mechanics ==&lt;br /&gt;
&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;
&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;
** 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;
* &#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
** The negative effect to Magician abilities from a Mentor’s Mask will make it possible to detect sustained spells with numinous perception, due to their mentor’s mask manifesting.&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;
* &#039;&#039;&#039;Blood Crystals&#039;&#039;&#039; (Page. 132, Forbidden Arcana)&lt;br /&gt;
** Restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&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;
== Banned Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
* &#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
&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;
&lt;br /&gt;
== Banned Mentor Spirits ==&lt;br /&gt;
&lt;br /&gt;
Planar Entity &lt;br /&gt;
&lt;br /&gt;
Doom&lt;br /&gt;
&lt;br /&gt;
Pollution &lt;br /&gt;
&lt;br /&gt;
Disease&lt;br /&gt;
&lt;br /&gt;
== Altered Traditions ==&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;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;
== Playtest Traditions ==&lt;br /&gt;
&lt;br /&gt;
These traditions may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&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;
** Flight Skill equal to Force only.&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;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;
** Must be clarified on the character&#039;s wiki for approval&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;
== 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;
== Banned Metamagics == &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 44, 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;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
== Playtest Metamagics==&lt;br /&gt;
&lt;br /&gt;
These metamagics may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in thr Topics for Discussion so it may be studied.&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;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
** Must have line of sight to allies to work.&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 Rituals==&lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;&#039;Calling&#039;&#039;&#039; (Street Grimoire, Page 126)&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, 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;
&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;
** Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so.&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;
== Military/Future Weapons ==&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons were banned in their entirety, with no GM or player use permitted.&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;
== Banned Items == &lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
* Gammaware&lt;br /&gt;
&lt;br /&gt;
* Omegaware&lt;br /&gt;
&lt;br /&gt;
* Noizquito&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;
&lt;br /&gt;
* Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
&lt;br /&gt;
* Painade (Page 135, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Shaman Tuxedo (Page 143, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Renfield (Page 128, Hard Targets)&lt;br /&gt;
&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;
&lt;br /&gt;
* Smuggling compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
&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;
&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;
==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;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;
&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;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;
&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;
* The Horizon-Flynn Defense-com Commlink Weapons (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;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, but with no wireless bonus, because that thing is a mess. The pack itself will always shout &amp;quot;KRIME! KRIME! KRIME!&amp;quot; when in use. Optionally, it may shout &amp;quot;KRIME! 2499! KRIME! 2498!&amp;quot; and so forth, indicating current ammo remaining.&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;
* 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;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;
* &#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;
* &#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;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;
&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;
* &#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;
* &#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;
* 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;
==Altered and Clarified Mechanics==&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. For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools for the above. 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;
=== 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;
&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;
The Movement Power shall add Force to or subtract Force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score shall be 0, but even with a score of 0 for determining movement rate, a character or vehicle shall be able to move at a walking rate of 1 meter and a running rate of 2 meters. 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;
===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. In order to take metamagics outside of this, they must take another Way. 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. 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;
===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;
==Custom Items and Mechanics==&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 councilor with your concerns.&lt;br /&gt;
&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;
===Observe in Detail===&lt;br /&gt;
&lt;br /&gt;
The Observant quality (Page 129, 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;
===Sustained Spells===&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 armor increase reaction 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;
=== Rigger Houserules ===&lt;br /&gt;
&lt;br /&gt;
One may utilize any of their choice of Intuition or Reaction for tests relating to vehicles and drones that call for either, and their choice of Logic or Agility for tests relating to vehicles and drones that call for either, when one is in VR.&lt;br /&gt;
&lt;br /&gt;
=== Repairing Vehicle Damage and Vehicle Destruction ===&lt;br /&gt;
&lt;br /&gt;
It will cost 5% of the vehicle&#039;s total cost to heal all boxes instead of the repair cost listed in the book. 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;
=== 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. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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;
=== 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;
=== 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;
&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;
&lt;br /&gt;
==Burning out as a Mage==&lt;br /&gt;
&lt;br /&gt;
Effective immediately, 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;
==Deltaware Acquisition==&lt;br /&gt;
&lt;br /&gt;
For mundane PCs, there are no restrictions on getting deltaware. The awakened require thematics approval to get deltaware.&lt;br /&gt;
&lt;br /&gt;
==Multi-Casting==&lt;br /&gt;
&lt;br /&gt;
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;
==Optional Rules In Effect==&lt;br /&gt;
&lt;br /&gt;
* Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[Player_Rules#Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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.&lt;br /&gt;
&lt;br /&gt;
You cannot purchase Mil-Spec armor without a private run and the GM running that game getting thematics department approval. &lt;br /&gt;
&lt;br /&gt;
You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). You also may not acquire deltaware of any availability. The exception to this is:&lt;br /&gt;
&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;
&lt;br /&gt;
* You may acquire deltaware via the [[#Deltaware_Acquisition| linked house rule.]]&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.&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;
== Banned Lifestyle Options ==&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
== Misc. Lifestyle Rules ==&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;
&lt;br /&gt;
When you pay rent or at character generation, roll on this table 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;
{| 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>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17309</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17309"/>
		<updated>2019-05-06T04:12:56Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Social Infiltrator, Skinlink Hacker&lt;br /&gt;
|header2=&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 14, 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
Extralife 2018 Primegen slot.&lt;br /&gt;
&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17308</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17308"/>
		<updated>2019-05-06T03:33:55Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Social Infiltrator, Skinlink Hacker&lt;br /&gt;
|header2=&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 14, 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
Extralife Primegen slot.&lt;br /&gt;
&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17307</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17307"/>
		<updated>2019-05-06T03:33:41Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Social Infiltrator, Skinlink Hacker&lt;br /&gt;
|header2=&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 14, 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
ExtraLife Primegen slot.&lt;br /&gt;
&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17306</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17306"/>
		<updated>2019-05-06T03:32:49Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Inactive Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
[[Scion]] (pending)&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide: [[Character Generation Guide v2]]&lt;br /&gt;
* Generate outline for SYWTBA_ pages&lt;br /&gt;
* Sketch out skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
* Link to a Chummer5 or Herolab guide in the chargen guide (maybe the pinned youtube vids in #chargen?)&lt;br /&gt;
* Clean up Contact Guide page. This will get dramatically more important if the new contact rules go into effect.&lt;br /&gt;
&lt;br /&gt;
=-----Sandbox-----=&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Street Samurai?==&lt;br /&gt;
&lt;br /&gt;
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Role:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Eliminate hostile combatants quickly.&lt;br /&gt;
* Survive.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essentials:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Excellent weapon dice&lt;br /&gt;
* Good defense and soak pools&lt;br /&gt;
* High initiative&lt;br /&gt;
&lt;br /&gt;
==The Build: Cyber Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: low&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med, high&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn&#039;t worth it. You&#039;ll be mundane.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary Weapon, Perception, usually sneaking and gymnastics&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you&#039;ll want high resources.&lt;br /&gt;
&lt;br /&gt;
==The Build: Adept Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: med, high&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Adept powers can bump up your attributes, but you&#039;ll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
You&#039;ll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you&#039;ll want your metatype priority gives you 4 special attribute points.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You don&#039;t need exorbitant resources, but you&#039;ll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Purpose =&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17277</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17277"/>
		<updated>2019-05-04T02:34:50Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Social Infiltrator, Skinlink Hacker&lt;br /&gt;
|header2=&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 14, 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17276</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17276"/>
		<updated>2019-05-04T02:34:39Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Social Infiltrator, Skinlink Hacker&lt;br /&gt;
|header2=&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 14, 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
* Goal 1&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17275</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17275"/>
		<updated>2019-05-04T02:31:38Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Skinfiltrator&lt;br /&gt;
|header2= (Face, Hacker, Infiltrator)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = ?&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
* Goal 1&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The trueborn children of the European nobility live a life of ease, learning to exert the subtle power of their birthright in the lap of luxury. Anna Cherisi Cosima de&#039; Medici, firstborn daughter of an ancient house, never saw a moment of it. Her mother was a servant to Lorenzo Ottaviano de&#039; Medici, third in line heir to the house Patriarch, and her birth was the result of an ugly affair and a hushed pregnancy. Anna Cherisi never took a breath of the rarified air of her family&#039;s legacy; never walked the halls of the Uffizi; never basked in the adulation of the Fiorentini. She was shunned, hidden, and cast out of the dynasty before her eyes ever saw daylight. Were it not for antiquated Papal bulls and the punctilio of the nobility, the infant would never even have been born.&lt;br /&gt;
&lt;br /&gt;
Anna spent her youth hidden in the shadows of opulence, always out of sight, but never out of reach of the guiding hand of European high society, lest the shame of her existence be revealed. Third-rate tutors were begrudgingly supplied, if mostly to keep her isolated from the public sphere. And so it was that an isolated and neglected girl grew into an isolated and neglected young woman.&lt;br /&gt;
&lt;br /&gt;
At the tender age of 15, the ignominious scion escaped from her gilded cage and into the underworld of Florence. Perhaps her suffering had earned her a sidelong glance of pity from the Fates, because in a twist of karmic balance, the young runaway Emerged shortly after her escape. Suddenly, the young Medici finally had an edge in the world. Encryption melted at her fingers, and the electronic world was an open book. Combined with years of quietly observing the subtle art of manipulation on display on the Grand Tour and an unnatural beauty passed down her patrilineal line, she was a natural grifter, fleecing the Italian corporate middle class to make her way in the world.&lt;br /&gt;
&lt;br /&gt;
But youthful indiscretions and petty crime soon gave way to cynicism and idle despair. Anna faced the ugliness of the world around her at every step, but it was those in power that truly confused her. The corporate elite, the noble houses... these individuals had finally achieved supremacy and held unfathomable power in their hands. But they did nothing. They amassed mountains of nuyen in invisible electronic accounts, but what had they done for humanity? Where were the monuments? The masterpieces? Where were the great works that left the common man awestruck? All this power, this wealth, wasted on a class of visionless boors.&lt;br /&gt;
&lt;br /&gt;
And so Anna Cherisi left for the New World with a vision of rebirth. She had the skill to reinvent herself and seize whatever resources she needed. But more importantly, she had the clarity of purpose to know what to do with it. The fifth world was gone, but the sixth had not yet learned from its lessons. It needed change. It needed transformation. It needed a Renaissance.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Scion&amp;diff=17135</id>
		<title>Scion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Scion&amp;diff=17135"/>
		<updated>2019-04-24T04:36:54Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: Created page with &amp;quot;{{Infobox |title = Scion |image= 350px |header1= Skinfiltrator |header2= (Face, Hacker, Infiltrator) |header3=  |header4=  |label5 = Player |data5 = [https:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Scion&lt;br /&gt;
|image= [[File:Scion.jpg|350px]]&lt;br /&gt;
|header1= Skinfiltrator&lt;br /&gt;
|header2= (Face, Hacker, Infiltrator)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Elf]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = ?&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1uqmIPaL5lMIQHNXZ6aDi5Bw6VXDSMtw4 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
* Goal 1&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
(none)&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* (unnamed Ares contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Aztechnology contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Evo contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Horizon contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed MCT contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Renraku contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Saeder-Krupp contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Shiawase contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
* (unnamed Wuxing contact) - Connection 3, Loyalty 3 - Shadow Services&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Cristina Bianchi, fake attorney at law.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Fischer&amp;diff=17132</id>
		<title>Fischer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Fischer&amp;diff=17132"/>
		<updated>2019-04-24T04:00:29Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Fischer&lt;br /&gt;
|image= [[File:Fischer.jpg|350px]]&lt;br /&gt;
|header1= Technorigger&lt;br /&gt;
|header2= (Mastermind, Dronomancer, Cyberspy)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Human]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 1&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 10, 2030&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1ijztb26gghtvKVI4-dc6_kqIQwZxV974 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Fischer is the man behind the curtain. His weapons are the people, machines, and sprites he influences and directs. Like any good player, he knows the value of his pieces---a careless sacrifice only leads to weakness. Fischer prefers to empower, inform, and position his allies and subordinates, leveraging their strengths to secure victory. Whether they believe it is their goals they are achieving or his is immaterial to Fischer. In the end, he always comes out ahead.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
The Great Game defines his life. Fischer lives to play and measures his existence by triumphs and defeats.&lt;br /&gt;
&lt;br /&gt;
* Challenger: The Great Game is not kind to those who are stagnant. Conflict and struggle are the crucible in which greatness is forged, and Fischer actively seeks out stronger opponents. He is not an idiot and will avoid battles he expects to lose, and he knows there are many paths to victory, most of which require patience, preparation, and resolve. &amp;quot;Fighting fair&amp;quot; is just a myth perpetuated by combatants who have over-committed to a strength and seek to protect their vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
* Explorer: Secrets are meant to be uncovered, but only by the worthy. Fischer believes that the hidden world is a series of trials meant to separate the exceptional from the rank and file.&lt;br /&gt;
&lt;br /&gt;
* Aeronaut: Fischer has always had an eye on the clouds. At a personal level, he sees the streets as a metaphor for the common man, and he believes he can be more, both figuratively and literally. Whether piloting a drone in VR or physically being held aloft, he sees the sky as his providence.&lt;br /&gt;
&lt;br /&gt;
===Journal===&lt;br /&gt;
&lt;br /&gt;
Staring into the abyss, Socrates declared that &amp;quot;the unexamined life was not worth living,&amp;quot; and sealed his principles with hemlock. Magnus believes something similar, in that failure is both expected and an opportunity to develop into something more. To that end, he keeps a private diary of his work, written entirely by hand in ink on paper. The exercise is cathartic for him, washing away the frustrations of defeat with the knowledge that it will make him stronger. While he does not share the contents, players are free to read the collected entries on the Haven wiki:&lt;br /&gt;
&lt;br /&gt;
* [[The Journal of Magnus Lasker]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Magnus Lasker was born December 10, 2030 in the fledgling state of Pomorya, a human to young elven parents. With the onset of the first Eurowar, his family fled the continent and followed the tide of elven immigrants settling in Portland. Young Magnus grew up a fairly sheltered life of private education, but in a stratified elven society, he was always one step removed from the world. It was in this isolating environment that he met Evelyn Lombardy, in whom he found a kindred spirit. Another human, Evelyn and Magnus bonded over their shared pseudo-pariah status and became fast friends.&lt;br /&gt;
&lt;br /&gt;
By twenty-two, the pair had become inseparable, and they had begun to see their second-class status as both a challenge and an opportunity to move more quietly beneath mainstream Cara&#039;sir society. When Portland closed its trading doors to the greater world in 2052, Magnus and Evelyn decided to follow the free port to Seattle. They moved into a small apartment downtown and began working to manipulate the burgeoning trade deals in the area. It was during these formative years that both Evelyn and Magnus shaped their philosophy of the Great Game. The inception of the idea began, naturally, over a game of chess---their shared passion. It was the striking similarity of their economic and political machinations to the feints and gambits on their board that set them talking. As years passed, it became a strategy, then a guiding philosophy, and finally a defining code.&lt;br /&gt;
&lt;br /&gt;
Years went by, and Magnus worked alongside his compatriot with great success, quietly accumulating modest wealth and power. On the night of March 22nd, 2064, he met Evelyn for their habitual Saturday evening game of chess. Magnus was engrossed, his mind completely focused on his moves. His lifelong friend was not. Just as Lasker seized victory on the board, he felt the prick of a needle in his neck, and his world went black.&lt;br /&gt;
&lt;br /&gt;
Magnus awoke in a private hospital room in Seattle ten years later with an letter on his chest. It explained of his friend&#039;s betrayal, of the coma she had induced, and of the fate of his now-defunct SIN. This was his final lesson: that there are no true allies in the Great Game, merely other players with aligned goals. She explained that she had discovered this truth years before and tried time and again to nudge him towards the same realization, but he had never come around. So she had resigned herself to the only option left. Experience is a harsh teacher, but it cannot be ignored. Defeat was the only way to teach it.&lt;br /&gt;
&lt;br /&gt;
What Evelyn did not plan was the side-effects of existing in a chemically induced, VR-mediated coma during the second Matrix crash. With the Matrix infrastructure torn away from him, Magnus began a nine-year drift through ambient signals of the electronic world around him. When he was finally released from his virtual prison, he found himself inextricably linked to the electronic world around him. Computer systems now bent to his thoughts, and he could feel the ebb and flow of data from billions of connected devices.&lt;br /&gt;
&lt;br /&gt;
And so Magnus returns to his seat at the table of the Great Game. After a painful physical rehabilitation to undo the effects of the chemical damage and subsequent atrophy, Magnus has thrown himself back into the shadows. He harbors no resentment to his friend. On the contrary, she gave him the most valuable lesson she possessed and, unexpectedly, the most valuable tool he now has. Backed by a formidable arsenal of machine and Matrix, he is ready to play once again.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
Fischer is a man at the nadir of his power and the apex of his life. Enfeebled from awakening from a ten-year-long coma, stripped of all his possessions, and thrown to the urban wilds of Seattle, he could not be happier. He has been enlightened to his true purpose, and opportunity flourishes around him.&lt;br /&gt;
&lt;br /&gt;
Outwardly, Fischer is a gaunt man with a calm, piercing gaze. He sometimes struggles with the simple physical tasks required of daily life, and his hands often betray a slight tremor. He dresses well, and when he speaks, it is with composure and a hidden strength. His personality tends to be that of an arbitrator in public, and he attempts to achieve his ends by convincing others that their interests are aligned. He rarely engages in overt threats or coercion, but when he does, it is typically preceded by extensive preparation.&lt;br /&gt;
&lt;br /&gt;
Before his fall, Fischer was a ranked grandmaster in chess, and he continues to play avidly. Fischer sees chess as a reflection of the universe in microcosm, and his love of the analogy tends to spill into his activities. Threading complex forms feels much the same as solving a tricky board position, and compiling sprites may as well be blitz games---execute a cunning strategy and the sprite will reward the insight with tasks, but lose the game, and the sprite will fizzle back into the resonance. Fischer has practiced to the point where he can execute it in his head, but he still prefers the feel of real pieces in his fingers.&lt;br /&gt;
&lt;br /&gt;
His daily routine includes continuing physical rehabilitation, time swimming through the matrix to stay abreast of events, and of course, dedicated time to his favorite vice.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
* [[No Rose Without a Thorn]] 3/11/18&lt;br /&gt;
&lt;br /&gt;
* [[Liberty! Freedom! Tyranny Is Dead!]] 3/15/18&lt;br /&gt;
&lt;br /&gt;
* [[Storks in Snohomish]] 3/18/18&lt;br /&gt;
&lt;br /&gt;
* [[On Silent Wings]] 3/22/18&lt;br /&gt;
&lt;br /&gt;
*[[NRG]] 3/31/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots_-_Stand_Up]] 4/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 2)]] 4/28/18&lt;br /&gt;
&lt;br /&gt;
*[[Two in the Brainpan]] 4/29/18&lt;br /&gt;
&lt;br /&gt;
*[[(Paladin&#039;s Favor)]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Mayday]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Our Sound Waves Run Your City Like Parkour]] 5/9/18&lt;br /&gt;
&lt;br /&gt;
*[[These Narcissists Forget to do their Exercise]] 5/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Failure Games]] 5/19/18&lt;br /&gt;
&lt;br /&gt;
*[[Thomas the Dank Engine]] 5/22/18&lt;br /&gt;
&lt;br /&gt;
*[[This is Seattle]] 6/20/18&lt;br /&gt;
&lt;br /&gt;
*[[Portugal,_The_Man|Portugal, The Man - Feel It Still]] 6/29/18&lt;br /&gt;
&lt;br /&gt;
*[[Verses The Mooney Suzuki – Shake That Bush Again]] 7/1/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 4)]] 7/7/18&lt;br /&gt;
&lt;br /&gt;
*[[Trip D and Clean]] 7/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do]] 7/14/18&lt;br /&gt;
&lt;br /&gt;
*[[Burning Brides - Heart Full of Black]] 7/18/18&lt;br /&gt;
&lt;br /&gt;
*[[Katy Perry – Swish Swish (Part 1)]] 7/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do (Part 2)]] 7/22/18&lt;br /&gt;
&lt;br /&gt;
*[[Shadowrun, but on an Airship]] 8/16/18&lt;br /&gt;
&lt;br /&gt;
*[[Big Muddy Run]] 8/19/18&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* [[Paul Emmers]] - Connection 4, Loyalty 2 - Swag (Vehicles/Drones)&lt;br /&gt;
* [[Anatoly Yevgenyevich]] - Connection 2, Loyalty 1 - Hustler (Shadow services)&lt;br /&gt;
* [[Janus]] (TBD-SadSuspenders) - Connection ?, Loyalty 1 - ?&lt;br /&gt;
* (Yakuza Boss for Bellevue) (TBD-DrBurst) - Connection 7, Loyalty 1 - ?&lt;br /&gt;
* (Ancients contact) (TBD-DrBurst) - Connection 4, Loyalty 1 - ?&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
+2 Zentralrat (Romani)&lt;br /&gt;
&lt;br /&gt;
+10 Horizon&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Redmond&lt;br /&gt;
&lt;br /&gt;
+1 Crusher 495&lt;br /&gt;
&lt;br /&gt;
+1 Electronic Crows&lt;br /&gt;
&lt;br /&gt;
+1 ShadowHaven&lt;br /&gt;
&lt;br /&gt;
+8 Enduring Resistance&lt;br /&gt;
&lt;br /&gt;
+3 Anarchist Black Flag&lt;br /&gt;
&lt;br /&gt;
+1 Crime Mall Merchants&#039; Association&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Cuba&lt;br /&gt;
&lt;br /&gt;
+3 PNR (Cuban police)&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
Fischer has come to believe Evelyn&#039;s fundamental truth: that there are no true allies in the Great Game, merely other players with aligned goals. The converse could be said of enemies. That said, being generous to a like-minded individual or ruthless with an opponent both have their time and place, and Fischer has been known to have a long memory.&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
===The Great Game===&lt;br /&gt;
&lt;br /&gt;
Fischer believes that all life is part of a connected web of conflict called the Great Game. Every beast and metahuman is a piece on the board, and physics, technology, and magic are merely rules of play. Three threads bind them together:&lt;br /&gt;
&lt;br /&gt;
* The Great Game is eternal. You cannot win the game, but the only true way to lose is not to play.&lt;br /&gt;
* The Great Game is recursive. You have your pieces to control, to manipulate to achieve your goals. And so you are manipulated in turn by the greater players. You are a pawn, you have pawns, and your pawns have pawns. It&#039;s turtles all the way down.&lt;br /&gt;
* The Great Game is unknowable. Human games have finite rules, finite space. With enough time and resources, these are beatable. The Great Game cannot be beaten, because it is infinite. Unraveling its mysteries brings power, but it also reveals still more mysteries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Victor Alekhine (R4). Private contractor: computational event simulation, behavioral analysis, and game theory. (Recently off medical disability.)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A high-quality tailored suit.&lt;br /&gt;
&#039;&#039;&amp;quot;A gentleman without a suit is just a man.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A metahuman much like himself, dressed in a fine suit, but with a field of stars instead of a face.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=File:Scion.jpg&amp;diff=17128</id>
		<title>File:Scion.jpg</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=File:Scion.jpg&amp;diff=17128"/>
		<updated>2019-04-24T03:59:11Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17044</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17044"/>
		<updated>2019-04-14T20:57:46Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Task List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide: [[Character Generation Guide v2]]&lt;br /&gt;
* Generate outline for SYWTBA_ pages&lt;br /&gt;
* Sketch out skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
* Link to a Chummer5 or Herolab guide in the chargen guide (maybe the pinned youtube vids in #chargen?)&lt;br /&gt;
* Clean up Contact Guide page. This will get dramatically more important if the new contact rules go into effect.&lt;br /&gt;
&lt;br /&gt;
=-----Sandbox-----=&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Street Samurai?==&lt;br /&gt;
&lt;br /&gt;
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Role:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Eliminate hostile combatants quickly.&lt;br /&gt;
* Survive.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essentials:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Excellent weapon dice&lt;br /&gt;
* Good defense and soak pools&lt;br /&gt;
* High initiative&lt;br /&gt;
&lt;br /&gt;
==The Build: Cyber Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: low&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med, high&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn&#039;t worth it. You&#039;ll be mundane.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary Weapon, Perception, usually sneaking and gymnastics&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you&#039;ll want high resources.&lt;br /&gt;
&lt;br /&gt;
==The Build: Adept Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: med, high&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Adept powers can bump up your attributes, but you&#039;ll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
You&#039;ll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you&#039;ll want your metatype priority gives you 4 special attribute points.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You don&#039;t need exorbitant resources, but you&#039;ll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Purpose =&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17043</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17043"/>
		<updated>2019-04-14T20:57:07Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide: [[Character Generation Guide v2]]&lt;br /&gt;
* Generate outlint for SYWTBA_ pages&lt;br /&gt;
* Sketch out skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
* Link to a Chummer5 or Herolab guide in the chargen guide (maybe the pinned youtube vids in #chargen?)&lt;br /&gt;
* Clean up Contact Guide page. This will get dramatically more important if the new contact rules go into effect.&lt;br /&gt;
&lt;br /&gt;
=-----Sandbox-----=&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Street Samurai?==&lt;br /&gt;
&lt;br /&gt;
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Role:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Eliminate hostile combatants quickly.&lt;br /&gt;
* Survive.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essentials:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Excellent weapon dice&lt;br /&gt;
* Good defense and soak pools&lt;br /&gt;
* High initiative&lt;br /&gt;
&lt;br /&gt;
==The Build: Cyber Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: low&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med, high&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn&#039;t worth it. You&#039;ll be mundane.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary Weapon, Perception, usually sneaking and gymnastics&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you&#039;ll want high resources.&lt;br /&gt;
&lt;br /&gt;
==The Build: Adept Sam==&lt;br /&gt;
{{PriorityTemplate}}&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: med, high&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Adept powers can bump up your attributes, but you&#039;ll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
You&#039;ll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you&#039;ll want your metatype priority gives you 4 special attribute points.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You don&#039;t need exorbitant resources, but you&#039;ll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Purpose =&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17042</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17042"/>
		<updated>2019-04-14T20:53:39Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* -----Sandbox----- */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide: [[Character Generation Guide v2]]&lt;br /&gt;
* Generate outlint for SYWTBA_ pages&lt;br /&gt;
* Sketch out skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
* Link to a Chummer5 or Herolab guide in the chargen guide (maybe the pinned youtube vids in #chargen?)&lt;br /&gt;
* Clean up Contact Guide page. This will get dramatically more important if the new contact rules go into effect.&lt;br /&gt;
&lt;br /&gt;
==-----Sandbox-----==&lt;br /&gt;
&lt;br /&gt;
==What&#039;s a Street Samurai?==&lt;br /&gt;
&lt;br /&gt;
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Role:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eliminate hostile combatants quickly.&lt;br /&gt;
- Survive.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essentials:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Excellent weapon dice&lt;br /&gt;
- Good defense and soak pools&lt;br /&gt;
- High initiative&lt;br /&gt;
&lt;br /&gt;
==The Build: Cyber Sam==&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: low&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med, high&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn&#039;t worth it. You&#039;ll be mundane.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary Weapon, Perception, usually sneaking and gymnastics&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you&#039;ll want high resources.&lt;br /&gt;
&lt;br /&gt;
==The Build: Adept Sam==&lt;br /&gt;
Meta: low, med, high&lt;br /&gt;
Attr: med&lt;br /&gt;
Mag: med, high&lt;br /&gt;
Skills: low, med&lt;br /&gt;
Res: med&lt;br /&gt;
&lt;br /&gt;
===Metatype===&lt;br /&gt;
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Adept powers can bump up your attributes, but you&#039;ll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.&lt;br /&gt;
&lt;br /&gt;
===Magic/Resonance===&lt;br /&gt;
You&#039;ll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you&#039;ll want your metatype priority gives you 4 special attribute points.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
You don&#039;t need exorbitant resources, but you&#039;ll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=So_You_Want_to_Be_a_Shadowrunner&amp;diff=17041</id>
		<title>So You Want to Be a Shadowrunner</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=So_You_Want_to_Be_a_Shadowrunner&amp;diff=17041"/>
		<updated>2019-04-14T19:59:42Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Welcome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eventually, this will be the landing page and starting point for the SYWTBAS project. For now, it will be our home for coordinating the work and status of the various projects.&lt;br /&gt;
&lt;br /&gt;
=Why?=&lt;br /&gt;
&lt;br /&gt;
When a player joins the Haven who is new to Shadowrun, the system can be daunting. Often, these players come to the table with a vague idea of what kind of character fits their personality, but with nowhere do start, they only have a few options: (a) dig into the core book. This is an option, for sure, but it&#039;s a long one and too burdensome for a lot of players at first. They want to try the game out, not learn everything before their first run. (b) Fire up chummer and start clicking buttons. Hey, we&#039;ve all tried it, but with so many options, it&#039;s easy to spend a couple hours and end up right back where you started from a lack of decisions. (c) Ask chargen. This isn&#039;t a bad option, and if a minion has the time and patience to follow through, it can be a great start. But we can&#039;t be there for every player, and often we repeat ourselves a lot, since most new players need to learn the same things.&lt;br /&gt;
&lt;br /&gt;
So that&#039;s where &amp;quot;So You Want to Be a Shadowrunner&amp;quot; comes in.&lt;br /&gt;
&lt;br /&gt;
I&#039;m looking for a set of pages that describe the basic gameplay goals of various common archetypes in the Shadowrun world, along with a generic, middle-of-the-road sample build.&lt;br /&gt;
These are &#039;&#039;NOT&#039;&#039; optimization guides.&lt;br /&gt;
The suggested builds should be strong, playable characters, but I have no interest in maximizing karma efficiency for this project.&lt;br /&gt;
The goal should be to give a place to start, not a finished character.&lt;br /&gt;
&lt;br /&gt;
=Phases=&lt;br /&gt;
&lt;br /&gt;
SYWTBAS will be rolled out incrementally in three phases.&lt;br /&gt;
This is partially to help ease the distribution of labor, and it&#039;s also partially because I would rather move slowly and get things right than rush and end up with a mixed bag of quality.&lt;br /&gt;
&lt;br /&gt;
==Phase 1: The List==&lt;br /&gt;
&lt;br /&gt;
The first thing I want is a stable list of archetypes, prioritized by how relevant the build is to new players.&lt;br /&gt;
I&#039;ve included a first pass below, but I&#039;ll be taking feedback and suggestions for changes over the next week or two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1: Core archetypes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Street Samurai; mundane cyberware, ranged focus&lt;br /&gt;
&lt;br /&gt;
- Decker; hotf focus, no agents&lt;br /&gt;
&lt;br /&gt;
- Face; mundane&lt;br /&gt;
&lt;br /&gt;
- Rigger; mundane, jumped-in vehicles and drones, no swarm&lt;br /&gt;
&lt;br /&gt;
- Mage; spellcaster and astral combat, minor spirit focus, no initiation plans&lt;br /&gt;
&lt;br /&gt;
- PhysAd; unarmed combat focus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2: Popular options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Infiltrator; B&amp;amp;E, sneaking&lt;br /&gt;
&lt;br /&gt;
- Technomancer; CF hacker, minor sprite use (not a petnomancer)&lt;br /&gt;
&lt;br /&gt;
- Face adept&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3: Niche builds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Technorigger; jumped-in rigging, capable-if-not-stellar hacking&lt;br /&gt;
&lt;br /&gt;
- Bow adept; &lt;br /&gt;
&lt;br /&gt;
- Channeling mage;&lt;br /&gt;
&lt;br /&gt;
- Swarm rigger;&lt;br /&gt;
&lt;br /&gt;
Again, this is &#039;&#039;not&#039;&#039; a complete list. I expect it will change, and I am looking for feedback on both things I&#039;ve missed, things that should be reprioritized, and aspects of things that you think should be different.&lt;br /&gt;
&lt;br /&gt;
==Phase 2: Consolidating Data==&lt;br /&gt;
&lt;br /&gt;
Once we have a complete idea of the scope of the project, we&#039;ll move on to assembling the content of the guides.&lt;br /&gt;
This is probably the fun part.&lt;br /&gt;
I&#039;ll be taking volunteers for builds, and while I&#039;d like to ensure we get at least one person for each, I&#039;m happy if there are more than that&amp;amp;mdash;two perspectives mixed together will produce a better overall guide.&lt;br /&gt;
&lt;br /&gt;
The basic structure of a guide contains four pieces:&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;What&#039;s a ____?&#039;&#039; This is a basic introduction to the concept. Why does this archetype exist? What problems does this character solve in a team? What is the pacing and feel of playing the character? These should be largely centered around the &#039;&#039;role&#039;&#039;, not the &#039;&#039;build&#039;&#039;. You&#039;re explaining &amp;quot;why&amp;quot;, not &amp;quot;how&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;Gameplan.&#039;&#039; This is a high-level overview of how the character is going to accomplish their tasks.&lt;br /&gt;
This might mean a short explanation of the tactics that the character will use, along with the highlights of important aspects.&lt;br /&gt;
At the end of this section, the player should understand the underlying factors which will make their character successful.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;The Build.&#039;&#039; This is where the rubber meets the road.&lt;br /&gt;
I&#039;m looking for a brief summary of what the player should be attempting to accomplish with each of the five priority classes: metatype, attributes, magic/resonance, skills, and resources.&lt;br /&gt;
For some, this might be very short.&lt;br /&gt;
Others are going to take a bit of explaining.&lt;br /&gt;
This is not meant to be comprehensive, and in most cases, the guide should not completely allocate resources.&lt;br /&gt;
We can give options, but we also want to give the players a large margin to find ways to make the character their own.&lt;br /&gt;
I expect this to be a learning tool, not a template.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;Options.&#039;&#039;&lt;br /&gt;
These are alternative choices that a player might take which reverse some of the decisions above.&lt;br /&gt;
These shouldn&#039;t be small.&lt;br /&gt;
An option should be a different way of building the character using different assumptions.&lt;br /&gt;
These should not be as in-depth as the primary build in section 3.&lt;br /&gt;
Think about an option as a way of inspiring a player to explore a different avenue, rather then providing a full second build idea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your task will be to &#039;&#039;assemble&#039;&#039; this information for the archetypes you volunteer to work on.&lt;br /&gt;
Note that I said &amp;quot;assemble&amp;quot;, not &amp;quot;write&amp;quot;.&lt;br /&gt;
For phase 2, I only want notes, not prose.&lt;br /&gt;
This is mostly so that we can iron out wrinkles and get the data right before we go through the effort of actually writing it all up.&lt;br /&gt;
&lt;br /&gt;
One more important thing:&lt;br /&gt;
I expect that I&#039;ll also ask some of you to review other guides.&lt;br /&gt;
This is not because I don&#039;t trust you&amp;amp;mdash;if I didn&#039;t you wouldn&#039;t be helping&amp;amp;mdash;it&#039;s because I expect that the builds will be more general and that we&#039;ll get better coverage if we help each other out.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: Writing==&lt;br /&gt;
&lt;br /&gt;
Turn our ideas into introductions to each archetype.&lt;br /&gt;
I&#039;ll provide wiki formatting templates, but I&#039;m going to need folks who write.&lt;br /&gt;
Each section needs prose, written in a clear and concise manner, suitable for someone who isn&#039;t yet fully familiar with the game.&lt;br /&gt;
I expect each guide not to be more than a couple of screens of text, but the length will probably vary based on the complexity of the archetype.&lt;br /&gt;
&lt;br /&gt;
Finally, as before, I expect that this will be a collaborative effort: writers and editors needed.&lt;br /&gt;
Also, depending on who is willing to help out, it&#039;s possible that you&#039;ll be writing a guide from someone else&#039;s information.&lt;br /&gt;
Obviously, I won&#039;t be handing out an archetype to folks who don&#039;t feel comfortable with it, but we may have more or less people in phase 2 than phase 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:SYWTBAS]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17038</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=17038"/>
		<updated>2019-04-12T22:11:47Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Sandbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide: [[Character Generation Guide v2]]&lt;br /&gt;
* Generate outlint for SYWTBA_ pages&lt;br /&gt;
* Sketch out skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
* Link to a Chummer5 or Herolab guide in the chargen guide (maybe the pinned youtube vids in #chargen?)&lt;br /&gt;
* Clean up Contact Guide page. This will get dramatically more important if the new contact rules go into effect.&lt;br /&gt;
&lt;br /&gt;
==-----Sandbox-----==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=16857</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=16857"/>
		<updated>2019-04-05T04:27:43Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Techno Errata */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Creating a Character =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Priority and Sum-To-Ten are the permitted character generation types.&lt;br /&gt;
&lt;br /&gt;
Some players &#039;&#039;may&#039;&#039; earn a character slot that can use Prime Character Generation rules as reward for future charity events. Prime Character Generation is compatible with Sum-to-Ten.&lt;br /&gt;
&lt;br /&gt;
Exotic characters like Metasapients and Infected are allowed but experience playing other things first is heavily recommended.&lt;br /&gt;
&lt;br /&gt;
Certain qualities like Amnesia are allowed but have a lower priority to get approved due to the extra burden on the chargen staff.&lt;br /&gt;
&lt;br /&gt;
Players are allotted 3 character slots. They may buy a 4th for 20 [[GMP]], a 5th for 40 [[GMP]], a 6th for 80 [[GMP]] and so on. When doing this, post a comment to your r/Shadowhavenchargen post with a tag /u/jre2 and /u/Nitsuj83 with how much GMP you spent. Extralife prime slots are exempt from this limit.&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(ex.)&#039;&#039;&#039; &lt;br /&gt;
* 1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
* 2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
* 3rd 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;
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. 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.&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;
== 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;
&lt;br /&gt;
Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
== Initiations ==&lt;br /&gt;
&lt;br /&gt;
Initiations are not permitted at chargen. 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. Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) a run focused around them. Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. 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;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
All PCs must have a fixer.&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
ShadowHaven has minimum ages for PCs. My will follow in the in-canon age of consent set by Evo which accounts for how each metatype develops. The minimum age for PCs will be 10 for orks, 14 for trolls, 16 for humans and dwarves, and 18 for elves. Metavariants will have the minimum age of their base metatype.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
There is a 7 day waiting period between approvals of a player character. &lt;br /&gt;
&lt;br /&gt;
==Social Skills==&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;
==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;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
In relation to the above, 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 the enriching the Shadowhaven living campaign. &lt;br /&gt;
&lt;br /&gt;
Shifters by dint of what they are not 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.&lt;br /&gt;
&lt;br /&gt;
= Maintaining a Character =&lt;br /&gt;
&lt;br /&gt;
== Skill Training ==&lt;br /&gt;
&lt;br /&gt;
===Atts, Skills, Martial Arts and Specializations===&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.&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;
&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;
&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;
&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;
&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 multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Fame&lt;br /&gt;
! None&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;
===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 or NPC rolling negotiation against availability to acquire an item. (Note, one can not roll negotiation to get gear for another PC.) 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 swag 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;
&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. This does not require a roll, and does not take any time, but costs the normal amount of karma. 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. 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;
&lt;br /&gt;
&lt;br /&gt;
&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. For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medical Needs and Downtime===&lt;br /&gt;
&lt;br /&gt;
All health is restored at the end of a run. 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;
== 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 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. The character&#039;s GMP cap also resets back to 10 (1 run). Any GMP invested into the character is 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;
= 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.&lt;br /&gt;
&lt;br /&gt;
* Assassin’s Primer&lt;br /&gt;
&lt;br /&gt;
* Battle of Manhattan&lt;br /&gt;
&lt;br /&gt;
* Bloody Business&lt;br /&gt;
&lt;br /&gt;
* Book of the Lost&lt;br /&gt;
&lt;br /&gt;
* Better Than Bad&lt;br /&gt;
&lt;br /&gt;
* Bullets and Bandages†&lt;br /&gt;
&lt;br /&gt;
* Chrome Flesh&lt;br /&gt;
&lt;br /&gt;
* Cutting Aces&lt;br /&gt;
&lt;br /&gt;
* Data Trails&lt;br /&gt;
&lt;br /&gt;
* Dark Terrors&lt;br /&gt;
&lt;br /&gt;
* Forbidden Arcana&lt;br /&gt;
&lt;br /&gt;
* Gun Heaven 3&lt;br /&gt;
&lt;br /&gt;
* Hard Targets&lt;br /&gt;
&lt;br /&gt;
* Howling Shadows&lt;br /&gt;
&lt;br /&gt;
* Kill Code&lt;br /&gt;
&lt;br /&gt;
* Lockdown&lt;br /&gt;
&lt;br /&gt;
* No Future&lt;br /&gt;
&lt;br /&gt;
* Rigger 5.0&lt;br /&gt;
&lt;br /&gt;
* Run and Gun&lt;br /&gt;
&lt;br /&gt;
* Run Faster&lt;br /&gt;
&lt;br /&gt;
* Sail Away, Sweet Sister&lt;br /&gt;
&lt;br /&gt;
* Shadow Spells&lt;br /&gt;
&lt;br /&gt;
* Shadowrun 5th edition&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: Butte&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: San Francisco&lt;br /&gt;
&lt;br /&gt;
* Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
&lt;br /&gt;
* Splintered State&lt;br /&gt;
&lt;br /&gt;
* Stolen Souls&lt;br /&gt;
&lt;br /&gt;
* Street Grimoire&lt;br /&gt;
&lt;br /&gt;
* Street Lethal&lt;br /&gt;
&lt;br /&gt;
* The Complete Trog&lt;br /&gt;
&lt;br /&gt;
* The Seattle Gambit&lt;br /&gt;
&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;
= ShadowHaven Houserules and Custom Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
The default is for players to choose their contacts from the already made public contacts. We additionally allow, as an option for the die hards, 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;
Note: If you create your own contact you can temporarily not stat it out right away at the penalty of not being able to use it. If the GM asks/lets you use it anyway, the assumed dice pool for their primary skill is &amp;lt;code&amp;gt;Skill = Connection * 2 + 2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
We allow Ghouls, Vampires, Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you. &lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
AI are not permitted for PC use.&lt;br /&gt;
&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;
* Amnesia: Neural Deletion&lt;br /&gt;
&lt;br /&gt;
* Apt Pupil (Page 32, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Better to be Feared than Loved&lt;br /&gt;
&lt;br /&gt;
* Consummate Professional (Page 17, Assassin&#039;s Primer)&lt;br /&gt;
&lt;br /&gt;
* Dead Emotion&lt;br /&gt;
&lt;br /&gt;
* Dracoform (Any)&lt;br /&gt;
&lt;br /&gt;
* Elemental Focus (Page 191, Hard Target)&lt;br /&gt;
&lt;br /&gt;
* The Every Man For Himself quality (Page 181, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* Friends in High Places&lt;br /&gt;
&lt;br /&gt;
* Human Lifespan (Page 188, The Complete Trog): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
&lt;br /&gt;
* Hung Out to Dry&lt;br /&gt;
&lt;br /&gt;
* Illusionist (Page 37, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* In Debt&lt;br /&gt;
&lt;br /&gt;
* Immunization&lt;br /&gt;
&lt;br /&gt;
* Latent Dracomorphosis&lt;br /&gt;
&lt;br /&gt;
* The No Man Left Behind quality (Page 181, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* One of Them&lt;br /&gt;
&lt;br /&gt;
* Pregnant&lt;br /&gt;
&lt;br /&gt;
* Puppet Master (Page 39, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Revels in Murder&lt;br /&gt;
&lt;br /&gt;
* So Jacked Up&lt;br /&gt;
&lt;br /&gt;
* Stay Out Of My Way (Page 129, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* Stalwart Ally (Forbidden Arcane, Page 42)&lt;br /&gt;
&lt;br /&gt;
* SURGE I and SURGE II&lt;br /&gt;
&lt;br /&gt;
* This Is Your Last Chance (Page 129, Street Lethal) &lt;br /&gt;
&lt;br /&gt;
* Tough and Targeted&lt;br /&gt;
&lt;br /&gt;
==  Playtest Qualities ==&lt;br /&gt;
This quality is approved, but with the understanding it may be removed after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed.  We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied. &lt;br /&gt;
&lt;br /&gt;
* Death Dealer&lt;br /&gt;
&lt;br /&gt;
* Pacifist Adept&lt;br /&gt;
&lt;br /&gt;
* Shock Mage&lt;br /&gt;
&lt;br /&gt;
* Stalwart Ally&lt;br /&gt;
&lt;br /&gt;
* Taboo Transformer&lt;br /&gt;
&lt;br /&gt;
== Altered Qualities ==&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;Amnesia: Surface Loss&#039;&#039;&#039;&lt;br /&gt;
** You are allowed to take this however you should be aware that since chargen has to create your knowledge skills for you as well as creating a backstory, that these character submissions can take longer than normal. While the chargen department should do everything within their power to make the backstory and knowledge skills reflect the rest of the character that has been created that it is ultimately up to the chargen department to pick these so you may not necessarily like what you end up with. The quality works as written in every other way, if a knowledge skill you have on the list is brought up in a run you can spend 2 karma to learn an additional rank and unlock the knowledge skill for later use as well. Backstory can only be discovered as part of a public or private run and the GM has more or less free reign to edit in your backstory as they see fit.&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.&lt;br /&gt;
** As stated in the RAW, this does not apply to Awakened animals. &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. It has no other effect.&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;Archivist&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
** This will only work with the following knowledge skills: Magical Theory, Magical Threats, Magic Traditions, Magical Groups, Magical background, (Appraising of) Magical Goods, Manasphere Studies, Astral Topography, Talismongering, Thaumaturgy and Arcano-Archaeology. More may be added to this list by requesting approval from the Council. &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 a to 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;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;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;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 33, 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;
* The &#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; quality (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;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;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;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;
* The &#039;&#039;&#039;Location Attunement&#039;&#039;&#039; quality (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;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;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.&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;Shock Mage&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
** “Electricity based skill” shall be at least 1 Electricity Based Spell including [Electricity] Grenade, Ball Lighting, Lighting Bolt, Interference and Pulse.  &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;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 [http://www.shadowhaven.info/wiki/Player_Rules#Critter_Tricks house rules] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
&lt;br /&gt;
* Technical School Education (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;
* The &#039;&#039;&#039;Thousand Yard Stare&#039;&#039;&#039; quality (Page 181, Street Lethal) shall be permitted as-is. Combat personnel indicates people who regularly see or risk seeing combat - front-line soldier, HTR troops, shadowrunners, and etc.&lt;br /&gt;
&lt;br /&gt;
&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 defence 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;
== Altered Spells ==&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;
== 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 unavailable to Player Characters: &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;
* Plague Cloud &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;
&lt;br /&gt;
== Banned/Altered Infected Powers ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook)&lt;br /&gt;
** Paralyzing howl is banned for PC infected characters (Banshees specifically). Beast spirits summoned/bound by PCs may still use the power, as can GMs.&lt;br /&gt;
&lt;br /&gt;
== Play Test Spirits ==&lt;br /&gt;
&lt;br /&gt;
These spirits may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Spirits&#039;&#039;&#039; (Page 180, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
== Altered Mechanics ==&lt;br /&gt;
&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;
&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;
** 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;
* &#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
** The negative effect to Magician abilities from a Mentor’s Mask will make it possible to detect sustained spells with numinous perception, due to their mentor’s mask manifesting.&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;
* &#039;&#039;&#039;Blood Crystals&#039;&#039;&#039; (Page. 132, Forbidden Arcana)&lt;br /&gt;
** Restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&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;
== Banned Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
* &#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
&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;
&lt;br /&gt;
== Banned Mentor Spirits ==&lt;br /&gt;
&lt;br /&gt;
Planar Entity &lt;br /&gt;
&lt;br /&gt;
Doom&lt;br /&gt;
&lt;br /&gt;
Pollution &lt;br /&gt;
&lt;br /&gt;
Disease&lt;br /&gt;
&lt;br /&gt;
== Altered Traditions ==&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;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;
== Playtest Traditions ==&lt;br /&gt;
&lt;br /&gt;
These traditions may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&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;
** Flight Skill equal to Force only.&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;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;
** Must be clarified on the character&#039;s wiki for approval&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;
== 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;
== Banned Metamagics == &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 44, 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;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
== Playtest Metamagics==&lt;br /&gt;
&lt;br /&gt;
These metamagics may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in thr Topics for Discussion so it may be studied.&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;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
** Must have line of sight to allies to work.&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 Rituals==&lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;&#039;Calling&#039;&#039;&#039; (Street Grimoire, Page 126)&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, 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;
&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;
** Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so.&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;
== Military/Future Weapons ==&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons were banned in their entirety, with no GM or player use permitted.&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;
== Banned Items == &lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
* Gammaware&lt;br /&gt;
&lt;br /&gt;
* Omegaware&lt;br /&gt;
&lt;br /&gt;
* Noizquito&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;
&lt;br /&gt;
* Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
&lt;br /&gt;
* Painade (Page 135, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Shaman Tuxedo (Page 143, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Renfield (Page 128, Hard Targets)&lt;br /&gt;
&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;
&lt;br /&gt;
* Smuggling compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
&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;
&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;
==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;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;
&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;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;
&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;
* The Horizon-Flynn Defense-com Commlink Weapons (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;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, but with no wireless bonus, because that thing is a mess. The pack itself will always shout &amp;quot;KRIME! KRIME! KRIME!&amp;quot; when in use. Optionally, it may shout &amp;quot;KRIME! 2499! KRIME! 2498!&amp;quot; and so forth, indicating current ammo remaining.&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;
* 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;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;
* &#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;
* &#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;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;
&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;
* &#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;
* &#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;
* 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;
==Altered and Clarified Mechanics==&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. For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools for the above. 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;
=== 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;
&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;
The Movement Power shall add Force to or subtract Force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score shall be 0, but even with a score of 0 for determining movement rate, a character or vehicle shall be able to move at a walking rate of 1 meter and a running rate of 2 meters. 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;
===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. In order to take metamagics outside of this, they must take another Way. 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. 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;
===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;
==Custom Items and Mechanics==&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 councilor with your concerns.&lt;br /&gt;
&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;
===Observe in Detail===&lt;br /&gt;
&lt;br /&gt;
The Observant quality (Page 129, 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;
===Sustained Spells===&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 armor increase reaction 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;
=== Rigger Houserules ===&lt;br /&gt;
&lt;br /&gt;
One may utilize any of their choice of Intuition or Reaction for tests relating to vehicles and drones that call for either, and their choice of Logic or Agility for tests relating to vehicles and drones that call for either, when one is in VR.&lt;br /&gt;
&lt;br /&gt;
=== Repairing Vehicle Damage and Vehicle Destruction ===&lt;br /&gt;
&lt;br /&gt;
It will cost 5% of the vehicle&#039;s total cost to heal all boxes instead of the repair cost listed in the book. 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;
=== 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. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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;
=== 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;
=== 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;
&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;
&lt;br /&gt;
==Burning out as a Mage==&lt;br /&gt;
&lt;br /&gt;
Effective immediately, 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;
==Deltaware Acquisition==&lt;br /&gt;
&lt;br /&gt;
For mundane PCs, there are no restrictions on getting deltaware. The awakened require thematics approval to get deltaware.&lt;br /&gt;
&lt;br /&gt;
==Multi-Casting==&lt;br /&gt;
&lt;br /&gt;
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;
==Optional Rules In Effect==&lt;br /&gt;
&lt;br /&gt;
* Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[Player_Rules#Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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.&lt;br /&gt;
&lt;br /&gt;
You cannot purchase Mil-Spec armor without a private run and the GM running that game getting thematics department approval. &lt;br /&gt;
&lt;br /&gt;
You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). You also may not acquire deltaware of any availability. The exception to this is:&lt;br /&gt;
&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;
&lt;br /&gt;
* You may acquire deltaware via the [[#Deltaware_Acquisition| linked house rule.]]&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.&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;
== Banned Lifestyle Options ==&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
== Misc. Lifestyle Rules ==&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;
&lt;br /&gt;
When you pay rent or at character generation, roll on this table 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;
{| 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>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=16856</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=16856"/>
		<updated>2019-04-05T04:23:33Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Techno Errata */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Creating a Character =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Priority and Sum-To-Ten are the permitted character generation types.&lt;br /&gt;
&lt;br /&gt;
Some players &#039;&#039;may&#039;&#039; earn a character slot that can use Prime Character Generation rules as reward for future charity events. Prime Character Generation is compatible with Sum-to-Ten.&lt;br /&gt;
&lt;br /&gt;
Exotic characters like Metasapients and Infected are allowed but experience playing other things first is heavily recommended.&lt;br /&gt;
&lt;br /&gt;
Certain qualities like Amnesia are allowed but have a lower priority to get approved due to the extra burden on the chargen staff.&lt;br /&gt;
&lt;br /&gt;
Players are allotted 3 character slots. They may buy a 4th for 20 [[GMP]], a 5th for 40 [[GMP]], a 6th for 80 [[GMP]] and so on. When doing this, post a comment to your r/Shadowhavenchargen post with a tag /u/jre2 and /u/Nitsuj83 with how much GMP you spent. Extralife prime slots are exempt from this limit.&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(ex.)&#039;&#039;&#039; &lt;br /&gt;
* 1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
* 2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
* 3rd 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;
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. 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.&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;
== 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;
&lt;br /&gt;
Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
== Initiations ==&lt;br /&gt;
&lt;br /&gt;
Initiations are not permitted at chargen. 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. Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) a run focused around them. Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. 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;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
All PCs must have a fixer.&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
ShadowHaven has minimum ages for PCs. My will follow in the in-canon age of consent set by Evo which accounts for how each metatype develops. The minimum age for PCs will be 10 for orks, 14 for trolls, 16 for humans and dwarves, and 18 for elves. Metavariants will have the minimum age of their base metatype.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
There is a 7 day waiting period between approvals of a player character. &lt;br /&gt;
&lt;br /&gt;
==Social Skills==&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;
==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;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
In relation to the above, 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 the enriching the Shadowhaven living campaign. &lt;br /&gt;
&lt;br /&gt;
Shifters by dint of what they are not 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.&lt;br /&gt;
&lt;br /&gt;
= Maintaining a Character =&lt;br /&gt;
&lt;br /&gt;
== Skill Training ==&lt;br /&gt;
&lt;br /&gt;
===Atts, Skills, Martial Arts and Specializations===&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.&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;
&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;
&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;
&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;
&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 multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Fame&lt;br /&gt;
! None&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;
===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 or NPC rolling negotiation against availability to acquire an item. (Note, one can not roll negotiation to get gear for another PC.) 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 swag 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;
&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. This does not require a roll, and does not take any time, but costs the normal amount of karma. 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. 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;
&lt;br /&gt;
&lt;br /&gt;
&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. For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medical Needs and Downtime===&lt;br /&gt;
&lt;br /&gt;
All health is restored at the end of a run. 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;
== 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 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. The character&#039;s GMP cap also resets back to 10 (1 run). Any GMP invested into the character is 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;
= 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.&lt;br /&gt;
&lt;br /&gt;
* Assassin’s Primer&lt;br /&gt;
&lt;br /&gt;
* Battle of Manhattan&lt;br /&gt;
&lt;br /&gt;
* Bloody Business&lt;br /&gt;
&lt;br /&gt;
* Book of the Lost&lt;br /&gt;
&lt;br /&gt;
* Better Than Bad&lt;br /&gt;
&lt;br /&gt;
* Bullets and Bandages†&lt;br /&gt;
&lt;br /&gt;
* Chrome Flesh&lt;br /&gt;
&lt;br /&gt;
* Cutting Aces&lt;br /&gt;
&lt;br /&gt;
* Data Trails&lt;br /&gt;
&lt;br /&gt;
* Dark Terrors&lt;br /&gt;
&lt;br /&gt;
* Forbidden Arcana&lt;br /&gt;
&lt;br /&gt;
* Gun Heaven 3&lt;br /&gt;
&lt;br /&gt;
* Hard Targets&lt;br /&gt;
&lt;br /&gt;
* Howling Shadows&lt;br /&gt;
&lt;br /&gt;
* Kill Code&lt;br /&gt;
&lt;br /&gt;
* Lockdown&lt;br /&gt;
&lt;br /&gt;
* No Future&lt;br /&gt;
&lt;br /&gt;
* Rigger 5.0&lt;br /&gt;
&lt;br /&gt;
* Run and Gun&lt;br /&gt;
&lt;br /&gt;
* Run Faster&lt;br /&gt;
&lt;br /&gt;
* Sail Away, Sweet Sister&lt;br /&gt;
&lt;br /&gt;
* Shadow Spells&lt;br /&gt;
&lt;br /&gt;
* Shadowrun 5th edition&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: Butte&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: San Francisco&lt;br /&gt;
&lt;br /&gt;
* Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
&lt;br /&gt;
* Splintered State&lt;br /&gt;
&lt;br /&gt;
* Stolen Souls&lt;br /&gt;
&lt;br /&gt;
* Street Grimoire&lt;br /&gt;
&lt;br /&gt;
* Street Lethal&lt;br /&gt;
&lt;br /&gt;
* The Complete Trog&lt;br /&gt;
&lt;br /&gt;
* The Seattle Gambit&lt;br /&gt;
&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;
= ShadowHaven Houserules and Custom Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
The default is for players to choose their contacts from the already made public contacts. We additionally allow, as an option for the die hards, 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;
Note: If you create your own contact you can temporarily not stat it out right away at the penalty of not being able to use it. If the GM asks/lets you use it anyway, the assumed dice pool for their primary skill is &amp;lt;code&amp;gt;Skill = Connection * 2 + 2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
We allow Ghouls, Vampires, Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you. &lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
AI are not permitted for PC use.&lt;br /&gt;
&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;
* Amnesia: Neural Deletion&lt;br /&gt;
&lt;br /&gt;
* Apt Pupil (Page 32, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Better to be Feared than Loved&lt;br /&gt;
&lt;br /&gt;
* Consummate Professional (Page 17, Assassin&#039;s Primer)&lt;br /&gt;
&lt;br /&gt;
* Dead Emotion&lt;br /&gt;
&lt;br /&gt;
* Dracoform (Any)&lt;br /&gt;
&lt;br /&gt;
* Elemental Focus (Page 191, Hard Target)&lt;br /&gt;
&lt;br /&gt;
* The Every Man For Himself quality (Page 181, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* Friends in High Places&lt;br /&gt;
&lt;br /&gt;
* Human Lifespan (Page 188, The Complete Trog): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
&lt;br /&gt;
* Hung Out to Dry&lt;br /&gt;
&lt;br /&gt;
* Illusionist (Page 37, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* In Debt&lt;br /&gt;
&lt;br /&gt;
* Immunization&lt;br /&gt;
&lt;br /&gt;
* Latent Dracomorphosis&lt;br /&gt;
&lt;br /&gt;
* The No Man Left Behind quality (Page 181, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* One of Them&lt;br /&gt;
&lt;br /&gt;
* Pregnant&lt;br /&gt;
&lt;br /&gt;
* Puppet Master (Page 39, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Revels in Murder&lt;br /&gt;
&lt;br /&gt;
* So Jacked Up&lt;br /&gt;
&lt;br /&gt;
* Stay Out Of My Way (Page 129, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* Stalwart Ally (Forbidden Arcane, Page 42)&lt;br /&gt;
&lt;br /&gt;
* SURGE I and SURGE II&lt;br /&gt;
&lt;br /&gt;
* This Is Your Last Chance (Page 129, Street Lethal) &lt;br /&gt;
&lt;br /&gt;
* Tough and Targeted&lt;br /&gt;
&lt;br /&gt;
==  Playtest Qualities ==&lt;br /&gt;
This quality is approved, but with the understanding it may be removed after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed.  We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied. &lt;br /&gt;
&lt;br /&gt;
* Death Dealer&lt;br /&gt;
&lt;br /&gt;
* Pacifist Adept&lt;br /&gt;
&lt;br /&gt;
* Shock Mage&lt;br /&gt;
&lt;br /&gt;
* Stalwart Ally&lt;br /&gt;
&lt;br /&gt;
* Taboo Transformer&lt;br /&gt;
&lt;br /&gt;
== Altered Qualities ==&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;Amnesia: Surface Loss&#039;&#039;&#039;&lt;br /&gt;
** You are allowed to take this however you should be aware that since chargen has to create your knowledge skills for you as well as creating a backstory, that these character submissions can take longer than normal. While the chargen department should do everything within their power to make the backstory and knowledge skills reflect the rest of the character that has been created that it is ultimately up to the chargen department to pick these so you may not necessarily like what you end up with. The quality works as written in every other way, if a knowledge skill you have on the list is brought up in a run you can spend 2 karma to learn an additional rank and unlock the knowledge skill for later use as well. Backstory can only be discovered as part of a public or private run and the GM has more or less free reign to edit in your backstory as they see fit.&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.&lt;br /&gt;
** As stated in the RAW, this does not apply to Awakened animals. &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. It has no other effect.&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;Archivist&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
** This will only work with the following knowledge skills: Magical Theory, Magical Threats, Magic Traditions, Magical Groups, Magical background, (Appraising of) Magical Goods, Manasphere Studies, Astral Topography, Talismongering, Thaumaturgy and Arcano-Archaeology. More may be added to this list by requesting approval from the Council. &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 a to 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;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;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;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 33, 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;
* The &#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; quality (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;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;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;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;
* The &#039;&#039;&#039;Location Attunement&#039;&#039;&#039; quality (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;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;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.&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;Shock Mage&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
** “Electricity based skill” shall be at least 1 Electricity Based Spell including [Electricity] Grenade, Ball Lighting, Lighting Bolt, Interference and Pulse.  &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;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 [http://www.shadowhaven.info/wiki/Player_Rules#Critter_Tricks house rules] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
&lt;br /&gt;
* Technical School Education (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;
* The &#039;&#039;&#039;Thousand Yard Stare&#039;&#039;&#039; quality (Page 181, Street Lethal) shall be permitted as-is. Combat personnel indicates people who regularly see or risk seeing combat - front-line soldier, HTR troops, shadowrunners, and etc.&lt;br /&gt;
&lt;br /&gt;
&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 defence 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;
== Altered Spells ==&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;
== 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 unavailable to Player Characters: &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;
* Plague Cloud &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;
&lt;br /&gt;
== Banned/Altered Infected Powers ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook)&lt;br /&gt;
** Paralyzing howl is banned for PC infected characters (Banshees specifically). Beast spirits summoned/bound by PCs may still use the power, as can GMs.&lt;br /&gt;
&lt;br /&gt;
== Play Test Spirits ==&lt;br /&gt;
&lt;br /&gt;
These spirits may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Spirits&#039;&#039;&#039; (Page 180, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
== Altered Mechanics ==&lt;br /&gt;
&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;
&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;
** 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;
* &#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
** The negative effect to Magician abilities from a Mentor’s Mask will make it possible to detect sustained spells with numinous perception, due to their mentor’s mask manifesting.&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;
* &#039;&#039;&#039;Blood Crystals&#039;&#039;&#039; (Page. 132, Forbidden Arcana)&lt;br /&gt;
** Restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&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;
== Banned Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
* &#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
&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;
&lt;br /&gt;
== Banned Mentor Spirits ==&lt;br /&gt;
&lt;br /&gt;
Planar Entity &lt;br /&gt;
&lt;br /&gt;
Doom&lt;br /&gt;
&lt;br /&gt;
Pollution &lt;br /&gt;
&lt;br /&gt;
Disease&lt;br /&gt;
&lt;br /&gt;
== Altered Traditions ==&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;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;
== Playtest Traditions ==&lt;br /&gt;
&lt;br /&gt;
These traditions may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&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;
** Flight Skill equal to Force only.&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;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;
** Must be clarified on the character&#039;s wiki for approval&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;
== 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;
== Banned Metamagics == &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 44, 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;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
== Playtest Metamagics==&lt;br /&gt;
&lt;br /&gt;
These metamagics may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in thr Topics for Discussion so it may be studied.&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;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
** Must have line of sight to allies to work.&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 Rituals==&lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;&#039;Calling&#039;&#039;&#039; (Street Grimoire, Page 126)&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, 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;
&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;
** Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so.&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;
== Military/Future Weapons ==&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons were banned in their entirety, with no GM or player use permitted.&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;
== Banned Items == &lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
* Gammaware&lt;br /&gt;
&lt;br /&gt;
* Omegaware&lt;br /&gt;
&lt;br /&gt;
* Noizquito&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;
&lt;br /&gt;
* Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
&lt;br /&gt;
* Painade (Page 135, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Shaman Tuxedo (Page 143, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Renfield (Page 128, Hard Targets)&lt;br /&gt;
&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;
&lt;br /&gt;
* Smuggling compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
&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;
&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;
==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;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;
&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;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;
&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;
* The Horizon-Flynn Defense-com Commlink Weapons (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;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, but with no wireless bonus, because that thing is a mess. The pack itself will always shout &amp;quot;KRIME! KRIME! KRIME!&amp;quot; when in use. Optionally, it may shout &amp;quot;KRIME! 2499! KRIME! 2498!&amp;quot; and so forth, indicating current ammo remaining.&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;
* 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;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;
* &#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;
* &#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;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;
&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;
* &#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;
* &#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;
* 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;
==Altered and Clarified Mechanics==&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. For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools for the above. 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;
=== 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;
&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;
The Movement Power shall add Force to or subtract Force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score shall be 0, but even with a score of 0 for determining movement rate, a character or vehicle shall be able to move at a walking rate of 1 meter and a running rate of 2 meters. 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;
===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. In order to take metamagics outside of this, they must take another Way. 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. 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;
===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;
==Custom Items and Mechanics==&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 councilor with your concerns.&lt;br /&gt;
&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;
===Observe in Detail===&lt;br /&gt;
&lt;br /&gt;
The Observant quality (Page 129, 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;
===Sustained Spells===&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 armor increase reaction 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;
=== Rigger Houserules ===&lt;br /&gt;
&lt;br /&gt;
One may utilize any of their choice of Intuition or Reaction for tests relating to vehicles and drones that call for either, and their choice of Logic or Agility for tests relating to vehicles and drones that call for either, when one is in VR.&lt;br /&gt;
&lt;br /&gt;
=== Repairing Vehicle Damage and Vehicle Destruction ===&lt;br /&gt;
&lt;br /&gt;
It will cost 5% of the vehicle&#039;s total cost to heal all boxes instead of the repair cost listed in the book. 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;
=== 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. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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;
=== 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. 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;
=== 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;
&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;
&lt;br /&gt;
==Burning out as a Mage==&lt;br /&gt;
&lt;br /&gt;
Effective immediately, 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;
==Deltaware Acquisition==&lt;br /&gt;
&lt;br /&gt;
For mundane PCs, there are no restrictions on getting deltaware. The awakened require thematics approval to get deltaware.&lt;br /&gt;
&lt;br /&gt;
==Multi-Casting==&lt;br /&gt;
&lt;br /&gt;
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;
==Optional Rules In Effect==&lt;br /&gt;
&lt;br /&gt;
* Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[Player_Rules#Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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.&lt;br /&gt;
&lt;br /&gt;
You cannot purchase Mil-Spec armor without a private run and the GM running that game getting thematics department approval. &lt;br /&gt;
&lt;br /&gt;
You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). You also may not acquire deltaware of any availability. The exception to this is:&lt;br /&gt;
&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;
&lt;br /&gt;
* You may acquire deltaware via the [[#Deltaware_Acquisition| linked house rule.]]&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.&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;
== Banned Lifestyle Options ==&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
== Misc. Lifestyle Rules ==&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;
&lt;br /&gt;
When you pay rent or at character generation, roll on this table 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;
{| 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>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16812</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16812"/>
		<updated>2019-03-31T18:45:23Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Task List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide: [[Character Generation Guide v2]]&lt;br /&gt;
* Generate outlint for SYWTBA_ pages&lt;br /&gt;
* Sketch out skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
* Link to a Chummer5 or Herolab guide in the chargen guide (maybe the pinned youtube vids in #chargen?)&lt;br /&gt;
* Clean up Contact Guide page. This will get dramatically more important if the new contact rules go into effect.&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16808</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16808"/>
		<updated>2019-03-31T18:26:08Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Task List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide: [[Character Generation Guide v2]]&lt;br /&gt;
* Generate outlint for SYWTBA_ pages&lt;br /&gt;
* Sketch out skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
* Link to a Chummer5 or Herolab guide in the chargen guide (maybe the pinned youtube vids in #chargen?)&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16738</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16738"/>
		<updated>2019-03-31T05:05:50Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Task List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide: [[Character Generation Guide v2]]&lt;br /&gt;
* Generate outlint for SYWTBA_ pages&lt;br /&gt;
* Sketch out skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16737</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16737"/>
		<updated>2019-03-31T05:05:15Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Task List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide: [[Character Generation Guide v2]]&lt;br /&gt;
* Template SYWTBA_&lt;br /&gt;
* Skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16731</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16731"/>
		<updated>2019-03-31T04:06:21Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Task List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide&lt;br /&gt;
* Template SYWTBA_&lt;br /&gt;
* Skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
* Clean out pins (general, announcements)&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16725</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16725"/>
		<updated>2019-03-31T03:20:44Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Task List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide&lt;br /&gt;
* Template SYWTBA_&lt;br /&gt;
* Skeletons for R1 archtypes&lt;br /&gt;
* N-series/Ex-series cost-attribute regression modeling&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16723</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16723"/>
		<updated>2019-03-31T03:16:00Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Wiki Presence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
* Clean up and expand character generation guide&lt;br /&gt;
* Template SYWTBA_&lt;br /&gt;
* Skeletons for R1 archtypes&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16722</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=16722"/>
		<updated>2019-03-31T02:56:03Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Active Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
==Inactive Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=16721</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=16721"/>
		<updated>2019-03-31T01:37:22Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Contacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Creating a Character =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Priority and Sum-To-Ten are the permitted character generation types.&lt;br /&gt;
&lt;br /&gt;
Some players &#039;&#039;may&#039;&#039; earn a character slot that can use Prime Character Generation rules as reward for future charity events. Prime Character Generation is compatible with Sum-to-Ten.&lt;br /&gt;
&lt;br /&gt;
Exotic characters like Metasapients and Infected are allowed but experience playing other things first is heavily recommended.&lt;br /&gt;
&lt;br /&gt;
Certain qualities like Amnesia are allowed but have a lower priority to get approved due to the extra burden on the chargen staff.&lt;br /&gt;
&lt;br /&gt;
Players are allotted 3 character slots. They may buy a 4th for 20 [[GMP]], a 5th for 40 [[GMP]], a 6th for 80 [[GMP]] and so on. When doing this, post a comment to your r/Shadowhavenchargen post with a tag /u/jre2 and /u/Nitsuj83 with how much GMP you spent. Extralife prime slots are exempt from this limit.&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(ex.)&#039;&#039;&#039; &lt;br /&gt;
* 1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
* 2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
* 3rd 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;
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. 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.&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;
== 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;
&lt;br /&gt;
Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
== Initiations ==&lt;br /&gt;
&lt;br /&gt;
Initiations are not permitted at chargen. 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. Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) a run focused around them. Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. 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;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
All PCs must have a fixer.&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
ShadowHaven has minimum ages for PCs. My will follow in the in-canon age of consent set by Evo which accounts for how each metatype develops. The minimum age for PCs will be 10 for orks, 14 for trolls, 16 for humans and dwarves, and 18 for elves. Metavariants will have the minimum age of their base metatype.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
There is a 7 day waiting period between approvals of a player character. &lt;br /&gt;
&lt;br /&gt;
==Social Skills==&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;
==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;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
In relation to the above, 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 the enriching the Shadowhaven living campaign. &lt;br /&gt;
&lt;br /&gt;
Shifters by dint of what they are not 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.&lt;br /&gt;
&lt;br /&gt;
= Maintaining a Character =&lt;br /&gt;
&lt;br /&gt;
== Skill Training ==&lt;br /&gt;
&lt;br /&gt;
===Atts, Skills, Martial Arts and Specializations===&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.&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;
&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;
&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;
&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;
&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 multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Fame&lt;br /&gt;
! None&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;
===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 or NPC rolling negotiation against availability to acquire an item. (Note, one can not roll negotiation to get gear for another PC.) 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 swag 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;
&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. This does not require a roll, and does not take any time, but costs the normal amount of karma. 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. 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;
&lt;br /&gt;
&lt;br /&gt;
&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. For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medical Needs and Downtime===&lt;br /&gt;
&lt;br /&gt;
All health is restored at the end of a run. 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;
== 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 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. The character&#039;s GMP cap also resets back to 10 (1 run). Any GMP invested into the character is 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;
= 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.&lt;br /&gt;
&lt;br /&gt;
* Assassin’s Primer&lt;br /&gt;
&lt;br /&gt;
* Battle of Manhattan&lt;br /&gt;
&lt;br /&gt;
* Bloody Business&lt;br /&gt;
&lt;br /&gt;
* Book of the Lost&lt;br /&gt;
&lt;br /&gt;
* Better Than Bad&lt;br /&gt;
&lt;br /&gt;
* Bullets and Bandages†&lt;br /&gt;
&lt;br /&gt;
* Chrome Flesh&lt;br /&gt;
&lt;br /&gt;
* Cutting Aces&lt;br /&gt;
&lt;br /&gt;
* Data Trails&lt;br /&gt;
&lt;br /&gt;
* Dark Terrors&lt;br /&gt;
&lt;br /&gt;
* Forbidden Arcana&lt;br /&gt;
&lt;br /&gt;
* Gun Heaven 3&lt;br /&gt;
&lt;br /&gt;
* Hard Targets&lt;br /&gt;
&lt;br /&gt;
* Howling Shadows&lt;br /&gt;
&lt;br /&gt;
* Kill Code&lt;br /&gt;
&lt;br /&gt;
* Lockdown&lt;br /&gt;
&lt;br /&gt;
* No Future&lt;br /&gt;
&lt;br /&gt;
* Rigger 5.0&lt;br /&gt;
&lt;br /&gt;
* Run and Gun&lt;br /&gt;
&lt;br /&gt;
* Run Faster&lt;br /&gt;
&lt;br /&gt;
* Sail Away, Sweet Sister&lt;br /&gt;
&lt;br /&gt;
* Shadow Spells&lt;br /&gt;
&lt;br /&gt;
* Shadowrun 5th edition&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: Butte&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: San Francisco&lt;br /&gt;
&lt;br /&gt;
* Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
&lt;br /&gt;
* Splintered State&lt;br /&gt;
&lt;br /&gt;
* Stolen Souls&lt;br /&gt;
&lt;br /&gt;
* Street Grimoire&lt;br /&gt;
&lt;br /&gt;
* Street Lethal&lt;br /&gt;
&lt;br /&gt;
* The Complete Trog&lt;br /&gt;
&lt;br /&gt;
* The Seattle Gambit&lt;br /&gt;
&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;
= ShadowHaven Houserules and Custom Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
The default is for players to choose their contacts from the already made public contacts. We additionally allow, as an option for the die hards, 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;
Note: If you create your own contact you can temporarily not stat it out right away at the penalty of not being able to use it. If the GM asks/lets you use it anyway, the assumed dice pool for their primary skill is &amp;lt;code&amp;gt;Skill = Connection * 2 + 2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
We allow Ghouls, Vampires, Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you. &lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
AI are not permitted for PC use.&lt;br /&gt;
&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;
* Amnesia: Neural Deletion&lt;br /&gt;
&lt;br /&gt;
* Apt Pupil (Page 32, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Better to be Feared than Loved&lt;br /&gt;
&lt;br /&gt;
* Consummate Professional (Page 17, Assassin&#039;s Primer)&lt;br /&gt;
&lt;br /&gt;
* Dead Emotion&lt;br /&gt;
&lt;br /&gt;
* Dracoform (Any)&lt;br /&gt;
&lt;br /&gt;
* Elemental Focus (Page 191, Hard Target)&lt;br /&gt;
&lt;br /&gt;
* The Every Man For Himself quality (Page 181, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* Friends in High Places&lt;br /&gt;
&lt;br /&gt;
* Human Lifespan (Page 188, The Complete Trog): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
&lt;br /&gt;
* Hung Out to Dry&lt;br /&gt;
&lt;br /&gt;
* Illusionist (Page 37, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* In Debt&lt;br /&gt;
&lt;br /&gt;
* Immunization&lt;br /&gt;
&lt;br /&gt;
* Latent Dracomorphosis&lt;br /&gt;
&lt;br /&gt;
* The No Man Left Behind quality (Page 181, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* One of Them&lt;br /&gt;
&lt;br /&gt;
* Pregnant&lt;br /&gt;
&lt;br /&gt;
* Puppet Master (Page 39, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Revels in Murder&lt;br /&gt;
&lt;br /&gt;
* So Jacked Up&lt;br /&gt;
&lt;br /&gt;
* Stay Out Of My Way (Page 129, Street Lethal)&lt;br /&gt;
&lt;br /&gt;
* Stalwart Ally (Forbidden Arcane, Page 42)&lt;br /&gt;
&lt;br /&gt;
* SURGE I and SURGE II&lt;br /&gt;
&lt;br /&gt;
* This Is Your Last Chance (Page 129, Street Lethal) &lt;br /&gt;
&lt;br /&gt;
* Tough and Targeted&lt;br /&gt;
&lt;br /&gt;
==  Playtest Qualities ==&lt;br /&gt;
This quality is approved, but with the understanding it may be removed after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed.  We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied. &lt;br /&gt;
&lt;br /&gt;
* Death Dealer&lt;br /&gt;
&lt;br /&gt;
* Pacifist Adept&lt;br /&gt;
&lt;br /&gt;
* Shock Mage&lt;br /&gt;
&lt;br /&gt;
* Stalwart Ally&lt;br /&gt;
&lt;br /&gt;
* Taboo Transformer&lt;br /&gt;
&lt;br /&gt;
== Altered Qualities ==&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;Amnesia: Surface Loss&#039;&#039;&#039;&lt;br /&gt;
** You are allowed to take this however you should be aware that since chargen has to create your knowledge skills for you as well as creating a backstory, that these character submissions can take longer than normal. While the chargen department should do everything within their power to make the backstory and knowledge skills reflect the rest of the character that has been created that it is ultimately up to the chargen department to pick these so you may not necessarily like what you end up with. The quality works as written in every other way, if a knowledge skill you have on the list is brought up in a run you can spend 2 karma to learn an additional rank and unlock the knowledge skill for later use as well. Backstory can only be discovered as part of a public or private run and the GM has more or less free reign to edit in your backstory as they see fit.&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.&lt;br /&gt;
** As stated in the RAW, this does not apply to Awakened animals. &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. It has no other effect.&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;Archivist&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
** This will only work with the following knowledge skills: Magical Theory, Magical Threats, Magic Traditions, Magical Groups, Magical background, (Appraising of) Magical Goods, Manasphere Studies, Astral Topography, Talismongering, Thaumaturgy and Arcano-Archaeology. More may be added to this list by requesting approval from the Council. &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 a to 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;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;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;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 33, 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;
* The &#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; quality (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;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;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;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;
* The &#039;&#039;&#039;Location Attunement&#039;&#039;&#039; quality (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;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;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.&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;Shock Mage&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
** “Electricity based skill” shall be at least 1 Electricity Based Spell including [Electricity] Grenade, Ball Lighting, Lighting Bolt, Interference and Pulse.  &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;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 [http://www.shadowhaven.info/wiki/Player_Rules#Critter_Tricks house rules] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
&lt;br /&gt;
* Technical School Education (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;
* The &#039;&#039;&#039;Thousand Yard Stare&#039;&#039;&#039; quality (Page 181, Street Lethal) shall be permitted as-is. Combat personnel indicates people who regularly see or risk seeing combat - front-line soldier, HTR troops, shadowrunners, and etc.&lt;br /&gt;
&lt;br /&gt;
&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 defence 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;
== Altered Spells ==&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;
== 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 unavailable to Player Characters: &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;
* Plague Cloud &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;
&lt;br /&gt;
== Banned/Altered Infected Powers ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook)&lt;br /&gt;
** Paralyzing howl is banned for PC infected characters (Banshees specifically). Beast spirits summoned/bound by PCs may still use the power, as can GMs.&lt;br /&gt;
&lt;br /&gt;
== Play Test Spirits ==&lt;br /&gt;
&lt;br /&gt;
These spirits may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Spirits&#039;&#039;&#039; (Page 180, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
== Altered Mechanics ==&lt;br /&gt;
&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;
&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;
** 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;
* &#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
** The negative effect to Magician abilities from a Mentor’s Mask will make it possible to detect sustained spells with numinous perception, due to their mentor’s mask manifesting.&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;
* &#039;&#039;&#039;Blood Crystals&#039;&#039;&#039; (Page. 132, Forbidden Arcana)&lt;br /&gt;
** Restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&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;
== Banned Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
* &#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
&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;
&lt;br /&gt;
== Banned Mentor Spirits ==&lt;br /&gt;
&lt;br /&gt;
Planar Entity &lt;br /&gt;
&lt;br /&gt;
Doom&lt;br /&gt;
&lt;br /&gt;
Pollution &lt;br /&gt;
&lt;br /&gt;
Disease&lt;br /&gt;
&lt;br /&gt;
== Altered Traditions ==&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;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;
== Playtest Traditions ==&lt;br /&gt;
&lt;br /&gt;
These traditions may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&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;
** Flight Skill equal to Force only.&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;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;
** Must be clarified on the character&#039;s wiki for approval&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;
== 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;
== Banned Metamagics == &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 44, 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;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
== Playtest Metamagics==&lt;br /&gt;
&lt;br /&gt;
These metamagics may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in thr Topics for Discussion so it may be studied.&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;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
** Must have line of sight to allies to work.&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 Rituals==&lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;&#039;Calling&#039;&#039;&#039; (Street Grimoire, Page 126)&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, 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;
&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;
** Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so.&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;
== Military/Future Weapons ==&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons were banned in their entirety, with no GM or player use permitted.&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;
== Banned Items == &lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
* Gammaware&lt;br /&gt;
&lt;br /&gt;
* Omegaware&lt;br /&gt;
&lt;br /&gt;
* Noizquito&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;
&lt;br /&gt;
* Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
&lt;br /&gt;
* Painade (Page 135, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Shaman Tuxedo (Page 143, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Renfield (Page 128, Hard Targets)&lt;br /&gt;
&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;
&lt;br /&gt;
* Smuggling compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
&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;
&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;
==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;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;
&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;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;
&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;
* The Horizon-Flynn Defense-com Commlink Weapons (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;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, but with no wireless bonus, because that thing is a mess. The pack itself will always shout &amp;quot;KRIME! KRIME! KRIME!&amp;quot; when in use. Optionally, it may shout &amp;quot;KRIME! 2499! KRIME! 2498!&amp;quot; and so forth, indicating current ammo remaining.&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;
* 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;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;
* &#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;
* &#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;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;
&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;
* &#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;
* &#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;
* 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;
==Altered and Clarified Mechanics==&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. For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools for the above. 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;
=== 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;
&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;
The Movement Power shall add Force to or subtract Force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score shall be 0, but even with a score of 0 for determining movement rate, a character or vehicle shall be able to move at a walking rate of 1 meter and a running rate of 2 meters. 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;
===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. In order to take metamagics outside of this, they must take another Way. 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. 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;
===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;
==Custom Items and Mechanics==&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 councilor with your concerns.&lt;br /&gt;
&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;
===Observe in Detail===&lt;br /&gt;
&lt;br /&gt;
The Observant quality (Page 129, 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;
===Sustained Spells===&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 armor increase reaction 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;
=== Rigger Houserules ===&lt;br /&gt;
&lt;br /&gt;
One may utilize any of their choice of Intuition or Reaction for tests relating to vehicles and drones that call for either, and their choice of Logic or Agility for tests relating to vehicles and drones that call for either, when one is in VR.&lt;br /&gt;
&lt;br /&gt;
=== Repairing Vehicle Damage and Vehicle Destruction ===&lt;br /&gt;
&lt;br /&gt;
It will cost 5% of the vehicle&#039;s total cost to heal all boxes instead of the repair cost listed in the book. 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;
=== 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. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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;
=== Techno Errata ===&lt;br /&gt;
&lt;br /&gt;
The Fade Values for Complex Forms is -3 from their printed values.&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;
=== 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;
&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;
&lt;br /&gt;
==Burning out as a Mage==&lt;br /&gt;
&lt;br /&gt;
Effective immediately, 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;
==Deltaware Acquisition==&lt;br /&gt;
&lt;br /&gt;
For mundane PCs, there are no restrictions on getting deltaware. The awakened require thematics approval to get deltaware.&lt;br /&gt;
&lt;br /&gt;
==Multi-Casting==&lt;br /&gt;
&lt;br /&gt;
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;
==Optional Rules In Effect==&lt;br /&gt;
&lt;br /&gt;
* Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[Player_Rules#Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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.&lt;br /&gt;
&lt;br /&gt;
You cannot purchase Mil-Spec armor without a private run and the GM running that game getting thematics department approval. &lt;br /&gt;
&lt;br /&gt;
You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). You also may not acquire deltaware of any availability. The exception to this is:&lt;br /&gt;
&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;
&lt;br /&gt;
* You may acquire deltaware via the [[#Deltaware_Acquisition| linked house rule.]]&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.&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;
== Banned Lifestyle Options ==&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
== Misc. Lifestyle Rules ==&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;
&lt;br /&gt;
When you pay rent or at character generation, roll on this table 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;
{| 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>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Rules_Interpretations&amp;diff=16720</id>
		<title>ShadowHaven Rules Interpretations</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Rules_Interpretations&amp;diff=16720"/>
		<updated>2019-03-31T01:36:40Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Mechanics Threads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-dv5vykm&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-dv5vykm]][[File:Reddit_share_square_rounded_128.png|20px|link=https://www.reddit.com/r/ShadowHavenBBS/comments/7xw0vr/mechanics_thread_ii/dv5vykm/]]&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;
==Magic==&lt;br /&gt;
&lt;br /&gt;
===The Astral Plane===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa0]]&lt;br /&gt;
Martial Arts do not function in any capacity on the Astral Plane.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spells and Spellcasting===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa1]]&lt;br /&gt;
Ritual Spell Formulae will have the availability and cost of Combat Spell Formulae.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa2&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa2]]&lt;br /&gt;
Spellblades will use the &#039;Spellblade&#039; skill specialization which may be applied to either Clubs or Blades (or both.) Note the normal rules on skill specializations. Neither Powerblade nor Manablade will bypass armor entirely, however, they will both have AP equal to the hits on the spellcasting test, not to exceed half the force. This is not a mechanical limit that can be bypassed by Pushing the Limit with edge, or with reagents. This is subject to change at a future date, but will likely become more permissive, not less, if that occurs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical Objects===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa2&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa2]]&lt;br /&gt;
Magical Lodges will have no direct impact on the background count of an area during downtime. If it is in-run, I suggest GMs have the background count of the area covered by a lodge be 1 for every 4 full points of force it possesses, with the points being aligned to the tradition of the lodge. The GM, however, has ultimate say. They are not active during downtime to avoid certain possible shenanigans with how background counts work.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa3]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Regarding Oracle&#039;&#039;&#039;&#039;&#039; - Adepts, Magicians, Aspected Magicians, and Mysads following Oracle both may and must take the Divination art and the Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and Mystic Adepts without the Magician&#039;s Way, as well as any Aspected Conjurers or Aspected Enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute only in d6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the Question with an Arcana + Logic check. Mystic Adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way, 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.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa4&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa4]]&lt;br /&gt;
The Chaos Mentor spirit allows one to take two levels of Improved Potential in the same limit. You are still limited to 3 total ranks. This is an exception to the normal rules relating to Improved Potential.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Matrix==&lt;br /&gt;
&lt;br /&gt;
===Technomancers===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa5]]&lt;br /&gt;
The Editor Complex Form does not trigger data bombs, nor is it blocked by encryption on a file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa6&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa6]]&lt;br /&gt;
Nerve Strike is a valid skill specialization for Unarmed. Incidentally, so are &amp;quot;Shock Gloves&amp;quot; and &amp;quot;Knucks.&amp;quot; Note the normal rules regarding specializations.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Drugs===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa7]]&lt;br /&gt;
Chemical Glands may not take the Gradual Release option.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa8&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa8]]&lt;br /&gt;
Permitted drugs for use in Chemical Glands are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All drugs in the Core Rulebook are permitted. BTLs, as noted below, are not permitted.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All drugs in Boston Lockdown are permitted, with the following exception: Numb.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No magical compounds, awakened drugs, or BTLs are permitted under any circumstance.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No contact vector only drugs are permitted under any circumstance.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Pretty much every entry a drug has will cause an overdose. Init dice and init score are distinct, but high pain tolerance and limit changes both overlap with themselves (not each other!) and cause overdose. If there are more specific questions, contact Mechanics Team.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Containers and Inventory===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaaa9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaaa9]]&lt;br /&gt;
Only one weapon may be fitted into any given holster. However, it does not have to be a firearm. It simply must be the appropriate size. In this case, you can put a singular knife into a quickdraw holster.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specific Books==&lt;br /&gt;
&lt;br /&gt;
===Run And Gun===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaab0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaab0]]&lt;br /&gt;
The PPP Vitals kit cannot stack with armor vests and armor jackets of most varieties. Ultimately, it is up to GM fiat, however, as I do not wish to have to maintain a comprehensive list. That said, both the Wild Hunt and the Big Game Hunter would definitely not stack with PPP Vitals.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hard Targets===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;ruling-aaaaab1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-aaaaab1]]&lt;br /&gt;
Synthskin masks provide bonus dice to disguise tests - this bonus is equal to the successes on a single Software + Logic [Rating] test. In this case, one cannot use edge or other means to get around the limit - it is a hard limitation of the equipment. If you are using a biometric scan of someone&#039;s face, you may take another +2, for the purposes of duplicating that face only. In the absence of a proper disguise test, the pool of bonus dice should be rolled on their own, simply for wearing the mask. In any case, the face it is mimicing and the bonus dice a mask provides should be noted on your sheet, and remember that they cannot be changed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics Threads ==&lt;br /&gt;
&lt;br /&gt;
Direct links to all Mechanics threads, with more rulings:&lt;br /&gt;
&lt;br /&gt;
* [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/?limit=500 Mechanics Thread I]&lt;br /&gt;
* [https://www.reddit.com/r/ShadowHavenBBS/comments/7xw0vr/mechanics_thread_ii/?limit=500 Mechanics Thread II]&lt;br /&gt;
* [https://www.reddit.com/r/ShadowHavenBBS/comments/8bbh44/mechanics_thread_iii/?limit=500 Mechanics Thread III]&lt;br /&gt;
* [https://www.reddit.com/r/ShadowHavenBBS/comments/9141q9/mechanics_thread_iv/?limit=500 Mechanics Thread IV]&lt;br /&gt;
* [https://www.reddit.com/r/ShadowHavenBBS/comments/ahsgto/mechanics_thread_v/?limit=500 Mechanics Thread V]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=14129</id>
		<title>ShadowHaven Reloaded:Character Generation Guide</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=14129"/>
		<updated>2018-09-07T23:38:07Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Step Seven: Link your PC&amp;#039;s Wikipage on ShadowHavenCharGen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to [https://discord.gg/UaB3zaF join our discord server] for more help. We have a supportive community ready to answer questions. &lt;br /&gt;
&lt;br /&gt;
=Basic Guide= &lt;br /&gt;
==Step One: Read the rules==&lt;br /&gt;
&lt;br /&gt;
In addition to the rules in the Shadowrun 5E rulebooks, ShadowHaven has implemented a few custom rules and banned some items in order to make community play easier. &lt;br /&gt;
&lt;br /&gt;
* [[Player Rules]]&lt;br /&gt;
&lt;br /&gt;
* [[Contact Rules]]&lt;br /&gt;
&lt;br /&gt;
==Step Two: Character Generation with a Program==&lt;br /&gt;
&lt;br /&gt;
Download either [http://www.wolflair.com/index.php?context=hero_lab Herolab], a paid option, or [https://github.com/chummer5a/chummer5a Chummer], an open source and free option. Use either tool to create your character.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
When building your PC, take [[:Category:Public_Contacts|a look at the public contacts]]. It&#039;s interesting to share a contact&#039;s story with other players. To take these types of contact simply add them to your sheet and then add your name to the list of people with the contact on that contact&#039;s wikipage.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
Purchasing gear on characters can seem daunting with all the options available, if you are unsure about what you do or don&#039;t need to purchase at chargen please refer to [https://www.reddit.com/r/Shadowrun/comments/3be6zl/sr5_notbobs_chargen_gear_guide Basic Gear Guide] (Special thanks to /u/NotB0b). This list doesn&#039;t cover job specific gear and is by no means exhaustive but it should provide new players with a good foundation.&lt;br /&gt;
&lt;br /&gt;
==Step Three: Convert your Sheet to PDF==&lt;br /&gt;
&lt;br /&gt;
Converting your sheets to PDF makes life easier for everyone. &lt;br /&gt;
&lt;br /&gt;
===Chummer===&lt;br /&gt;
&lt;br /&gt;
* Click File&lt;br /&gt;
* Click Print&lt;br /&gt;
* Where it says &amp;quot;Print to HTML&amp;quot; there is a drop down. Select save as PDF&lt;br /&gt;
&lt;br /&gt;
===Herolab===&lt;br /&gt;
&lt;br /&gt;
* Print the sheet as a PDF.&lt;br /&gt;
&lt;br /&gt;
==Step Four: Make a ShadowHaven Wiki Account==&lt;br /&gt;
&lt;br /&gt;
If you want to make an account here, [https://discord.gg/CNzCmWe please join our discord server] and ping @wiki with your reddit user account name.&lt;br /&gt;
&lt;br /&gt;
==Step Five: Make A Google Drive Folder==&lt;br /&gt;
&lt;br /&gt;
Inside this folder place your PDF and either your .por file or .chum file. Create a link to this folder. &lt;br /&gt;
==Step Six: Make a Wiki Page for your PC==&lt;br /&gt;
&lt;br /&gt;
All PCs on the Haven must have a wikipage. Once you have an account you can edit the source of one of the various character pages and copy, paste the source onto your new character page then edit in your information accordingly. If you are new to wiki creation please follow [[PC_Page_Creation_Guide|this helpful guide that was written up by our community]]&lt;br /&gt;
&lt;br /&gt;
==Step Seven: Link your PC&#039;s Wikipage on [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen]==&lt;br /&gt;
&lt;br /&gt;
Go to [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen] and link your PC&#039;s wiki page as a new post. In the title of your submission please include one of the following suffixes:&lt;br /&gt;
&lt;br /&gt;
* Light - This indicates that you understand the system and the character you are submitting and all you want is a legality check. These are quick and painless reviews for the most part.&lt;br /&gt;
&lt;br /&gt;
* Heavy - This indicates that you would like a full review, going over such things as the concept, dice pools, etc. This is for new players as well as veteran players who either want another players advice or critique. These tend to take a bit longer, but you will receive more hands on time with a chargen minion to help you make the character you really want. &lt;br /&gt;
&lt;br /&gt;
An example title for a character submission title might read &amp;lt;Character Name - Light&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If this is your first character submission, you must have a heavy review, even if you are a veteran player.&#039;&#039; Future submissions maybe light or heavy at the player&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
After you have submitted a character, our Character Generation volunteers will review the sheet for legality. You will need to wait until the volunteer has approved your sheet before applying to any games.&lt;br /&gt;
&lt;br /&gt;
==Step Eigth: Apply to a Game!==&lt;br /&gt;
&lt;br /&gt;
Make an account on [https://app.roll20.net/sessions/new Roll20] so you can join a virtual table. After you get approved, go to [http://www.reddit.com/r/ShadowHaven ShadowHaven] and search for a game fitting your schedule. To keep us all on the same page, jobs are posted with the time in UTC (Coordinated Universal Time). The job post will have the date and UTC time in the heading and at the top of the posting. When you find a post, follow the GM&#039;s instruction to whether they want an in-character response to the job or other information. Link your Wikipage at the bottom of your reply to the job. If you are a new player, feel free to let the GM know. The GM will reply to you and give you details to the voice room on the [https://discord.gg/UaB3zaF Discord server] or ping you in the [https://discord.gg/Hv9ZuXT #ooc-paperwork] channel. It is much easier for your GMs if you are already on the Discord server before your game.&lt;br /&gt;
&lt;br /&gt;
==Moving your character to create mode==&lt;br /&gt;
&lt;br /&gt;
So chummer, you made it through chargen. Congratulations! At this point you should have a fully fleshed out wiki page with a link to your google drive or dropbox folder containing your pdf and either a por or a chum5 file. Once you or a chargen minion has rolled and documented your starting cash, you can then move your character into career mode. Now put your career mode files in the same folder which you linked in your wiki page. You can choose to keep your create mode files in the folder or replace them. But make sure to keep a backup creature mode file in case something gets corrupted or chargen department wishes to review it again.&lt;br /&gt;
&lt;br /&gt;
==Applying to jobs==&lt;br /&gt;
&lt;br /&gt;
Runs are posted on the main /r/ShadowHaven subreddit. You may apply to any job which is flaired open (green).  Run postings have both and out of character (OOC) and in character (IC) elements. Make sure to read up on the time and date (written in UTC), difficulty and type of run to see if your character is interested in it. Run applications are made as a comment and in character with your character’s wiki page linked in the following way:&lt;br /&gt;
&lt;br /&gt;
IC RESPONSE&lt;br /&gt;
&lt;br /&gt;
*  [My character] (wiki page link)&lt;br /&gt;
&lt;br /&gt;
Additional info like top 3 skill dicepools or last 3 runs as a player might have to be included in the player application should the GM ask for it in the run posting. If you are picked, the GM will comment on your application notifying you as such. A link to a Roll20 table will be posted shortly before the game, in the #paperwork channel where you can join and play the game.&lt;br /&gt;
&lt;br /&gt;
After the game, rewards are handed out, which you need to add to your character file either in chummer or hero lab.(edited)&lt;br /&gt;
&lt;br /&gt;
==Roleplaying in and outside games==&lt;br /&gt;
&lt;br /&gt;
Even before your character is approved you may participate in any of the IC chat rooms. RP is also encouraged during runs unless the GM explicitly discourages RP, due to time constraints. Please read on the RP rules and follow them to ensure a smooth and satisfactory RP experience. All rolls during a run are made on the GM’s Roll20 table, including any post or pre run rolls (purchases, addiction, summoning/binding or compiling/registering, etc). Off the table (during downtime) rolls are made in #dicerolling for purposes of purchases, addiction, summoning/binding or compiling/registering, etc. All IC rolls during roleplay in any of the IC channels are made in #ic-dicerolling.&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=14054</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=14054"/>
		<updated>2018-09-01T06:26:45Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Attributes at Character Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Creating a Character =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Priority and Sum-To-Ten are the permitted character generation types.&lt;br /&gt;
&lt;br /&gt;
Some players &#039;&#039;may&#039;&#039; earn a character slot that can use Prime Character Generation rules as reward for future charity events. Prime Character Generation is compatible with Sum-to-Ten.&lt;br /&gt;
&lt;br /&gt;
Exotic characters like Metasapients and Infected are allowed but experience playing other things first is heavily recommended.&lt;br /&gt;
&lt;br /&gt;
Certain qualities like Amnesia are allowed but have a lower priority to get approved due to the extra burden on the chargen staff.&lt;br /&gt;
&lt;br /&gt;
Players are allotted 3 character slots. They may buy a 4th for 20 [[GMP]], a 5th for 40 [[GMP]], a 6th for 80 [[GMP]] and so on. When doing this, post a comment to your r/Shadowhavenchargen post with a tag /u/jre2 and /u/Nitsuj83 with how much GMP you spent. Extralife prime slots are exempt from this limit.&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(ex.)&#039;&#039;&#039; &lt;br /&gt;
* 1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
* 2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
* 3rd 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;
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. 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.&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;
== 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;
&lt;br /&gt;
Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
== Initiations ==&lt;br /&gt;
&lt;br /&gt;
Initiations are not permitted at chargen. 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. Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) a run focused around them. Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. 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;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
All PCs must have a fixer.&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
ShadowHaven has minimum ages for PCs. My will follow in the in-canon age of consent set by Evo which accounts for how each metatype develops. The minimum age for PCs will be 10 for orks, 14 for trolls, 16 for humans and dwarves, and 18 for elves. Metavariants will have the minimum age of their base metatype.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
There is a 7 day waiting period between approvals of a player character. &lt;br /&gt;
&lt;br /&gt;
==Social Skills==&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;
&lt;br /&gt;
== Skill Training ==&lt;br /&gt;
{| &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Improving a Single Skill, without a Trainer&lt;br /&gt;
|-&lt;br /&gt;
|New Skill Level&lt;br /&gt;
|Training Time&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Day&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|7 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|14 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|28 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|42 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|56 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|70 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|84 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|96 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|110 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Improving a Single Skill, with a Trainer&lt;br /&gt;
|-&lt;br /&gt;
|New Skill Level&lt;br /&gt;
|Training Time&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0 Days&lt;br /&gt;
|1000 nY&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 Day&lt;br /&gt;
|1500 nY&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 Days&lt;br /&gt;
|2000 nY&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Days&lt;br /&gt;
|2500 nY&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 Days&lt;br /&gt;
|3000 nY&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|7 Days&lt;br /&gt;
|4000 nY&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|14 Days&lt;br /&gt;
|8000 nY&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|21 Days&lt;br /&gt;
|12000 nY&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|28 Days&lt;br /&gt;
|16000 nY&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|35 Days&lt;br /&gt;
|20000 nY&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|42 Days&lt;br /&gt;
|30000 nY&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|49 Days&lt;br /&gt;
|40000 nY&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|56 Days&lt;br /&gt;
|50000 nY&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Improving a Group Skill, without a Trainer&lt;br /&gt;
|-&lt;br /&gt;
|New Skill Level&lt;br /&gt;
|Training Time&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|2 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|6 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|11 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|21 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|42 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|63 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|84 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|105 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|126 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|144 Days&lt;br /&gt;
|0 nY&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Improving a Group Skill, with a Trainer&lt;br /&gt;
|-&lt;br /&gt;
|New Skill Level&lt;br /&gt;
|Training Time&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0 Days&lt;br /&gt;
|1500 nY&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Days&lt;br /&gt;
|2250 nY&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Days&lt;br /&gt;
|3000 nY&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 Days&lt;br /&gt;
|3750 nY&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|6 Days&lt;br /&gt;
|4500 nY&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|11 Days&lt;br /&gt;
|6000 nY&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|21 Days&lt;br /&gt;
|12000 nY&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|32 Days&lt;br /&gt;
|18000 nY&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|42 Days&lt;br /&gt;
|24000 nY&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|53 Days&lt;br /&gt;
|30000 nY&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|63 Days&lt;br /&gt;
|45000 nY&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|74 Days&lt;br /&gt;
|60000 nY&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
Increasing an Attribute takes a number of weeks equal to the new Attribute Rating minus the Metatype Minimum.&lt;br /&gt;
&lt;br /&gt;
=== Combined Training ===&lt;br /&gt;
Attributes and skills can be trained simultaneously, whether doing multiple skills (as per LOG/2) or skill groups.&lt;br /&gt;
&lt;br /&gt;
=== Qualities Post Character Generation ===&lt;br /&gt;
&lt;br /&gt;
Players are allowed to purchase positive qualities outside of  character generation. However, you must either get approval from your GM if you want to buy one on or after a run, or you can submit a request in the most recent downtime rolling thread and tag any of the current council members for approval. GM&#039;s and Council reserve the right to deny a quality if it doesn&#039;t appear to make sense for the character or what they did to achieve it, however GM&#039;s are highly encouraged to work with players to come to an arrangement. &lt;br /&gt;
&lt;br /&gt;
=== Day Job ===&lt;br /&gt;
To represent the effect of Day Job, a multiplier is applied to required time for all downtime activites, such as skill or attribute training, learning martial arts, and intitations. &lt;br /&gt;
&lt;br /&gt;
No change is made to income.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Day Job multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Fame&lt;br /&gt;
! None&lt;br /&gt;
! National/Megacorp&lt;br /&gt;
! Global&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 1&lt;br /&gt;
|1.5&lt;br /&gt;
|1.5167&lt;br /&gt;
|1.55&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 2&lt;br /&gt;
|1.667&lt;br /&gt;
|1.7&lt;br /&gt;
|1.8334&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 3&lt;br /&gt;
|2&lt;br /&gt;
|2.0667&lt;br /&gt;
|2.1667&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 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 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. The character&#039;s GMP cap also resets back to 10 (1 run). Any GMP invested into the character is 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;
= 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.&lt;br /&gt;
&lt;br /&gt;
* Assassin’s Primer&lt;br /&gt;
&lt;br /&gt;
* Battle of Manhattan&lt;br /&gt;
&lt;br /&gt;
* Bloody Business&lt;br /&gt;
&lt;br /&gt;
* Book of the Lost&lt;br /&gt;
&lt;br /&gt;
* Bullets and Bandages†&lt;br /&gt;
&lt;br /&gt;
* Chrome Flesh&lt;br /&gt;
&lt;br /&gt;
* Cutting Aces&lt;br /&gt;
&lt;br /&gt;
* Data Trails&lt;br /&gt;
&lt;br /&gt;
* Dark Terrors&lt;br /&gt;
&lt;br /&gt;
* Forbidden Arcana&lt;br /&gt;
&lt;br /&gt;
* Gun Heaven 3&lt;br /&gt;
&lt;br /&gt;
* Hard Targets&lt;br /&gt;
&lt;br /&gt;
* Howling Shadows&lt;br /&gt;
&lt;br /&gt;
* Lockdown&lt;br /&gt;
&lt;br /&gt;
* Rigger 5.0&lt;br /&gt;
&lt;br /&gt;
* Run and Gun&lt;br /&gt;
&lt;br /&gt;
* Run Faster&lt;br /&gt;
&lt;br /&gt;
* Sail Away, Sweet Sister&lt;br /&gt;
&lt;br /&gt;
* Shadow Spells&lt;br /&gt;
&lt;br /&gt;
* Shadowrun 5th edition&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: Butte&lt;br /&gt;
&lt;br /&gt;
* Shadows in Focus: San Francisco&lt;br /&gt;
&lt;br /&gt;
* Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
&lt;br /&gt;
*Splintered State&lt;br /&gt;
&lt;br /&gt;
* Stolen Souls&lt;br /&gt;
&lt;br /&gt;
* Street Grimoire&lt;br /&gt;
&lt;br /&gt;
* Street Lethal&lt;br /&gt;
&lt;br /&gt;
* The Complete Trog&lt;br /&gt;
&lt;br /&gt;
* The Seattle Gambit&lt;br /&gt;
&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;
= ShadowHaven Houserules and Custom Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
The default is for players to choose their contacts from the already made public contacts. We additionally allow, as an option for the die hards, to create and stat out your own contact. [[Contact_Rules|Shadowgrid uses a custom contact system you can read about here]].&lt;br /&gt;
&lt;br /&gt;
Note: If you create your own contact you can temporarily not stat it out right away at the penalty of not being able to use it. If the GM asks/lets you use it anyway, the assumed dice pool for their primary skill is &amp;lt;code&amp;gt;Skill = Connection * 2 + 2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
We allow Ghouls, Vampires, Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you. &lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
AI are not permitted for PC use.&lt;br /&gt;
&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;
* Amnesia: Neural Deletion&lt;br /&gt;
&lt;br /&gt;
* Apt Pupil (Page 32, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Better to be Feared than Loved&lt;br /&gt;
&lt;br /&gt;
* Consummate Professional (Page 17, Assassin&#039;s Primer)&lt;br /&gt;
&lt;br /&gt;
* Dead Emotion&lt;br /&gt;
&lt;br /&gt;
* Dracoform (Any)&lt;br /&gt;
&lt;br /&gt;
* Elemental Focus (Page 191, Hard Target)&lt;br /&gt;
&lt;br /&gt;
* The Every Man For Himself quality (Page 181, Street Lethal) shall be banned.&lt;br /&gt;
&lt;br /&gt;
* Friends in High Places&lt;br /&gt;
&lt;br /&gt;
* Human Lifespan (Page 188, The Complete Trog): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
&lt;br /&gt;
* Hung Out to Dry&lt;br /&gt;
&lt;br /&gt;
* Illusionist (Page 37, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* In Debt&lt;br /&gt;
&lt;br /&gt;
* Immunization&lt;br /&gt;
&lt;br /&gt;
* Latent Dracomorphosis&lt;br /&gt;
&lt;br /&gt;
* The No Man Left Behind quality (Page 181, Street Lethal) shall be banned.&lt;br /&gt;
&lt;br /&gt;
* One of Them&lt;br /&gt;
&lt;br /&gt;
* Pregnant&lt;br /&gt;
&lt;br /&gt;
* Puppet Master (Page 39, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Revels in Murder&lt;br /&gt;
&lt;br /&gt;
* So Jacked Up&lt;br /&gt;
&lt;br /&gt;
* Stay Out Of My Way (Page 129, Street Lethal) shall be banned.&lt;br /&gt;
&lt;br /&gt;
* SURGE I and SURGE II&lt;br /&gt;
&lt;br /&gt;
* This Is Your Last Chance (Page 129, Street Lethal) shall be banned.&lt;br /&gt;
&lt;br /&gt;
* Tough and Targeted&lt;br /&gt;
&lt;br /&gt;
==  Playtest Qualities ==&lt;br /&gt;
This quality is approved, but with the understanding it may be removed after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed.  We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied. &lt;br /&gt;
&lt;br /&gt;
* Death Dealer&lt;br /&gt;
&lt;br /&gt;
* Pacifist Adept&lt;br /&gt;
&lt;br /&gt;
* Shock Mage&lt;br /&gt;
&lt;br /&gt;
* Stalwart Ally&lt;br /&gt;
&lt;br /&gt;
* Taboo Transformer&lt;br /&gt;
&lt;br /&gt;
== Altered Qualities ==&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;Amnesia: Surface Loss&#039;&#039;&#039;&lt;br /&gt;
** You are allowed to take this however you should be aware that since chargen has to create your knowledge skills for you as well as creating a backstory, that these character submissions can take longer than normal. While the chargen department should do everything within their power to make the backstory and knowledge skills reflect the rest of the character that has been created that it is ultimately up to the chargen department to pick these so you may not necessarily like what you end up with. The quality works as written in every other way, if a knowledge skill you have on the list is brought up in a run you can spend 2 karma to learn an additional rank and unlock the knowledge skill for later use as well. Backstory can only be discovered as part of a public or private run and the GM has more or less free reign to edit in your backstory as they see fit.&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.&lt;br /&gt;
** As stated in the RAW, this does not apply to Awakened animals. &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. It has no other effect.&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;Archivist&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
** This will only work with the following knowledge skills: Magical Theory, Magical Threats, Magic Traditions, Magical Groups, Magical background, (Appraising of) Magical Goods, Manasphere Studies, Astral Topography, Talismongering, Thaumaturgy and Arcano-Archaeology. More may be added to this list by requesting approval from the Council. &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 a to 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;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;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;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 33, 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;
* The &#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; quality (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;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;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;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;
* The &#039;&#039;&#039;Location Attunement&#039;&#039;&#039; quality (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;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;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.&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;Shock Mage&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
** “Electricity based skill” shall be at least 1 Electricity Based Spell including [Electricity] Grenade, Ball Lighting, Lighting Bolt, Interference and Pulse.  &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;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 [http://www.shadowhaven.info/wiki/Player_Rules#Critter_Tricks house rules] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
&lt;br /&gt;
* Technical School Education (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;
* The &#039;&#039;&#039;Thousand Yard Stare&#039;&#039;&#039; quality (Page 181, Street Lethal) shall be permitted as-is. Combat personnel indicates people who regularly see or risk seeing combat - front-line soldier, HTR troops, shadowrunners, and etc.&lt;br /&gt;
&lt;br /&gt;
&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 defence 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;
== Altered Spells ==&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;
== 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 unavailable to Player Characters: &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;
* Plague Cloud &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;
&lt;br /&gt;
== Banned/Altered Infected Powers ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook)&lt;br /&gt;
** Paralyzing howl is banned for PC infected characters (Banshees specifically). Beast spirits summoned/bound by PCs may still use the power, as can GMs.&lt;br /&gt;
&lt;br /&gt;
== Play Test Spirits ==&lt;br /&gt;
&lt;br /&gt;
These spirits may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vehicle Spirits&#039;&#039;&#039; (Page 180, Forbidden Arcana)&lt;br /&gt;
** Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.&lt;br /&gt;
&lt;br /&gt;
== Altered Mechanics ==&lt;br /&gt;
&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;
&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;
** 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;
* &#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
** The negative effect to Magician abilities from a Mentor’s Mask will make it possible to detect sustained spells with numinous perception, due to their mentor’s mask manifesting.&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;
* &#039;&#039;&#039;Blood Crystals&#039;&#039;&#039; (Page. 132, Forbidden Arcana)&lt;br /&gt;
** Restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&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;
== Banned Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
* &#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
&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;
&lt;br /&gt;
== Banned Mentor Spirits ==&lt;br /&gt;
&lt;br /&gt;
Planar Entity &lt;br /&gt;
&lt;br /&gt;
Doom&lt;br /&gt;
&lt;br /&gt;
Pollution &lt;br /&gt;
&lt;br /&gt;
Disease&lt;br /&gt;
&lt;br /&gt;
== Altered Traditions ==&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;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;
== Playtest Traditions ==&lt;br /&gt;
&lt;br /&gt;
These traditions may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in the Topics for Discussion so it may be studied.&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;
** Flight Skill equal to Force only.&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;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;
** Must be clarified on the character&#039;s wiki for approval&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;
== 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;
== Banned Metamagics == &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 44, 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;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
== Playtest Metamagics==&lt;br /&gt;
&lt;br /&gt;
These metamagics may be removed or modified after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in thr Topics for Discussion so it may be studied.&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;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
** Must have line of sight to allies to work.&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 Rituals==&lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;&#039;Calling&#039;&#039;&#039; (Street Grimoire, Page 126)&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 ‘Conjuring’ 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, 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;
&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;
** Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so.&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;
== Military/Future Weapons ==&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons were banned in their entirety, with no GM or player use permitted.&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;
== Banned Items == &lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
* Gammaware&lt;br /&gt;
&lt;br /&gt;
* Omegaware&lt;br /&gt;
&lt;br /&gt;
* Noizquito&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;
&lt;br /&gt;
* Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
* Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
* Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
&lt;br /&gt;
* Painade (Page 135, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Shaman Tuxedo (Page 143, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
* Renfield (Page 128, Hard Targets)&lt;br /&gt;
&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;
&lt;br /&gt;
* Smuggling compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
&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;
&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;
==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;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;
&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;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;
&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;
* The Horizon-Flynn Defense-com Commlink Weapons (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;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, but with no wireless bonus, because that thing is a mess. The pack itself will always shout &amp;quot;KRIME! KRIME! KRIME!&amp;quot; when in use. Optionally, it may shout &amp;quot;KRIME! 2499! KRIME! 2498!&amp;quot; and so forth, indicating current ammo remaining.&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;
* 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;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;
* &#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;
* &#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;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;
&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;
* &#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;
* &#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;
* 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;
==Altered and Clarified Mechanics==&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;
===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. In order to take metamagics outside of this, they must take another Way. 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. 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;
===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;
===Addiction Rules===&lt;br /&gt;
&lt;br /&gt;
Each time you take an addictive substance, you will immediately make an addiction test. For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools for the above. 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;
=== 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;
&lt;br /&gt;
==Custom Items and Mechanics==&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 councilor with your concerns.&lt;br /&gt;
&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;
===Observe in Detail===&lt;br /&gt;
&lt;br /&gt;
The Observant quality (Page 129, 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;
===Sustained Spells===&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 armor increase reaction 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;
=== Rigger Houserules ===&lt;br /&gt;
&lt;br /&gt;
One may utilize any of their choice of Intuition or Reaction for tests relating to vehicles and drones that call for either, and their choice of Logic or Agility for tests relating to vehicles and drones that call for either, when one is in VR.&lt;br /&gt;
&lt;br /&gt;
=== Repairing Vehicle Damage and Vehicle Destruction ===&lt;br /&gt;
&lt;br /&gt;
It will cost 5% of the vehicle&#039;s total cost to heal all boxes instead of the repair cost listed in the book. 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;
=== 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. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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;
I am in favor.&lt;br /&gt;
&lt;br /&gt;
=== Techno Errata ===&lt;br /&gt;
&lt;br /&gt;
The Fade Values for Complex Forms is -3 from their printed values.&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;
=== 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;
&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;
&lt;br /&gt;
==Burning out as a Mage==&lt;br /&gt;
&lt;br /&gt;
Effective immediately, 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;
==Deltaware Acquisition==&lt;br /&gt;
&lt;br /&gt;
For mundane PCs, there are no restrictions on getting deltaware. The awakened require thematics approval to get deltaware.&lt;br /&gt;
&lt;br /&gt;
==Multi-Casting==&lt;br /&gt;
&lt;br /&gt;
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;
==Optional Rules In Effect==&lt;br /&gt;
&lt;br /&gt;
* Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[Player_Rules#Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee. This is done at the base delivery time, if you wish to find the item faster, the player may roll.&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.&lt;br /&gt;
&lt;br /&gt;
You cannot purchase Mil-Spec armor without a private run and the GM running that game getting thematics department approval. &lt;br /&gt;
&lt;br /&gt;
You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). You also may not acquire deltaware of any availability. The exception to this is:&lt;br /&gt;
&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;
&lt;br /&gt;
* You may acquire deltaware via the [[#Deltaware_Acquisition| linked house rule.]]&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.&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;
== Misc. Lifestyle Rules ==&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;
&lt;br /&gt;
When you pay rent or at character generation, roll on this table 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;
{| 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>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Fischer&amp;diff=13936</id>
		<title>Fischer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Fischer&amp;diff=13936"/>
		<updated>2018-08-23T13:50:04Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Fischer&lt;br /&gt;
|image= [[File:Fischer.jpg|350px]]&lt;br /&gt;
|header1= Mage&lt;br /&gt;
|header2= (Mastermind, Dronomancer, Cyberspy)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Human]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 1&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 10, 2030&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1ijztb26gghtvKVI4-dc6_kqIQwZxV974 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Fischer is the man behind the curtain. His weapons are the people, machines, and sprites he influences and directs. Like any good player, he knows the value of his pieces---a careless sacrifice only leads to weakness. Fischer prefers to empower, inform, and position his allies and subordinates, leveraging their strengths to secure victory. Whether they believe it is their goals they are achieving or his is immaterial to Fischer. In the end, he always comes out ahead.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
The Great Game defines his life. Fischer lives to play and measures his existence by triumphs and defeats.&lt;br /&gt;
&lt;br /&gt;
* Challenger: The Great Game is not kind to those who are stagnant. Conflict and struggle are the crucible in which greatness is forged, and Fischer actively seeks out stronger opponents. He is not an idiot and will avoid battles he expects to lose, and he knows there are many paths to victory, most of which require patience, preparation, and resolve. &amp;quot;Fighting fair&amp;quot; is just a myth perpetuated by combatants who have over-committed to a strength and seek to protect their vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
* Explorer: Secrets are meant to be uncovered, but only by the worthy. Fischer believes that the hidden world is a series of trials meant to separate the exceptional from the rank and file.&lt;br /&gt;
&lt;br /&gt;
* Aeronaut: Fischer has always had an eye on the clouds. At a personal level, he sees the streets as a metaphor for the common man, and he believes he can be more, both figuratively and literally. Whether piloting a drone in VR or physically being held aloft, he sees the sky as his providence.&lt;br /&gt;
&lt;br /&gt;
===Journal===&lt;br /&gt;
&lt;br /&gt;
Staring into the abyss, Socrates declared that &amp;quot;the unexamined life was not worth living,&amp;quot; and sealed his principles with hemlock. Magnus believes something similar, in that failure is both expected and an opportunity to develop into something more. To that end, he keeps a private diary of his work, written entirely by hand in ink on paper. The exercise is cathartic for him, washing away the frustrations of defeat with the knowledge that it will make him stronger. While he does not share the contents, players are free to read the collected entries on the Haven wiki:&lt;br /&gt;
&lt;br /&gt;
* [[The Journal of Magnus Lasker]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Magnus Lasker was born December 10, 2030 in the fledgling state of Pomorya, a human to young elven parents. With the onset of the first Eurowar, his family fled the continent and followed the tide of elven immigrants settling in Portland. Young Magnus grew up a fairly sheltered life of private education, but in a stratified elven society, he was always one step removed from the world. It was in this isolating environment that he met Evelyn Lombardy, in whom he found a kindred spirit. Another human, Evelyn and Magnus bonded over their shared pseudo-pariah status and became fast friends.&lt;br /&gt;
&lt;br /&gt;
By twenty-two, the pair had become inseparable, and they had begun to see their second-class status as both a challenge and an opportunity to move more quietly beneath mainstream Cara&#039;sir society. When Portland closed its trading doors to the greater world in 2052, Magnus and Evelyn decided to follow the free port to Seattle. They moved into a small apartment downtown and began working to manipulate the burgeoning trade deals in the area. It was during these formative years that both Evelyn and Magnus shaped their philosophy of the Great Game. The inception of the idea began, naturally, over a game of chess---their shared passion. It was the striking similarity of their economic and political machinations to the feints and gambits on their board that set them talking. As years passed, it became a strategy, then a guiding philosophy, and finally a defining code.&lt;br /&gt;
&lt;br /&gt;
Years went by, and Magnus worked alongside his compatriot with great success, quietly accumulating modest wealth and power. On the night of March 22nd, 2064, he met Evelyn for their habitual Saturday evening game of chess. Magnus was engrossed, his mind completely focused on his moves. His lifelong friend was not. Just as Lasker seized victory on the board, he felt the prick of a needle in his neck, and his world went black.&lt;br /&gt;
&lt;br /&gt;
Magnus awoke in a private hospital room in Seattle ten years later with an letter on his chest. It explained of his friend&#039;s betrayal, of the coma she had induced, and of the fate of his now-defunct SIN. This was his final lesson: that there are no true allies in the Great Game, merely other players with aligned goals. She explained that she had discovered this truth years before and tried time and again to nudge him towards the same realization, but he had never come around. So she had resigned herself to the only option left. Experience is a harsh teacher, but it cannot be ignored. Defeat was the only way to teach it.&lt;br /&gt;
&lt;br /&gt;
What Evelyn did not plan was the side-effects of existing in a chemically induced, VR-mediated coma during the second Matrix crash. With the Matrix infrastructure torn away from him, Magnus began a nine-year drift through ambient signals of the electronic world around him. When he was finally released from his virtual prison, he found himself inextricably linked to the electronic world around him. Computer systems now bent to his thoughts, and he could feel the ebb and flow of data from billions of connected devices.&lt;br /&gt;
&lt;br /&gt;
And so Magnus returns to his seat at the table of the Great Game. After a painful physical rehabilitation to undo the effects of the chemical damage and subsequent atrophy, Magnus has thrown himself back into the shadows. He harbors no resentment to his friend. On the contrary, she gave him the most valuable lesson she possessed and, unexpectedly, the most valuable tool he now has. Backed by a formidable arsenal of machine and Matrix, he is ready to play once again.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
Fischer is a man at the nadir of his power and the apex of his life. Enfeebled from awakening from a ten-year-long coma, stripped of all his possessions, and thrown to the urban wilds of Seattle, he could not be happier. He has been enlightened to his true purpose, and opportunity flourishes around him.&lt;br /&gt;
&lt;br /&gt;
Outwardly, Fischer is a gaunt man with a calm, piercing gaze. He sometimes struggles with the simple physical tasks required of daily life, and his hands often betray a slight tremor. He dresses well, and when he speaks, it is with composure and a hidden strength. His personality tends to be that of an arbitrator in public, and he attempts to achieve his ends by convincing others that their interests are aligned. He rarely engages in overt threats or coercion, but when he does, it is typically preceded by extensive preparation.&lt;br /&gt;
&lt;br /&gt;
Before his fall, Fischer was a ranked grandmaster in chess, and he continues to play avidly. Fischer sees chess as a reflection of the universe in microcosm, and his love of the analogy tends to spill into his activities. Threading complex forms feels much the same as solving a tricky board position, and compiling sprites may as well be blitz games---execute a cunning strategy and the sprite will reward the insight with tasks, but lose the game, and the sprite will fizzle back into the resonance. Fischer has practiced to the point where he can execute it in his head, but he still prefers the feel of real pieces in his fingers.&lt;br /&gt;
&lt;br /&gt;
His daily routine includes continuing physical rehabilitation, time swimming through the matrix to stay abreast of events, and of course, dedicated time to his favorite vice.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
* [[No Rose Without a Thorn]] 3/11/18&lt;br /&gt;
&lt;br /&gt;
* [[Liberty! Freedom! Tyranny Is Dead!]] 3/15/18&lt;br /&gt;
&lt;br /&gt;
* [[Storks in Snohomish]] 3/18/18&lt;br /&gt;
&lt;br /&gt;
* [[On Silent Wings]] 3/22/18&lt;br /&gt;
&lt;br /&gt;
*[[NRG]] 3/31/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots_-_Stand_Up]] 4/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 2)]] 4/28/18&lt;br /&gt;
&lt;br /&gt;
*[[Two in the Brainpan]] 4/29/18&lt;br /&gt;
&lt;br /&gt;
*[[(Paladin&#039;s Favor)]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Mayday]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Our Sound Waves Run Your City Like Parkour]] 5/9/18&lt;br /&gt;
&lt;br /&gt;
*[[These Narcissists Forget to do their Exercise]] 5/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Failure Games]] 5/19/18&lt;br /&gt;
&lt;br /&gt;
*[[Thomas the Dank Engine]] 5/22/18&lt;br /&gt;
&lt;br /&gt;
*[[This is Seattle]] 6/20/18&lt;br /&gt;
&lt;br /&gt;
*[[Portugal,_The_Man|Portugal, The Man - Feel It Still]] 6/29/18&lt;br /&gt;
&lt;br /&gt;
*[[Verses The Mooney Suzuki – Shake That Bush Again]] 7/1/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 4)]] 7/7/18&lt;br /&gt;
&lt;br /&gt;
*[[Trip D and Clean]] 7/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do]] 7/14/18&lt;br /&gt;
&lt;br /&gt;
*[[Burning Brides - Heart Full of Black]] 7/18/18&lt;br /&gt;
&lt;br /&gt;
*[[Katy Perry – Swish Swish (Part 1)]] 7/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do (Part 2)]] 7/22/18&lt;br /&gt;
&lt;br /&gt;
*[[Shadowrun, but on an Airship]] 8/16/18&lt;br /&gt;
&lt;br /&gt;
*[[Big Muddy Run]] 8/19/18&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* [[Paul Emmers]] - Connection 4, Loyalty 2 - Swag (Vehicles/Drones)&lt;br /&gt;
* [[Anatoly Yevgenyevich]] - Connection 2, Loyalty 1 - Hustler (Shadow services)&lt;br /&gt;
* [[Janus]] (TBD-SadSuspenders) - Connection ?, Loyalty 1 - ?&lt;br /&gt;
* (Yakuza Boss for Bellevue) (TBD-DrBurst) - Connection 7, Loyalty 1 - ?&lt;br /&gt;
* (Ancients contact) (TBD-DrBurst) - Connection 4, Loyalty 1 - ?&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
+2 Zentralrat (Romani)&lt;br /&gt;
&lt;br /&gt;
+10 Horizon&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Redmond&lt;br /&gt;
&lt;br /&gt;
+1 Crusher 495&lt;br /&gt;
&lt;br /&gt;
+1 Electronic Crows&lt;br /&gt;
&lt;br /&gt;
+1 ShadowHaven&lt;br /&gt;
&lt;br /&gt;
+8 Enduring Resistance&lt;br /&gt;
&lt;br /&gt;
+3 Anarchist Black Flag&lt;br /&gt;
&lt;br /&gt;
+1 Crime Mall Merchants&#039; Association&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Cuba&lt;br /&gt;
&lt;br /&gt;
+3 PNR (Cuban police)&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
Fischer has come to believe Evelyn&#039;s fundamental truth: that there are no true allies in the Great Game, merely other players with aligned goals. The converse could be said of enemies. That said, being generous to a like-minded individual or ruthless with an opponent both have their time and place, and Fischer has been known to have a long memory.&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
===The Great Game===&lt;br /&gt;
&lt;br /&gt;
Fischer believes that all life is part of a connected web of conflict called the Great Game. Every beast and metahuman is a piece on the board, and physics, technology, and magic are merely rules of play. Three threads bind them together:&lt;br /&gt;
&lt;br /&gt;
* The Great Game is eternal. You cannot win the game, but the only true way to lose is not to play.&lt;br /&gt;
* The Great Game is recursive. You have your pieces to control, to manipulate to achieve your goals. And so you are manipulated in turn by the greater players. You are a pawn, you have pawns, and your pawns have pawns. It&#039;s turtles all the way down.&lt;br /&gt;
* The Great Game is unknowable. Human games have finite rules, finite space. With enough time and resources, these are beatable. The Great Game cannot be beaten, because it is infinite. Unraveling its mysteries brings power, but it also reveals still more mysteries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Victor Alekhine (R4). Private contractor: computational event simulation, behavioral analysis, and game theory. (Recently off medical disability.)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A high-quality tailored suit.&lt;br /&gt;
&#039;&#039;&amp;quot;A gentleman without a suit is just a man.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A metahuman much like himself, dressed in a fine suit, but with a field of stars instead of a face.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Fischer&amp;diff=13893</id>
		<title>Fischer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Fischer&amp;diff=13893"/>
		<updated>2018-08-19T22:29:34Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Fischer&lt;br /&gt;
|image= [[File:Fischer.jpg|350px]]&lt;br /&gt;
|header1= Mage&lt;br /&gt;
|header2= (Mastermind, Dronomancer, Cyberspy)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Human]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 1&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 10, 2030&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1ijztb26gghtvKVI4-dc6_kqIQwZxV974 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Fischer is the man behind the curtain. His weapons are the people, machines, and sprites he influences and directs. Like any good player, he knows the value of his pieces---a careless sacrifice only leads to weakness. Fischer prefers to empower, inform, and position his allies and subordinates, leveraging their strengths to secure victory. Whether they believe it is their goals they are achieving or his is immaterial to Fischer. In the end, he always comes out ahead.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
The Great Game defines his life. Fischer lives to play and measures his existence by triumphs and defeats.&lt;br /&gt;
&lt;br /&gt;
* Challenger: The Great Game is not kind to those who are stagnant. Conflict and struggle are the crucible in which greatness is forged, and Fischer actively seeks out stronger opponents. He is not an idiot and will avoid battles he expects to lose, and he knows there are many paths to victory, most of which require patience, preparation, and resolve. &amp;quot;Fighting fair&amp;quot; is just a myth perpetuated by combatants who have over-committed to a strength and seek to protect their vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
* Explorer: Secrets are meant to be uncovered, but only by the worthy. Fischer believes that the hidden world is a series of trials meant to separate the exceptional from the rank and file.&lt;br /&gt;
&lt;br /&gt;
* Aeronaut: Fischer has always had an eye on the clouds. At a personal level, he sees the streets as a metaphor for the common man, and he believes he can be more, both figuratively and literally. Whether piloting a drone in VR or physically being held aloft, he sees the sky as his providence.&lt;br /&gt;
&lt;br /&gt;
===Journal===&lt;br /&gt;
&lt;br /&gt;
Staring into the abyss, Socrates declared that &amp;quot;the unexamined life was not worth living,&amp;quot; and sealed his principles with hemlock. Magnus believes something similar, in that failure is both expected and an opportunity to develop into something more. To that end, he keeps a private diary of his work, written entirely by hand in ink on paper. The exercise is cathartic for him, washing away the frustrations of defeat with the knowledge that it will make him stronger. While he does not share the contents, players are free to read the collected entries on the Haven wiki:&lt;br /&gt;
&lt;br /&gt;
* [[The Journal of Magnus Lasker]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Magnus Lasker was born December 10, 2030 in the fledgling state of Pomorya, a human to young elven parents. With the onset of the first Eurowar, his family fled the continent and followed the tide of elven immigrants settling in Portland. Young Magnus grew up a fairly sheltered life of private education, but in a stratified elven society, he was always one step removed from the world. It was in this isolating environment that he met Evelyn Lombardy, in whom he found a kindred spirit. Another human, Evelyn and Magnus bonded over their shared pseudo-pariah status and became fast friends.&lt;br /&gt;
&lt;br /&gt;
By twenty-two, the pair had become inseparable, and they had begun to see their second-class status as both a challenge and an opportunity to move more quietly beneath mainstream Cara&#039;sir society. When Portland closed its trading doors to the greater world in 2052, Magnus and Evelyn decided to follow the free port to Seattle. They moved into a small apartment downtown and began working to manipulate the burgeoning trade deals in the area. It was during these formative years that both Evelyn and Magnus shaped their philosophy of the Great Game. The inception of the idea began, naturally, over a game of chess---their shared passion. It was the striking similarity of their economic and political machinations to the feints and gambits on their board that set them talking. As years passed, it became a strategy, then a guiding philosophy, and finally a defining code.&lt;br /&gt;
&lt;br /&gt;
Years went by, and Magnus worked alongside his compatriot with great success, quietly accumulating modest wealth and power. On the night of March 22nd, 2064, he met Evelyn for their habitual Saturday evening game of chess. Magnus was engrossed, his mind completely focused on his moves. His lifelong friend was not. Just as Lasker seized victory on the board, he felt the prick of a needle in his neck, and his world went black.&lt;br /&gt;
&lt;br /&gt;
Magnus awoke in a private hospital room in Seattle ten years later with an letter on his chest. It explained of his friend&#039;s betrayal, of the coma she had induced, and of the fate of his now-defunct SIN. This was his final lesson: that there are no true allies in the Great Game, merely other players with aligned goals. She explained that she had discovered this truth years before and tried time and again to nudge him towards the same realization, but he had never come around. So she had resigned herself to the only option left. Experience is a harsh teacher, but it cannot be ignored. Defeat was the only way to teach it.&lt;br /&gt;
&lt;br /&gt;
What Evelyn did not plan was the side-effects of existing in a chemically induced, VR-mediated coma during the second Matrix crash. With the Matrix infrastructure torn away from him, Magnus began a nine-year drift through ambient signals of the electronic world around him. When he was finally released from his virtual prison, he found himself inextricably linked to the electronic world around him. Computer systems now bent to his thoughts, and he could feel the ebb and flow of data from billions of connected devices.&lt;br /&gt;
&lt;br /&gt;
And so Magnus returns to his seat at the table of the Great Game. After a painful physical rehabilitation to undo the effects of the chemical damage and subsequent atrophy, Magnus has thrown himself back into the shadows. He harbors no resentment to his friend. On the contrary, she gave him the most valuable lesson she possessed and, unexpectedly, the most valuable tool he now has. Backed by a formidable arsenal of machine and Matrix, he is ready to play once again.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
Fischer is a man at the nadir of his power and the apex of his life. Enfeebled from awakening from a ten-year-long coma, stripped of all his possessions, and thrown to the urban wilds of Seattle, he could not be happier. He has been enlightened to his true purpose, and opportunity flourishes around him.&lt;br /&gt;
&lt;br /&gt;
Outwardly, Fischer is a gaunt man with a calm, piercing gaze. He sometimes struggles with the simple physical tasks required of daily life, and his hands often betray a slight tremor. He dresses well, and when he speaks, it is with composure and a hidden strength. His personality tends to be that of an arbitrator in public, and he attempts to achieve his ends by convincing others that their interests are aligned. He rarely engages in overt threats or coercion, but when he does, it is typically preceded by extensive preparation.&lt;br /&gt;
&lt;br /&gt;
Before his fall, Fischer was a ranked grandmaster in chess, and he continues to play avidly. Fischer sees chess as a reflection of the universe in microcosm, and his love of the analogy tends to spill into his activities. Threading complex forms feels much the same as solving a tricky board position, and compiling sprites may as well be blitz games---execute a cunning strategy and the sprite will reward the insight with tasks, but lose the game, and the sprite will fizzle back into the resonance. Fischer has practiced to the point where he can execute it in his head, but he still prefers the feel of real pieces in his fingers.&lt;br /&gt;
&lt;br /&gt;
His daily routine includes continuing physical rehabilitation, time swimming through the matrix to stay abreast of events, and of course, dedicated time to his favorite vice.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
* [[No Rose Without a Thorn]] 3/11/18&lt;br /&gt;
&lt;br /&gt;
* [[Liberty! Freedom! Tyranny Is Dead!]] 3/15/18&lt;br /&gt;
&lt;br /&gt;
* [[Storks in Snohomish]] 3/18/18&lt;br /&gt;
&lt;br /&gt;
* [[On Silent Wings]] 3/22/18&lt;br /&gt;
&lt;br /&gt;
*[[NRG]] 3/31/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots_-_Stand_Up]] 4/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 2)]] 4/28/18&lt;br /&gt;
&lt;br /&gt;
*[[Two in the Brainpan]] 4/29/18&lt;br /&gt;
&lt;br /&gt;
*[[(Paladin&#039;s Favor)]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Mayday]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Our Sound Waves Run Your City Like Parkour]] 5/9/18&lt;br /&gt;
&lt;br /&gt;
*[[These Narcissists Forget to do their Exercise]] 5/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Failure Games]] 5/19/18&lt;br /&gt;
&lt;br /&gt;
*[[Thomas the Dank Engine]] 5/22/18&lt;br /&gt;
&lt;br /&gt;
*[[This is Seattle]] 6/20/18&lt;br /&gt;
&lt;br /&gt;
*[[Portugal,_The_Man|Portugal, The Man - Feel It Still]] 6/29/18&lt;br /&gt;
&lt;br /&gt;
*[[Verses The Mooney Suzuki – Shake That Bush Again]] 7/1/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 4)]] 7/7/18&lt;br /&gt;
&lt;br /&gt;
*[[Trip D and Clean]] 7/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do]] 7/14/18&lt;br /&gt;
&lt;br /&gt;
*[[Burning Brides - Heart Full of Black]] 7/18/18&lt;br /&gt;
&lt;br /&gt;
*[[Katy Perry – Swish Swish (Part 1)]] 7/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do (Part 2)]] 7/22/18&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* [[Paul Emmers]] - Connection 4, Loyalty 2 - Swag (Vehicles/Drones)&lt;br /&gt;
* [[Anatoly Yevgenyevich]] - Connection 2, Loyalty 1 - Hustler (Shadow services)&lt;br /&gt;
* [[Janus]] (TBD-SadSuspenders) - Connection ?, Loyalty 1 - ?&lt;br /&gt;
* (Yakuza Boss for Bellevue) (TBD-DrBurst) - Connection 7, Loyalty 1 - ?&lt;br /&gt;
* (Ancients contact) (TBD-DrBurst) - Connection 4, Loyalty 1 - ?&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
+2 Zentralrat (Romani)&lt;br /&gt;
&lt;br /&gt;
+10 Horizon&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Redmond&lt;br /&gt;
&lt;br /&gt;
+1 Crusher 495&lt;br /&gt;
&lt;br /&gt;
+1 Electronic Crows&lt;br /&gt;
&lt;br /&gt;
+1 ShadowHaven&lt;br /&gt;
&lt;br /&gt;
+8 Enduring Resistance&lt;br /&gt;
&lt;br /&gt;
+3 Anarchist Black Flag&lt;br /&gt;
&lt;br /&gt;
+1 Crime Mall Merchants&#039; Association&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Cuba&lt;br /&gt;
&lt;br /&gt;
+3 PNR (Cuban police)&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
Fischer has come to believe Evelyn&#039;s fundamental truth: that there are no true allies in the Great Game, merely other players with aligned goals. The converse could be said of enemies. That said, being generous to a like-minded individual or ruthless with an opponent both have their time and place, and Fischer has been known to have a long memory.&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
===The Great Game===&lt;br /&gt;
&lt;br /&gt;
Fischer believes that all life is part of a connected web of conflict called the Great Game. Every beast and metahuman is a piece on the board, and physics, technology, and magic are merely rules of play. Three threads bind them together:&lt;br /&gt;
&lt;br /&gt;
* The Great Game is eternal. You cannot win the game, but the only true way to lose is not to play.&lt;br /&gt;
* The Great Game is recursive. You have your pieces to control, to manipulate to achieve your goals. And so you are manipulated in turn by the greater players. You are a pawn, you have pawns, and your pawns have pawns. It&#039;s turtles all the way down.&lt;br /&gt;
* The Great Game is unknowable. Human games have finite rules, finite space. With enough time and resources, these are beatable. The Great Game cannot be beaten, because it is infinite. Unraveling its mysteries brings power, but it also reveals still more mysteries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Victor Alekhine (R4). Private contractor: computational event simulation, behavioral analysis, and game theory. (Recently off medical disability.)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A high-quality tailored suit.&lt;br /&gt;
&#039;&#039;&amp;quot;A gentleman without a suit is just a man.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A metahuman much like himself, dressed in a fine suit, but with a field of stars instead of a face.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Fischer&amp;diff=13892</id>
		<title>Fischer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Fischer&amp;diff=13892"/>
		<updated>2018-08-19T22:28:13Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Fischer&lt;br /&gt;
|image= [[File:Fischer.jpg|350px]]&lt;br /&gt;
|header1= Mage&lt;br /&gt;
|header2= (Mastermind, Dronomancer, Cyberspy)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Human]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 1&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 10, 2030&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1ijztb26gghtvKVI4-dc6_kqIQwZxV974 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Fischer is the man behind the curtain. His weapons are the people, machines, and sprites he influences and directs. Like any good player, he knows the value of his pieces---a careless sacrifice only leads to weakness. Fischer prefers to empower, inform, and position his allies and subordinates, leveraging their strengths to secure victory. Whether they believe it is their goals they are achieving or his is immaterial to Fischer. In the end, he always comes out ahead.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
The Great Game defines his life. Fischer lives to play and measures his existence by triumphs and defeats.&lt;br /&gt;
&lt;br /&gt;
* Challenger: The Great Game is not kind to those who are stagnant. Conflict and struggle are the crucible in which greatness is forged, and Fischer actively seeks out stronger opponents. He is not an idiot and will avoid battles he expects to lose, and he knows there are many paths to victory, most of which require patience, preparation, and resolve. &amp;quot;Fighting fair&amp;quot; is just a myth perpetuated by combatants who have over-committed to a strength and seek to protect their vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
* Explorer: Secrets are meant to be uncovered, but only by the worthy. Fischer believes that the hidden world is a series of trials meant to separate the exceptional from the rank and file.&lt;br /&gt;
&lt;br /&gt;
* Aeronaut: Fischer has always had an eye on the clouds. At a personal level, he sees the streets as a metaphor for the common man, and he believes he can be more, both figuratively and literally. Whether piloting a drone in VR or physically being held aloft, he sees the sky as his providence.&lt;br /&gt;
&lt;br /&gt;
===Journal===&lt;br /&gt;
&lt;br /&gt;
Staring into the abyss, Socrates declared that &amp;quot;the unexamined life was not worth living,&amp;quot; and sealed his principles with hemlock. Magnus believes something similar, in that failure is both expected and an opportunity to develop into something more. To that end, he keeps a private diary of his work, written entirely by hand in ink on paper. The exercise is cathartic for him, washing away the frustrations of defeat with the knowledge that it will make him stronger. While he does not share the contents, players are free to read the collected entries on the Haven wiki:&lt;br /&gt;
&lt;br /&gt;
* [[The Journal of Magnus Lasker]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Magnus Lasker was born December 10, 2030 in the fledgling state of Pomorya, a human to young elven parents. With the onset of the first Eurowar, his family fled the continent and followed the tide of elven immigrants settling in Portland. Young Magnus grew up a fairly sheltered life of private education, but in a stratified elven society, he was always one step removed from the world. It was in this isolating environment that he met Evelyn Lombardy, in whom he found a kindred spirit. Another human, Evelyn and Magnus bonded over their shared pseudo-pariah status and became fast friends.&lt;br /&gt;
&lt;br /&gt;
By twenty-two, the pair had become inseparable, and they had begun to see their second-class status as both a challenge and an opportunity to move more quietly beneath mainstream Cara&#039;sir society. When Portland closed its trading doors to the greater world in 2052, Magnus and Evelyn decided to follow the free port to Seattle. They moved into a small apartment downtown and began working to manipulate the burgeoning trade deals in the area. It was during these formative years that both Evelyn and Magnus shaped their philosophy of the Great Game. The inception of the idea began, naturally, over a game of chess---their shared passion. It was the striking similarity of their economic and political machinations to the feints and gambits on their board that set them talking. As years passed, it became a strategy, then a guiding philosophy, and finally a defining code.&lt;br /&gt;
&lt;br /&gt;
Years went by, and Magnus worked alongside his compatriot with great success, quietly accumulating modest wealth and power. On the night of March 22nd, 2064, he met Evelyn for their habitual Saturday evening game of chess. Magnus was engrossed, his mind completely focused on his moves. His lifelong friend was not. Just as Lasker seized victory on the board, he felt the prick of a needle in his neck, and his world went black.&lt;br /&gt;
&lt;br /&gt;
Magnus awoke in a private hospital room in Seattle ten years later with an letter on his chest. It explained of his friend&#039;s betrayal, of the coma she had induced, and of the fate of his now-defunct SIN. This was his final lesson: that there are no true allies in the Great Game, merely other players with aligned goals. She explained that she had discovered this truth years before and tried time and again to nudge him towards the same realization, but he had never come around. So she had resigned herself to the only option left. Experience is a harsh teacher, but it cannot be ignored. Defeat was the only way to teach it.&lt;br /&gt;
&lt;br /&gt;
What Evelyn did not plan was the side-effects of existing in a chemically induced, VR-mediated coma during the second Matrix crash. With the Matrix infrastructure torn away from him, Magnus began a nine-year drift through ambient signals of the electronic world around him. When he was finally released from his virtual prison, he found himself inextricably linked to the electronic world around him. Computer systems now bent to his thoughts, and he could feel the ebb and flow of data from billions of connected devices.&lt;br /&gt;
&lt;br /&gt;
And so Magnus returns to his seat at the table of the Great Game. After a painful physical rehabilitation to undo the effects of the chemical damage and subsequent atrophy, Magnus has thrown himself back into the shadows. He harbors no resentment to his friend. On the contrary, she gave him the most valuable lesson she possessed and, unexpectedly, the most valuable tool he now has. Backed by a formidable arsenal of machine and Matrix, he is ready to play once again.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
Fischer is a man at the nadir of his power and the apex of his life. Enfeebled from awakening from a ten-year-long coma, stripped of all his possessions, and thrown to the urban wilds of Seattle, he could not be happier. He has been enlightened to his true purpose, and opportunity flourishes around him.&lt;br /&gt;
&lt;br /&gt;
Outwardly, Fischer is a gaunt man with a calm, piercing gaze. He sometimes struggles with the simple physical tasks required of daily life, and his hands often betray a slight tremor. He dresses well, and when he speaks, it is with composure and a hidden strength. His personality tends to be that of an arbitrator in public, and he attempts to achieve his ends by convincing others that their interests are aligned. He rarely engages in overt threats or coercion, but when he does, it is typically preceded by extensive preparation.&lt;br /&gt;
&lt;br /&gt;
Before his fall, Fischer was a ranked grandmaster in chess, and he continues to play avidly. Fischer sees chess as a reflection of the universe in microcosm, and his love of the analogy tends to spill into his activities. Threading complex forms feels much the same as solving a tricky board position, and compiling sprites may as well be blitz games---execute a cunning strategy and the sprite will reward the insight with tasks, but lose the game, and the sprite will fizzle back into the resonance. Fischer has practiced to the point where he can execute it in his head, but he still prefers the feel of real pieces in his fingers.&lt;br /&gt;
&lt;br /&gt;
His daily routine includes continuing physical rehabilitation, time swimming through the matrix to stay abreast of events, and of course, dedicated time to his favorite vice.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
* [[No Rose Without a Thorn]] 3/11/18&lt;br /&gt;
&lt;br /&gt;
* [[Liberty! Freedom! Tyranny Is Dead!]] 3/15/18&lt;br /&gt;
&lt;br /&gt;
* [[Storks in Snohomish]] 3/18/18&lt;br /&gt;
&lt;br /&gt;
* [[On Silent Wings]] 3/22/18&lt;br /&gt;
&lt;br /&gt;
*[[NRG]] 3/31/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots_-_Stand_Up]] 4/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 2)]] 4/28/18&lt;br /&gt;
&lt;br /&gt;
*[[Two in the Brainpan]] 4/29/18&lt;br /&gt;
&lt;br /&gt;
*[[(Paladin&#039;s Favor)]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Mayday]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Our Sound Waves Run Your City Like Parkour]] 5/9/18&lt;br /&gt;
&lt;br /&gt;
*[[These Narcissists Forget to do their Exercise]] 5/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Failure Games]] 5/19/18&lt;br /&gt;
&lt;br /&gt;
*[[Thomas the Dank Engine]] 5/22/18&lt;br /&gt;
&lt;br /&gt;
*[[This is Seattle]] 6/20/18&lt;br /&gt;
&lt;br /&gt;
*[[Portugal,_The_Man|Portugal, The Man - Feel It Still]] 6/29/18&lt;br /&gt;
&lt;br /&gt;
*[[Verses The Mooney Suzuki – Shake That Bush Again]] 7/1/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 4)]] 7/7/18&lt;br /&gt;
&lt;br /&gt;
*[[Trip D and Clean]] 7/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do]] 7/14/18&lt;br /&gt;
&lt;br /&gt;
*[[Burning Brides - Heart Full of Black]] 7/18/18&lt;br /&gt;
&lt;br /&gt;
*[[Katy Perry - Swish Swish (Part 1)]] 7/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do (Part 2)]] 7/22/18&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* [[Paul Emmers]] - Connection 4, Loyalty 2 - Swag (Vehicles/Drones)&lt;br /&gt;
* [[Anatoly Yevgenyevich]] - Connection 2, Loyalty 1 - Hustler (Shadow services)&lt;br /&gt;
* [[Janus]] (TBD-SadSuspenders) - Connection ?, Loyalty 1 - ?&lt;br /&gt;
* (Yakuza Boss for Bellevue) (TBD-DrBurst) - Connection 7, Loyalty 1 - ?&lt;br /&gt;
* (Ancients contact) (TBD-DrBurst) - Connection 4, Loyalty 1 - ?&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
+2 Zentralrat (Romani)&lt;br /&gt;
&lt;br /&gt;
+10 Horizon&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Redmond&lt;br /&gt;
&lt;br /&gt;
+1 Crusher 495&lt;br /&gt;
&lt;br /&gt;
+1 Electronic Crows&lt;br /&gt;
&lt;br /&gt;
+1 ShadowHaven&lt;br /&gt;
&lt;br /&gt;
+8 Enduring Resistance&lt;br /&gt;
&lt;br /&gt;
+3 Anarchist Black Flag&lt;br /&gt;
&lt;br /&gt;
+1 Crime Mall Merchants&#039; Association&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Cuba&lt;br /&gt;
&lt;br /&gt;
+3 PNR (Cuban police)&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
Fischer has come to believe Evelyn&#039;s fundamental truth: that there are no true allies in the Great Game, merely other players with aligned goals. The converse could be said of enemies. That said, being generous to a like-minded individual or ruthless with an opponent both have their time and place, and Fischer has been known to have a long memory.&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
===The Great Game===&lt;br /&gt;
&lt;br /&gt;
Fischer believes that all life is part of a connected web of conflict called the Great Game. Every beast and metahuman is a piece on the board, and physics, technology, and magic are merely rules of play. Three threads bind them together:&lt;br /&gt;
&lt;br /&gt;
* The Great Game is eternal. You cannot win the game, but the only true way to lose is not to play.&lt;br /&gt;
* The Great Game is recursive. You have your pieces to control, to manipulate to achieve your goals. And so you are manipulated in turn by the greater players. You are a pawn, you have pawns, and your pawns have pawns. It&#039;s turtles all the way down.&lt;br /&gt;
* The Great Game is unknowable. Human games have finite rules, finite space. With enough time and resources, these are beatable. The Great Game cannot be beaten, because it is infinite. Unraveling its mysteries brings power, but it also reveals still more mysteries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Victor Alekhine (R4). Private contractor: computational event simulation, behavioral analysis, and game theory. (Recently off medical disability.)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A high-quality tailored suit.&lt;br /&gt;
&#039;&#039;&amp;quot;A gentleman without a suit is just a man.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A metahuman much like himself, dressed in a fine suit, but with a field of stars instead of a face.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Fischer&amp;diff=13891</id>
		<title>Fischer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Fischer&amp;diff=13891"/>
		<updated>2018-08-19T22:27:25Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Fischer&lt;br /&gt;
|image= [[File:Fischer.jpg|350px]]&lt;br /&gt;
|header1= Mage&lt;br /&gt;
|header2= (Mastermind, Dronomancer, Cyberspy)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Human]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 1&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 10, 2030&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1ijztb26gghtvKVI4-dc6_kqIQwZxV974 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Fischer is the man behind the curtain. His weapons are the people, machines, and sprites he influences and directs. Like any good player, he knows the value of his pieces---a careless sacrifice only leads to weakness. Fischer prefers to empower, inform, and position his allies and subordinates, leveraging their strengths to secure victory. Whether they believe it is their goals they are achieving or his is immaterial to Fischer. In the end, he always comes out ahead.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
The Great Game defines his life. Fischer lives to play and measures his existence by triumphs and defeats.&lt;br /&gt;
&lt;br /&gt;
* Challenger: The Great Game is not kind to those who are stagnant. Conflict and struggle are the crucible in which greatness is forged, and Fischer actively seeks out stronger opponents. He is not an idiot and will avoid battles he expects to lose, and he knows there are many paths to victory, most of which require patience, preparation, and resolve. &amp;quot;Fighting fair&amp;quot; is just a myth perpetuated by combatants who have over-committed to a strength and seek to protect their vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
* Explorer: Secrets are meant to be uncovered, but only by the worthy. Fischer believes that the hidden world is a series of trials meant to separate the exceptional from the rank and file.&lt;br /&gt;
&lt;br /&gt;
* Aeronaut: Fischer has always had an eye on the clouds. At a personal level, he sees the streets as a metaphor for the common man, and he believes he can be more, both figuratively and literally. Whether piloting a drone in VR or physically being held aloft, he sees the sky as his providence.&lt;br /&gt;
&lt;br /&gt;
===Journal===&lt;br /&gt;
&lt;br /&gt;
Staring into the abyss, Socrates declared that &amp;quot;the unexamined life was not worth living,&amp;quot; and sealed his principles with hemlock. Magnus believes something similar, in that failure is both expected and an opportunity to develop into something more. To that end, he keeps a private diary of his work, written entirely by hand in ink on paper. The exercise is cathartic for him, washing away the frustrations of defeat with the knowledge that it will make him stronger. While he does not share the contents, players are free to read the collected entries on the Haven wiki:&lt;br /&gt;
&lt;br /&gt;
* [[The Journal of Magnus Lasker]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Magnus Lasker was born December 10, 2030 in the fledgling state of Pomorya, a human to young elven parents. With the onset of the first Eurowar, his family fled the continent and followed the tide of elven immigrants settling in Portland. Young Magnus grew up a fairly sheltered life of private education, but in a stratified elven society, he was always one step removed from the world. It was in this isolating environment that he met Evelyn Lombardy, in whom he found a kindred spirit. Another human, Evelyn and Magnus bonded over their shared pseudo-pariah status and became fast friends.&lt;br /&gt;
&lt;br /&gt;
By twenty-two, the pair had become inseparable, and they had begun to see their second-class status as both a challenge and an opportunity to move more quietly beneath mainstream Cara&#039;sir society. When Portland closed its trading doors to the greater world in 2052, Magnus and Evelyn decided to follow the free port to Seattle. They moved into a small apartment downtown and began working to manipulate the burgeoning trade deals in the area. It was during these formative years that both Evelyn and Magnus shaped their philosophy of the Great Game. The inception of the idea began, naturally, over a game of chess---their shared passion. It was the striking similarity of their economic and political machinations to the feints and gambits on their board that set them talking. As years passed, it became a strategy, then a guiding philosophy, and finally a defining code.&lt;br /&gt;
&lt;br /&gt;
Years went by, and Magnus worked alongside his compatriot with great success, quietly accumulating modest wealth and power. On the night of March 22nd, 2064, he met Evelyn for their habitual Saturday evening game of chess. Magnus was engrossed, his mind completely focused on his moves. His lifelong friend was not. Just as Lasker seized victory on the board, he felt the prick of a needle in his neck, and his world went black.&lt;br /&gt;
&lt;br /&gt;
Magnus awoke in a private hospital room in Seattle ten years later with an letter on his chest. It explained of his friend&#039;s betrayal, of the coma she had induced, and of the fate of his now-defunct SIN. This was his final lesson: that there are no true allies in the Great Game, merely other players with aligned goals. She explained that she had discovered this truth years before and tried time and again to nudge him towards the same realization, but he had never come around. So she had resigned herself to the only option left. Experience is a harsh teacher, but it cannot be ignored. Defeat was the only way to teach it.&lt;br /&gt;
&lt;br /&gt;
What Evelyn did not plan was the side-effects of existing in a chemically induced, VR-mediated coma during the second Matrix crash. With the Matrix infrastructure torn away from him, Magnus began a nine-year drift through ambient signals of the electronic world around him. When he was finally released from his virtual prison, he found himself inextricably linked to the electronic world around him. Computer systems now bent to his thoughts, and he could feel the ebb and flow of data from billions of connected devices.&lt;br /&gt;
&lt;br /&gt;
And so Magnus returns to his seat at the table of the Great Game. After a painful physical rehabilitation to undo the effects of the chemical damage and subsequent atrophy, Magnus has thrown himself back into the shadows. He harbors no resentment to his friend. On the contrary, she gave him the most valuable lesson she possessed and, unexpectedly, the most valuable tool he now has. Backed by a formidable arsenal of machine and Matrix, he is ready to play once again.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
Fischer is a man at the nadir of his power and the apex of his life. Enfeebled from awakening from a ten-year-long coma, stripped of all his possessions, and thrown to the urban wilds of Seattle, he could not be happier. He has been enlightened to his true purpose, and opportunity flourishes around him.&lt;br /&gt;
&lt;br /&gt;
Outwardly, Fischer is a gaunt man with a calm, piercing gaze. He sometimes struggles with the simple physical tasks required of daily life, and his hands often betray a slight tremor. He dresses well, and when he speaks, it is with composure and a hidden strength. His personality tends to be that of an arbitrator in public, and he attempts to achieve his ends by convincing others that their interests are aligned. He rarely engages in overt threats or coercion, but when he does, it is typically preceded by extensive preparation.&lt;br /&gt;
&lt;br /&gt;
Before his fall, Fischer was a ranked grandmaster in chess, and he continues to play avidly. Fischer sees chess as a reflection of the universe in microcosm, and his love of the analogy tends to spill into his activities. Threading complex forms feels much the same as solving a tricky board position, and compiling sprites may as well be blitz games---execute a cunning strategy and the sprite will reward the insight with tasks, but lose the game, and the sprite will fizzle back into the resonance. Fischer has practiced to the point where he can execute it in his head, but he still prefers the feel of real pieces in his fingers.&lt;br /&gt;
&lt;br /&gt;
His daily routine includes continuing physical rehabilitation, time swimming through the matrix to stay abreast of events, and of course, dedicated time to his favorite vice.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
* [[No Rose Without a Thorn]] 3/11/18&lt;br /&gt;
&lt;br /&gt;
* [[Liberty! Freedom! Tyranny Is Dead!]] 3/15/18&lt;br /&gt;
&lt;br /&gt;
* [[Storks in Snohomish]] 3/18/18&lt;br /&gt;
&lt;br /&gt;
* [[On Silent Wings]] 3/22/18&lt;br /&gt;
&lt;br /&gt;
*[[NRG]] 3/31/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots_-_Stand_Up]] 4/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 2)]] 4/28/18&lt;br /&gt;
&lt;br /&gt;
*[[Two in the Brainpan]] 4/29/18&lt;br /&gt;
&lt;br /&gt;
*[[(Paladin&#039;s Favor)]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Mayday]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Our Sound Waves Run Your City Like Parkour]] 5/9/18&lt;br /&gt;
&lt;br /&gt;
*[[These Narcissists Forget to do their Exercise]] 5/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Failure Games]] 5/19/18&lt;br /&gt;
&lt;br /&gt;
*[[Thomas the Dank Engine]] 5/22/18&lt;br /&gt;
&lt;br /&gt;
*[[This is Seattle]] 6/20/18&lt;br /&gt;
&lt;br /&gt;
*[[Portugal,_The_Man|Portugal, The Man - Feel It Still]] 6/29/18&lt;br /&gt;
&lt;br /&gt;
*[[Verses The Mooney Suzuki – Shake That Bush Again]] 7/1/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 4)]] 7/7/18&lt;br /&gt;
&lt;br /&gt;
*[[Trip D and Clean]] 7/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do]] 7/14/18&lt;br /&gt;
&lt;br /&gt;
*[[Burning Brides - Heart Full of Black]] 7/18/18&lt;br /&gt;
&lt;br /&gt;
*[[Katy Perry - Swish Swish]] 7/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Look What You Made Me Do (Part 2)]] 7/22/18&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* [[Paul Emmers]] - Connection 4, Loyalty 2 - Swag (Vehicles/Drones)&lt;br /&gt;
* [[Anatoly Yevgenyevich]] - Connection 2, Loyalty 1 - Hustler (Shadow services)&lt;br /&gt;
* [[Janus]] (TBD-SadSuspenders) - Connection ?, Loyalty 1 - ?&lt;br /&gt;
* (Yakuza Boss for Bellevue) (TBD-DrBurst) - Connection 7, Loyalty 1 - ?&lt;br /&gt;
* (Ancients contact) (TBD-DrBurst) - Connection 4, Loyalty 1 - ?&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
+2 Zentralrat (Romani)&lt;br /&gt;
&lt;br /&gt;
+10 Horizon&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Redmond&lt;br /&gt;
&lt;br /&gt;
+1 Crusher 495&lt;br /&gt;
&lt;br /&gt;
+1 Electronic Crows&lt;br /&gt;
&lt;br /&gt;
+1 ShadowHaven&lt;br /&gt;
&lt;br /&gt;
+8 Enduring Resistance&lt;br /&gt;
&lt;br /&gt;
+3 Anarchist Black Flag&lt;br /&gt;
&lt;br /&gt;
+1 Crime Mall Merchants&#039; Association&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Cuba&lt;br /&gt;
&lt;br /&gt;
+3 PNR (Cuban police)&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
Fischer has come to believe Evelyn&#039;s fundamental truth: that there are no true allies in the Great Game, merely other players with aligned goals. The converse could be said of enemies. That said, being generous to a like-minded individual or ruthless with an opponent both have their time and place, and Fischer has been known to have a long memory.&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
===The Great Game===&lt;br /&gt;
&lt;br /&gt;
Fischer believes that all life is part of a connected web of conflict called the Great Game. Every beast and metahuman is a piece on the board, and physics, technology, and magic are merely rules of play. Three threads bind them together:&lt;br /&gt;
&lt;br /&gt;
* The Great Game is eternal. You cannot win the game, but the only true way to lose is not to play.&lt;br /&gt;
* The Great Game is recursive. You have your pieces to control, to manipulate to achieve your goals. And so you are manipulated in turn by the greater players. You are a pawn, you have pawns, and your pawns have pawns. It&#039;s turtles all the way down.&lt;br /&gt;
* The Great Game is unknowable. Human games have finite rules, finite space. With enough time and resources, these are beatable. The Great Game cannot be beaten, because it is infinite. Unraveling its mysteries brings power, but it also reveals still more mysteries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Victor Alekhine (R4). Private contractor: computational event simulation, behavioral analysis, and game theory. (Recently off medical disability.)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A high-quality tailored suit.&lt;br /&gt;
&#039;&#039;&amp;quot;A gentleman without a suit is just a man.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A metahuman much like himself, dressed in a fine suit, but with a field of stars instead of a face.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Fischer&amp;diff=13890</id>
		<title>Fischer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Fischer&amp;diff=13890"/>
		<updated>2018-08-19T22:25:52Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Organizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Fischer&lt;br /&gt;
|image= [[File:Fischer.jpg|350px]]&lt;br /&gt;
|header1= Mage&lt;br /&gt;
|header2= (Mastermind, Dronomancer, Cyberspy)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Human]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 1&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 10, 2030&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1ijztb26gghtvKVI4-dc6_kqIQwZxV974 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Fischer is the man behind the curtain. His weapons are the people, machines, and sprites he influences and directs. Like any good player, he knows the value of his pieces---a careless sacrifice only leads to weakness. Fischer prefers to empower, inform, and position his allies and subordinates, leveraging their strengths to secure victory. Whether they believe it is their goals they are achieving or his is immaterial to Fischer. In the end, he always comes out ahead.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
The Great Game defines his life. Fischer lives to play and measures his existence by triumphs and defeats.&lt;br /&gt;
&lt;br /&gt;
* Challenger: The Great Game is not kind to those who are stagnant. Conflict and struggle are the crucible in which greatness is forged, and Fischer actively seeks out stronger opponents. He is not an idiot and will avoid battles he expects to lose, and he knows there are many paths to victory, most of which require patience, preparation, and resolve. &amp;quot;Fighting fair&amp;quot; is just a myth perpetuated by combatants who have over-committed to a strength and seek to protect their vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
* Explorer: Secrets are meant to be uncovered, but only by the worthy. Fischer believes that the hidden world is a series of trials meant to separate the exceptional from the rank and file.&lt;br /&gt;
&lt;br /&gt;
* Aeronaut: Fischer has always had an eye on the clouds. At a personal level, he sees the streets as a metaphor for the common man, and he believes he can be more, both figuratively and literally. Whether piloting a drone in VR or physically being held aloft, he sees the sky as his providence.&lt;br /&gt;
&lt;br /&gt;
===Journal===&lt;br /&gt;
&lt;br /&gt;
Staring into the abyss, Socrates declared that &amp;quot;the unexamined life was not worth living,&amp;quot; and sealed his principles with hemlock. Magnus believes something similar, in that failure is both expected and an opportunity to develop into something more. To that end, he keeps a private diary of his work, written entirely by hand in ink on paper. The exercise is cathartic for him, washing away the frustrations of defeat with the knowledge that it will make him stronger. While he does not share the contents, players are free to read the collected entries on the Haven wiki:&lt;br /&gt;
&lt;br /&gt;
* [[The Journal of Magnus Lasker]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Magnus Lasker was born December 10, 2030 in the fledgling state of Pomorya, a human to young elven parents. With the onset of the first Eurowar, his family fled the continent and followed the tide of elven immigrants settling in Portland. Young Magnus grew up a fairly sheltered life of private education, but in a stratified elven society, he was always one step removed from the world. It was in this isolating environment that he met Evelyn Lombardy, in whom he found a kindred spirit. Another human, Evelyn and Magnus bonded over their shared pseudo-pariah status and became fast friends.&lt;br /&gt;
&lt;br /&gt;
By twenty-two, the pair had become inseparable, and they had begun to see their second-class status as both a challenge and an opportunity to move more quietly beneath mainstream Cara&#039;sir society. When Portland closed its trading doors to the greater world in 2052, Magnus and Evelyn decided to follow the free port to Seattle. They moved into a small apartment downtown and began working to manipulate the burgeoning trade deals in the area. It was during these formative years that both Evelyn and Magnus shaped their philosophy of the Great Game. The inception of the idea began, naturally, over a game of chess---their shared passion. It was the striking similarity of their economic and political machinations to the feints and gambits on their board that set them talking. As years passed, it became a strategy, then a guiding philosophy, and finally a defining code.&lt;br /&gt;
&lt;br /&gt;
Years went by, and Magnus worked alongside his compatriot with great success, quietly accumulating modest wealth and power. On the night of March 22nd, 2064, he met Evelyn for their habitual Saturday evening game of chess. Magnus was engrossed, his mind completely focused on his moves. His lifelong friend was not. Just as Lasker seized victory on the board, he felt the prick of a needle in his neck, and his world went black.&lt;br /&gt;
&lt;br /&gt;
Magnus awoke in a private hospital room in Seattle ten years later with an letter on his chest. It explained of his friend&#039;s betrayal, of the coma she had induced, and of the fate of his now-defunct SIN. This was his final lesson: that there are no true allies in the Great Game, merely other players with aligned goals. She explained that she had discovered this truth years before and tried time and again to nudge him towards the same realization, but he had never come around. So she had resigned herself to the only option left. Experience is a harsh teacher, but it cannot be ignored. Defeat was the only way to teach it.&lt;br /&gt;
&lt;br /&gt;
What Evelyn did not plan was the side-effects of existing in a chemically induced, VR-mediated coma during the second Matrix crash. With the Matrix infrastructure torn away from him, Magnus began a nine-year drift through ambient signals of the electronic world around him. When he was finally released from his virtual prison, he found himself inextricably linked to the electronic world around him. Computer systems now bent to his thoughts, and he could feel the ebb and flow of data from billions of connected devices.&lt;br /&gt;
&lt;br /&gt;
And so Magnus returns to his seat at the table of the Great Game. After a painful physical rehabilitation to undo the effects of the chemical damage and subsequent atrophy, Magnus has thrown himself back into the shadows. He harbors no resentment to his friend. On the contrary, she gave him the most valuable lesson she possessed and, unexpectedly, the most valuable tool he now has. Backed by a formidable arsenal of machine and Matrix, he is ready to play once again.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
Fischer is a man at the nadir of his power and the apex of his life. Enfeebled from awakening from a ten-year-long coma, stripped of all his possessions, and thrown to the urban wilds of Seattle, he could not be happier. He has been enlightened to his true purpose, and opportunity flourishes around him.&lt;br /&gt;
&lt;br /&gt;
Outwardly, Fischer is a gaunt man with a calm, piercing gaze. He sometimes struggles with the simple physical tasks required of daily life, and his hands often betray a slight tremor. He dresses well, and when he speaks, it is with composure and a hidden strength. His personality tends to be that of an arbitrator in public, and he attempts to achieve his ends by convincing others that their interests are aligned. He rarely engages in overt threats or coercion, but when he does, it is typically preceded by extensive preparation.&lt;br /&gt;
&lt;br /&gt;
Before his fall, Fischer was a ranked grandmaster in chess, and he continues to play avidly. Fischer sees chess as a reflection of the universe in microcosm, and his love of the analogy tends to spill into his activities. Threading complex forms feels much the same as solving a tricky board position, and compiling sprites may as well be blitz games---execute a cunning strategy and the sprite will reward the insight with tasks, but lose the game, and the sprite will fizzle back into the resonance. Fischer has practiced to the point where he can execute it in his head, but he still prefers the feel of real pieces in his fingers.&lt;br /&gt;
&lt;br /&gt;
His daily routine includes continuing physical rehabilitation, time swimming through the matrix to stay abreast of events, and of course, dedicated time to his favorite vice.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
* [[No Rose Without a Thorn]] 3/11/18&lt;br /&gt;
&lt;br /&gt;
* [[Liberty! Freedom! Tyranny Is Dead!]] 3/15/18&lt;br /&gt;
&lt;br /&gt;
* [[Storks in Snohomish]] 3/18/18&lt;br /&gt;
&lt;br /&gt;
* [[On Silent Wings]] 3/22/18&lt;br /&gt;
&lt;br /&gt;
*[[NRG]] 3/31/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots_-_Stand_Up]] 4/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 2)]] 4/28/18&lt;br /&gt;
&lt;br /&gt;
*[[Two in the Brainpan]] 4/29/18&lt;br /&gt;
&lt;br /&gt;
*[[(Paladin&#039;s Favor)]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Mayday]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Our Sound Waves Run Your City Like Parkour]] 5/9/18&lt;br /&gt;
&lt;br /&gt;
*[[These Narcissists Forget to do their Exercise]] 5/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Failure Games]] 5/19/18&lt;br /&gt;
&lt;br /&gt;
*[[Thomas the Dank Engine]] 5/22/18&lt;br /&gt;
&lt;br /&gt;
*[[This is Seattle]] 6/20/18&lt;br /&gt;
&lt;br /&gt;
*[[Portugal,_The_Man|Portugal, The Man - Feel It Still]] 6/29/18&lt;br /&gt;
&lt;br /&gt;
*[[Verses The Mooney Suzuki – Shake That Bush Again]] 7/1/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 4)]] 7/7/18&lt;br /&gt;
&lt;br /&gt;
*[[Trip D and Clean]] 7/10/18&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* [[Paul Emmers]] - Connection 4, Loyalty 2 - Swag (Vehicles/Drones)&lt;br /&gt;
* [[Anatoly Yevgenyevich]] - Connection 2, Loyalty 1 - Hustler (Shadow services)&lt;br /&gt;
* [[Janus]] (TBD-SadSuspenders) - Connection ?, Loyalty 1 - ?&lt;br /&gt;
* (Yakuza Boss for Bellevue) (TBD-DrBurst) - Connection 7, Loyalty 1 - ?&lt;br /&gt;
* (Ancients contact) (TBD-DrBurst) - Connection 4, Loyalty 1 - ?&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
+2 Zentralrat (Romani)&lt;br /&gt;
&lt;br /&gt;
+10 Horizon&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Redmond&lt;br /&gt;
&lt;br /&gt;
+1 Crusher 495&lt;br /&gt;
&lt;br /&gt;
+1 Electronic Crows&lt;br /&gt;
&lt;br /&gt;
+1 ShadowHaven&lt;br /&gt;
&lt;br /&gt;
+8 Enduring Resistance&lt;br /&gt;
&lt;br /&gt;
+3 Anarchist Black Flag&lt;br /&gt;
&lt;br /&gt;
+1 Crime Mall Merchants&#039; Association&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Cuba&lt;br /&gt;
&lt;br /&gt;
+3 PNR (Cuban police)&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
Fischer has come to believe Evelyn&#039;s fundamental truth: that there are no true allies in the Great Game, merely other players with aligned goals. The converse could be said of enemies. That said, being generous to a like-minded individual or ruthless with an opponent both have their time and place, and Fischer has been known to have a long memory.&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
===The Great Game===&lt;br /&gt;
&lt;br /&gt;
Fischer believes that all life is part of a connected web of conflict called the Great Game. Every beast and metahuman is a piece on the board, and physics, technology, and magic are merely rules of play. Three threads bind them together:&lt;br /&gt;
&lt;br /&gt;
* The Great Game is eternal. You cannot win the game, but the only true way to lose is not to play.&lt;br /&gt;
* The Great Game is recursive. You have your pieces to control, to manipulate to achieve your goals. And so you are manipulated in turn by the greater players. You are a pawn, you have pawns, and your pawns have pawns. It&#039;s turtles all the way down.&lt;br /&gt;
* The Great Game is unknowable. Human games have finite rules, finite space. With enough time and resources, these are beatable. The Great Game cannot be beaten, because it is infinite. Unraveling its mysteries brings power, but it also reveals still more mysteries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Victor Alekhine (R4). Private contractor: computational event simulation, behavioral analysis, and game theory. (Recently off medical disability.)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A high-quality tailored suit.&lt;br /&gt;
&#039;&#039;&amp;quot;A gentleman without a suit is just a man.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A metahuman much like himself, dressed in a fine suit, but with a field of stars instead of a face.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Fischer&amp;diff=13889</id>
		<title>Fischer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Fischer&amp;diff=13889"/>
		<updated>2018-08-19T22:25:09Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Contacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Fischer&lt;br /&gt;
|image= [[File:Fischer.jpg|350px]]&lt;br /&gt;
|header1= Mage&lt;br /&gt;
|header2= (Mastermind, Dronomancer, Cyberspy)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = [[Metatype::Human]]&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 1&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 10, 2030&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/open?id=1ijztb26gghtvKVI4-dc6_kqIQwZxV974 Folder]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Meta [[Has_Metatype_Priority::D]], Attr [[Has_Attributes_Priority::B]], M/R [[Has_Magic/Resonance_Priority::C]], Skills [[Has_Skills_Priority::A]], Res [[Has_Resources_Priority::E]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Fischer is the man behind the curtain. His weapons are the people, machines, and sprites he influences and directs. Like any good player, he knows the value of his pieces---a careless sacrifice only leads to weakness. Fischer prefers to empower, inform, and position his allies and subordinates, leveraging their strengths to secure victory. Whether they believe it is their goals they are achieving or his is immaterial to Fischer. In the end, he always comes out ahead.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
The Great Game defines his life. Fischer lives to play and measures his existence by triumphs and defeats.&lt;br /&gt;
&lt;br /&gt;
* Challenger: The Great Game is not kind to those who are stagnant. Conflict and struggle are the crucible in which greatness is forged, and Fischer actively seeks out stronger opponents. He is not an idiot and will avoid battles he expects to lose, and he knows there are many paths to victory, most of which require patience, preparation, and resolve. &amp;quot;Fighting fair&amp;quot; is just a myth perpetuated by combatants who have over-committed to a strength and seek to protect their vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
* Explorer: Secrets are meant to be uncovered, but only by the worthy. Fischer believes that the hidden world is a series of trials meant to separate the exceptional from the rank and file.&lt;br /&gt;
&lt;br /&gt;
* Aeronaut: Fischer has always had an eye on the clouds. At a personal level, he sees the streets as a metaphor for the common man, and he believes he can be more, both figuratively and literally. Whether piloting a drone in VR or physically being held aloft, he sees the sky as his providence.&lt;br /&gt;
&lt;br /&gt;
===Journal===&lt;br /&gt;
&lt;br /&gt;
Staring into the abyss, Socrates declared that &amp;quot;the unexamined life was not worth living,&amp;quot; and sealed his principles with hemlock. Magnus believes something similar, in that failure is both expected and an opportunity to develop into something more. To that end, he keeps a private diary of his work, written entirely by hand in ink on paper. The exercise is cathartic for him, washing away the frustrations of defeat with the knowledge that it will make him stronger. While he does not share the contents, players are free to read the collected entries on the Haven wiki:&lt;br /&gt;
&lt;br /&gt;
* [[The Journal of Magnus Lasker]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Magnus Lasker was born December 10, 2030 in the fledgling state of Pomorya, a human to young elven parents. With the onset of the first Eurowar, his family fled the continent and followed the tide of elven immigrants settling in Portland. Young Magnus grew up a fairly sheltered life of private education, but in a stratified elven society, he was always one step removed from the world. It was in this isolating environment that he met Evelyn Lombardy, in whom he found a kindred spirit. Another human, Evelyn and Magnus bonded over their shared pseudo-pariah status and became fast friends.&lt;br /&gt;
&lt;br /&gt;
By twenty-two, the pair had become inseparable, and they had begun to see their second-class status as both a challenge and an opportunity to move more quietly beneath mainstream Cara&#039;sir society. When Portland closed its trading doors to the greater world in 2052, Magnus and Evelyn decided to follow the free port to Seattle. They moved into a small apartment downtown and began working to manipulate the burgeoning trade deals in the area. It was during these formative years that both Evelyn and Magnus shaped their philosophy of the Great Game. The inception of the idea began, naturally, over a game of chess---their shared passion. It was the striking similarity of their economic and political machinations to the feints and gambits on their board that set them talking. As years passed, it became a strategy, then a guiding philosophy, and finally a defining code.&lt;br /&gt;
&lt;br /&gt;
Years went by, and Magnus worked alongside his compatriot with great success, quietly accumulating modest wealth and power. On the night of March 22nd, 2064, he met Evelyn for their habitual Saturday evening game of chess. Magnus was engrossed, his mind completely focused on his moves. His lifelong friend was not. Just as Lasker seized victory on the board, he felt the prick of a needle in his neck, and his world went black.&lt;br /&gt;
&lt;br /&gt;
Magnus awoke in a private hospital room in Seattle ten years later with an letter on his chest. It explained of his friend&#039;s betrayal, of the coma she had induced, and of the fate of his now-defunct SIN. This was his final lesson: that there are no true allies in the Great Game, merely other players with aligned goals. She explained that she had discovered this truth years before and tried time and again to nudge him towards the same realization, but he had never come around. So she had resigned herself to the only option left. Experience is a harsh teacher, but it cannot be ignored. Defeat was the only way to teach it.&lt;br /&gt;
&lt;br /&gt;
What Evelyn did not plan was the side-effects of existing in a chemically induced, VR-mediated coma during the second Matrix crash. With the Matrix infrastructure torn away from him, Magnus began a nine-year drift through ambient signals of the electronic world around him. When he was finally released from his virtual prison, he found himself inextricably linked to the electronic world around him. Computer systems now bent to his thoughts, and he could feel the ebb and flow of data from billions of connected devices.&lt;br /&gt;
&lt;br /&gt;
And so Magnus returns to his seat at the table of the Great Game. After a painful physical rehabilitation to undo the effects of the chemical damage and subsequent atrophy, Magnus has thrown himself back into the shadows. He harbors no resentment to his friend. On the contrary, she gave him the most valuable lesson she possessed and, unexpectedly, the most valuable tool he now has. Backed by a formidable arsenal of machine and Matrix, he is ready to play once again.&lt;br /&gt;
&lt;br /&gt;
===Narrative Significant Qualities===&lt;br /&gt;
Fischer is a man at the nadir of his power and the apex of his life. Enfeebled from awakening from a ten-year-long coma, stripped of all his possessions, and thrown to the urban wilds of Seattle, he could not be happier. He has been enlightened to his true purpose, and opportunity flourishes around him.&lt;br /&gt;
&lt;br /&gt;
Outwardly, Fischer is a gaunt man with a calm, piercing gaze. He sometimes struggles with the simple physical tasks required of daily life, and his hands often betray a slight tremor. He dresses well, and when he speaks, it is with composure and a hidden strength. His personality tends to be that of an arbitrator in public, and he attempts to achieve his ends by convincing others that their interests are aligned. He rarely engages in overt threats or coercion, but when he does, it is typically preceded by extensive preparation.&lt;br /&gt;
&lt;br /&gt;
Before his fall, Fischer was a ranked grandmaster in chess, and he continues to play avidly. Fischer sees chess as a reflection of the universe in microcosm, and his love of the analogy tends to spill into his activities. Threading complex forms feels much the same as solving a tricky board position, and compiling sprites may as well be blitz games---execute a cunning strategy and the sprite will reward the insight with tasks, but lose the game, and the sprite will fizzle back into the resonance. Fischer has practiced to the point where he can execute it in his head, but he still prefers the feel of real pieces in his fingers.&lt;br /&gt;
&lt;br /&gt;
His daily routine includes continuing physical rehabilitation, time swimming through the matrix to stay abreast of events, and of course, dedicated time to his favorite vice.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
* [[No Rose Without a Thorn]] 3/11/18&lt;br /&gt;
&lt;br /&gt;
* [[Liberty! Freedom! Tyranny Is Dead!]] 3/15/18&lt;br /&gt;
&lt;br /&gt;
* [[Storks in Snohomish]] 3/18/18&lt;br /&gt;
&lt;br /&gt;
* [[On Silent Wings]] 3/22/18&lt;br /&gt;
&lt;br /&gt;
*[[NRG]] 3/31/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots_-_Stand_Up]] 4/21/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 2)]] 4/28/18&lt;br /&gt;
&lt;br /&gt;
*[[Two in the Brainpan]] 4/29/18&lt;br /&gt;
&lt;br /&gt;
*[[(Paladin&#039;s Favor)]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Mayday]] 5/3/18&lt;br /&gt;
&lt;br /&gt;
*[[Our Sound Waves Run Your City Like Parkour]] 5/9/18&lt;br /&gt;
&lt;br /&gt;
*[[These Narcissists Forget to do their Exercise]] 5/10/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Failure Games]] 5/19/18&lt;br /&gt;
&lt;br /&gt;
*[[Thomas the Dank Engine]] 5/22/18&lt;br /&gt;
&lt;br /&gt;
*[[This is Seattle]] 6/20/18&lt;br /&gt;
&lt;br /&gt;
*[[Portugal,_The_Man|Portugal, The Man - Feel It Still]] 6/29/18&lt;br /&gt;
&lt;br /&gt;
*[[Verses The Mooney Suzuki – Shake That Bush Again]] 7/1/18&lt;br /&gt;
&lt;br /&gt;
*[[Flobots - Journey After (War Fatigues)(Part 4)]] 7/7/18&lt;br /&gt;
&lt;br /&gt;
*[[Trip D and Clean]] 7/10/18&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Ellie Esps]] - Connection 4, Loyalty 2 - Fixer&lt;br /&gt;
* [[Paul Emmers]] - Connection 4, Loyalty 2 - Swag (Vehicles/Drones)&lt;br /&gt;
* [[Anatoly Yevgenyevich]] - Connection 2, Loyalty 1 - Hustler (Shadow services)&lt;br /&gt;
* [[Janus]] (TBD-SadSuspenders) - Connection ?, Loyalty 1 - ?&lt;br /&gt;
* (Yakuza Boss for Bellevue) (TBD-DrBurst) - Connection 7, Loyalty 1 - ?&lt;br /&gt;
* (Ancients contact) (TBD-DrBurst) - Connection 4, Loyalty 1 - ?&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
+2 Zentralrat (Romani)&lt;br /&gt;
&lt;br /&gt;
+7 Horizon&lt;br /&gt;
&lt;br /&gt;
+3 Streets of Redmond&lt;br /&gt;
&lt;br /&gt;
+1 Crusher 495&lt;br /&gt;
&lt;br /&gt;
+1 Electronic Crows&lt;br /&gt;
&lt;br /&gt;
+1 ShadowHaven&lt;br /&gt;
&lt;br /&gt;
+8 Enduring Resistance&lt;br /&gt;
&lt;br /&gt;
+3 Anarchist Black Flag&lt;br /&gt;
&lt;br /&gt;
+1 Crime Mall Merchants&#039; Association&lt;br /&gt;
&lt;br /&gt;
===Allies/Enemies===&lt;br /&gt;
&lt;br /&gt;
Fischer has come to believe Evelyn&#039;s fundamental truth: that there are no true allies in the Great Game, merely other players with aligned goals. The converse could be said of enemies. That said, being generous to a like-minded individual or ruthless with an opponent both have their time and place, and Fischer has been known to have a long memory.&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
===The Great Game===&lt;br /&gt;
&lt;br /&gt;
Fischer believes that all life is part of a connected web of conflict called the Great Game. Every beast and metahuman is a piece on the board, and physics, technology, and magic are merely rules of play. Three threads bind them together:&lt;br /&gt;
&lt;br /&gt;
* The Great Game is eternal. You cannot win the game, but the only true way to lose is not to play.&lt;br /&gt;
* The Great Game is recursive. You have your pieces to control, to manipulate to achieve your goals. And so you are manipulated in turn by the greater players. You are a pawn, you have pawns, and your pawns have pawns. It&#039;s turtles all the way down.&lt;br /&gt;
* The Great Game is unknowable. Human games have finite rules, finite space. With enough time and resources, these are beatable. The Great Game cannot be beaten, because it is infinite. Unraveling its mysteries brings power, but it also reveals still more mysteries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Victor Alekhine (R4). Private contractor: computational event simulation, behavioral analysis, and game theory. (Recently off medical disability.)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
A high-quality tailored suit.&lt;br /&gt;
&#039;&#039;&amp;quot;A gentleman without a suit is just a man.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A metahuman much like himself, dressed in a fine suit, but with a field of stars instead of a face.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=So_You_Want_to_Be_a_Shadowrunner&amp;diff=13358</id>
		<title>So You Want to Be a Shadowrunner</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=So_You_Want_to_Be_a_Shadowrunner&amp;diff=13358"/>
		<updated>2018-07-22T05:54:55Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: Created page with &amp;quot;&amp;#039;&amp;#039;Welcome.&amp;#039;&amp;#039;  Eventually, this will be the landing page and starting point for the SYWTBAS project. For now, it will be our home for coordinating the work and status of the va...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Welcome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eventually, this will be the landing page and starting point for the SYWTBAS project. For now, it will be our home for coordinating the work and status of the various projects.&lt;br /&gt;
&lt;br /&gt;
=Why?=&lt;br /&gt;
&lt;br /&gt;
When a player joins the Haven who is new to Shadowrun, the system can be daunting. Often, these players come to the table with a vague idea of what kind of character fits their personality, but with nowhere do start, they only have a few options: (a) dig into the core book. This is an option, for sure, but it&#039;s a long one and too burdensome for a lot of players at first. They want to try the game out, not learn everything before their first run. (b) Fire up chummer and start clicking buttons. Hey, we&#039;ve all tried it, but with so many options, it&#039;s easy to spend a couple hours and end up right back where you started from a lack of decisions. (c) Ask chargen. This isn&#039;t a bad option, and if a minion has the time and patience to follow through, it can be a great start. But we can&#039;t be there for every player, and often we repeat ourselves a lot, since most new players need to learn the same things.&lt;br /&gt;
&lt;br /&gt;
So that&#039;s where &amp;quot;So You Want to Be a Shadowrunner&amp;quot; comes in.&lt;br /&gt;
&lt;br /&gt;
I&#039;m looking for a set of pages that describe the basic gameplay goals of various common archetypes in the Shadowrun world, along with a generic, middle-of-the-road sample build.&lt;br /&gt;
These are &#039;&#039;NOT&#039;&#039; optimization guides.&lt;br /&gt;
The suggested builds should be strong, playable characters, but I have no interest in maximizing karma efficiency for this project.&lt;br /&gt;
The goal should be to give a place to start, not a finished character.&lt;br /&gt;
&lt;br /&gt;
=Phases=&lt;br /&gt;
&lt;br /&gt;
SYWTBAS will be rolled out incrementally in three phases.&lt;br /&gt;
This is partially to help ease the distribution of labor, and it&#039;s also partially because I would rather move slowly and get things right than rush and end up with a mixed bag of quality.&lt;br /&gt;
&lt;br /&gt;
==Phase 1: The List==&lt;br /&gt;
&lt;br /&gt;
The first thing I want is a stable list of archetypes, prioritized by how relevant the build is to new players.&lt;br /&gt;
I&#039;ve included a first pass below, but I&#039;ll be taking feedback and suggestions for changes over the next week or two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1: Core archetypes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Street Samurai; mundane cyberware, ranged focus&lt;br /&gt;
&lt;br /&gt;
- Decker; hotf focus, no agents&lt;br /&gt;
&lt;br /&gt;
- Face; mundane&lt;br /&gt;
&lt;br /&gt;
- Rigger; mundane, jumped-in vehicles and drones, no swarm&lt;br /&gt;
&lt;br /&gt;
- Mage; spellcaster and astral combat, minor spirit focus, no initiation plans&lt;br /&gt;
&lt;br /&gt;
- PhysAd; unarmed combat focus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2: Popular options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Infiltrator; B&amp;amp;E, sneaking&lt;br /&gt;
&lt;br /&gt;
- Technomancer; CF hacker, minor sprite use (not a petnomancer)&lt;br /&gt;
&lt;br /&gt;
- Face adept&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3: Niche builds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Technorigger; jumped-in rigging, capable-if-not-stellar hacking&lt;br /&gt;
&lt;br /&gt;
- Bow adept; &lt;br /&gt;
&lt;br /&gt;
- Channeling mage;&lt;br /&gt;
&lt;br /&gt;
- Swarm rigger;&lt;br /&gt;
&lt;br /&gt;
Again, this is &#039;&#039;not&#039;&#039; a complete list. I expect it will change, and I am looking for feedback on both things I&#039;ve missed, things that should be reprioritized, and aspects of things that you think should be different.&lt;br /&gt;
&lt;br /&gt;
==Phase 2: Consolidating Data==&lt;br /&gt;
&lt;br /&gt;
Once we have a complete idea of the scope of the project, we&#039;ll move on to assembling the content of the guides.&lt;br /&gt;
This is probably the fun part.&lt;br /&gt;
I&#039;ll be taking volunteers for builds, and while I&#039;d like to ensure we get at least one person for each, I&#039;m happy if there are more than that&amp;amp;mdash;two perspectives mixed together will produce a better overall guide.&lt;br /&gt;
&lt;br /&gt;
The basic structure of a guide contains four pieces:&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;What&#039;s a ____?&#039;&#039; This is a basic introduction to the concept. Why does this archetype exist? What problems does this character solve in a team? What is the pacing and feel of playing the character? These should be largely centered around the &#039;&#039;role&#039;&#039;, not the &#039;&#039;build&#039;&#039;. You&#039;re explaining &amp;quot;why&amp;quot;, not &amp;quot;how&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;Gameplan.&#039;&#039; This is a high-level overview of how the character is going to accomplish their tasks.&lt;br /&gt;
This might mean a short explanation of the tactics that the character will use, along with the highlights of important aspects.&lt;br /&gt;
At the end of this section, the player should understand the underlying factors which will make their character successful.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;The Build.&#039;&#039; This is where the rubber meets the road.&lt;br /&gt;
I&#039;m looking for a brief summary of what the player should be attempting to accomplish with each of the five priority classes: metatype, attributes, magic/resonance, skills, and resources.&lt;br /&gt;
For some, this might be very short.&lt;br /&gt;
Others are going to take a bit of explaining.&lt;br /&gt;
This is not meant to be comprehensive, and in most cases, the guide should not completely allocate resources.&lt;br /&gt;
We can give options, but we also want to give the players a large margin to find ways to make the character their own.&lt;br /&gt;
I expect this to be a learning tool, not a template.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;Options.&#039;&#039;&lt;br /&gt;
These are alternative choices that a player might take which reverse some of the decisions above.&lt;br /&gt;
These shouldn&#039;t be small.&lt;br /&gt;
An option should be a different way of building the character using different assumptions.&lt;br /&gt;
These should not be as in-depth as the primary build in section 3.&lt;br /&gt;
Think about an option as a way of inspiring a player to explore a different avenue, rather then providing a full second build idea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your task will be to &#039;&#039;assemble&#039;&#039; this information for the archetypes you volunteer to work on.&lt;br /&gt;
Note that I said &amp;quot;assemble&amp;quot;, not &amp;quot;write&amp;quot;.&lt;br /&gt;
For phase 2, I only want notes, not prose.&lt;br /&gt;
This is mostly so that we can iron out wrinkles and get the data right before we go through the effort of actually writing it all up.&lt;br /&gt;
&lt;br /&gt;
One more important thing:&lt;br /&gt;
I expect that I&#039;ll also ask some of you to review other guides.&lt;br /&gt;
This is not because I don&#039;t trust you&amp;amp;mdash;if I didn&#039;t you wouldn&#039;t be helping&amp;amp;mdash;it&#039;s because I expect that the builds will be more general and that we&#039;ll get better coverage if we help each other out.&lt;br /&gt;
&lt;br /&gt;
==Phase 3: Writing==&lt;br /&gt;
&lt;br /&gt;
Turn our ideas into introductions to each archetype.&lt;br /&gt;
I&#039;ll provide wiki formatting templates, but I&#039;m going to need folks who write.&lt;br /&gt;
Each section needs prose, written in a clear and concise manner, suitable for someone who isn&#039;t yet fully familiar with the game.&lt;br /&gt;
I expect each guide not to be more than a couple of screens of text, but the length will probably vary based on the complexity of the archetype.&lt;br /&gt;
&lt;br /&gt;
Finally, as before, I expect that this will be a collaborative effort: writers and editors needed.&lt;br /&gt;
Also, depending on who is willing to help out, it&#039;s possible that you&#039;ll be writing a guide from someone else&#039;s information.&lt;br /&gt;
Obviously, I won&#039;t be handing out an archetype to folks who don&#039;t feel comfortable with it, but we may have more or less people in phase 2 than phase 3.&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=13338</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=13338"/>
		<updated>2018-07-21T22:25:14Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: /* Purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;br /&gt;
&lt;br /&gt;
==ShadowHaven==&lt;br /&gt;
===General===&lt;br /&gt;
==Characters==&lt;br /&gt;
===General===&lt;br /&gt;
===Races and Species===&lt;br /&gt;
===Qualities===&lt;br /&gt;
===Skills===&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
===Contacts===&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
===Ranged===&lt;br /&gt;
===Melee===&lt;br /&gt;
==Matrix==&lt;br /&gt;
===General===&lt;br /&gt;
===Hardware and Software===&lt;br /&gt;
===Technomancers===&lt;br /&gt;
==Piloting and Rigging==&lt;br /&gt;
===General===&lt;br /&gt;
===Riggers===&lt;br /&gt;
===Drones===&lt;br /&gt;
===Vehicles and Chases===&lt;br /&gt;
==Magic==&lt;br /&gt;
===General===&lt;br /&gt;
===Spells===&lt;br /&gt;
===Traditions and Mentors===&lt;br /&gt;
===Astral===&lt;br /&gt;
===Spirits===&lt;br /&gt;
===Enchanting===&lt;br /&gt;
===Adepts===&lt;br /&gt;
===Initiation===&lt;br /&gt;
==Gear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
===Armor===&lt;br /&gt;
===Devices===&lt;br /&gt;
===Drugs and Toxins===&lt;br /&gt;
===Augmentations===&lt;br /&gt;
===Critters===&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=13337</id>
		<title>User:RandomChummer</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:RandomChummer&amp;diff=13337"/>
		<updated>2018-07-21T22:21:21Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Information==&lt;br /&gt;
&lt;br /&gt;
Reddit:  [https://www.reddit.com/user/RandomChummer RandomChummer]&lt;br /&gt;
&lt;br /&gt;
Discord nickname: &amp;quot;Borogove (&amp;lt;currently active character&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Active Characters==&lt;br /&gt;
&lt;br /&gt;
[[John]]&lt;br /&gt;
&lt;br /&gt;
[[Fischer]]&lt;br /&gt;
&lt;br /&gt;
==Wiki Presence==&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/index.php?limit=50&amp;amp;title=Special%3AContributions&amp;amp;contribs=user&amp;amp;target=RandomChummer&amp;amp;namespace=&amp;amp;tagfilter=&amp;amp;newOnly=1&amp;amp;year=2018&amp;amp;month=-1 Wiki Pages Created]&lt;br /&gt;
&lt;br /&gt;
[http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions]&lt;br /&gt;
&lt;br /&gt;
==Sandbox==&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.&lt;br /&gt;
&lt;br /&gt;
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS&#039;&#039;&#039;&#039;&#039; The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.&lt;br /&gt;
&lt;br /&gt;
[[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It&#039;s meant to be a tool for referencing a specific rule interpretation.&lt;br /&gt;
&lt;br /&gt;
[[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=NeoWolf&amp;diff=13164</id>
		<title>NeoWolf</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=NeoWolf&amp;diff=13164"/>
		<updated>2018-07-15T22:37:46Z</updated>

		<summary type="html">&lt;p&gt;RandomChummer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Name&lt;br /&gt;
|image= [[File:Placeholder.png]]&lt;br /&gt;
|header1= Archetype&lt;br /&gt;
|header2= (Short Blurb)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/Your_Handle_Here Your_Handle]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = (Elf)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = January 1st 1970&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 =[https://www.dropbox.com/sh/iskgb2hm37s4b46/AABYbMwtOQRcHkq3H7RBn6jma?dl=0] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - X &amp;lt;br /&amp;gt; Attributes - X &amp;lt;br /&amp;gt; Magic/Resonance - X &amp;lt;br /&amp;gt; Skills - X &amp;lt;br /&amp;gt; Resources - X&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
NeoWolf is a Elf who dedicated his life to drones and considered them his only friends and  other races he disliked because of bad childhood.He uses an anthrodrone that is him because he always wished to have a metal body,body that would allow him to live much longer but the closest he could achieve with current technology is just controlling an anthro drone not transfering  his own mind into one.He became a Shadowrunner because he had no other way of earning money,nobody wanted a worker who would always come in a drone instead in person and because he never had a SIN since birth so he had to live underground in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
NeoWolf does not have any goals really but he does wish to have a metal body someday so he could live longer,best he can do about that for now is to contribute to science and learn more about well everything.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Same as his brother NeoWolf was interested in technology specifically drones.At age of 12 he was already fixing drones at the nearby junkyard and concidered them his only true friends and actual beings instead of mindless machines.He was never liked by others because he never hanged out with anyone of his age nor he wished for any social contact and after some time he started disliking humans because of their nature.At age of 14 he did not want to use his human body to do everything because he considered it fragile and easy to break but he also wished to live  longer but since he did not like using cybernetics to enhance his own body  he decided to start using an anthrodrone that would represent him,be him becuase drones were the closest he could be to longer and different life.After some time NeoWolf joined the Shadowrunners to survive because nobody wanted to hire someone who comes to work with a drone and not in person  but another reason was that he never had a SIN since his birth so he had to live in the shadows and work underground.&lt;br /&gt;
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== Narrative Significant Qualities ==&lt;br /&gt;
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==Run History==&lt;br /&gt;
None&lt;br /&gt;
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==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
Mr. Incognito- Fixer, Connection 2,Loyalty 5&lt;br /&gt;
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Mike Malone-  Swag(Mechanic),Connection 5,Loyalty 2&lt;br /&gt;
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Harvey Sanders- Shadow Services(Infobroker),Connection 4,Loyalty 3&lt;br /&gt;
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===Organizations===&lt;br /&gt;
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===Allies===&lt;br /&gt;
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===Enemies===&lt;br /&gt;
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=In Character Information=&lt;br /&gt;
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==Symbols and Signatures==&lt;br /&gt;
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==Matrix Search Table==&lt;br /&gt;
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==Shadow Community Table==&lt;br /&gt;
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==SINs==&lt;br /&gt;
Fake SIN&lt;br /&gt;
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==Appearance==&lt;br /&gt;
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=== Clothing ===&lt;br /&gt;
Mortimer of London:Berwick Suit&lt;br /&gt;
Mortimer of London:Greatcoat Coat&lt;br /&gt;
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===Matrix Persona===&lt;br /&gt;
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==Media Mentions==&lt;br /&gt;
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==ShadowGrid Profile Comments==&lt;br /&gt;
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[[Category:Player Characters]]&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>RandomChummer</name></author>
	</entry>
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