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	<id>https://shreloaded.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Teksura</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=Teksura"/>
	<link rel="alternate" type="text/html" href="https://shreloaded.net/wiki/Special:Contributions/Teksura"/>
	<updated>2026-04-07T04:09:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://shreloaded.net/index.php?title=Old_School_IC_Chat&amp;diff=46716</id>
		<title>Old School IC Chat</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Old_School_IC_Chat&amp;diff=46716"/>
		<updated>2020-08-13T03:57:56Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= Matrix Chatroom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:TomatoSmoothie.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner=SysOp TANJ&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. --&amp;gt;&lt;br /&gt;
|Metroplex=Matrix&lt;br /&gt;
|Neighborhood=Glow City&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=4 Radiation (At physical location)&lt;br /&gt;
|Noise=4 (At physical location)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=ShadowHaven&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The “Old School Chat” got its name owing to the antique protocols and equipment used in its creation. Simplistic to a fault, the nearly century old design is virtually unhackable. Some runners mistakenly believe that this is due to the antiquated protocols and hardware which most spiders wouldn’t even know how to begin to exploit, but this is only partly correct. The simplistic design of the data transfers are so minimal, one would have a hard time even finding the data they need to hack to begin with. This is not without limitation. In exchange for this security, the Old School Chat is incapable of larger data transfers typically seen in more modern host chat rooms. However, in conjunction with the [[ShadowHaven Host]], links to other files may be posted, allowing encrypted copies of larger files to be transferred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Old School Chat itself is run via antique hardware found by SysOp TANJ in Glow City. The exact physical location is supposed to be a secret, but the events of [[The System Is Down]] revealed its location to a team of runners when it became necessary to repair the failing system. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hardware is encased inside a thick lead casing SysOp TANJ calls “The Shell”, resembling a safe with a few giant heat sink on the side. The main purpose of the shell is to protect the system from nearby radioactivity and incidental damage, as well as make tampering difficult. A trail of antennae are embedded into the shell’s exterior, leading through a small hole only large enough for the wire. Opening the shell requires a 4 digit combination on an old mechanical combination lock conveniently located on the bottom of the unit to discourage anyone who casually comes across it from immediately assuming there must be something valuable inside. Once the safe has been tipped over and the combination has been entered, the hardware becomes accessible. &lt;br /&gt;
&lt;br /&gt;
Combination:&lt;br /&gt;
&lt;br /&gt;
{{#spoiler:show=Show Combination|hide=Hide Combination|34.205.67.164}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual hardware appears to have been cobbled together from various antique video game consoles. It is a small miracle that any of this still runs.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
The Shell can be found deep within Glow City. The exact location being selected for the abundance of natural defenses to keep away anyone nosey enough to go poking around a strange lead safe. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Specifically, The Shell is directly inside a large den of feral Radhounds. While vicious, the pack has no interest in the big metal box, but will defend their den to the death if necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acting as additional (unknowing) protectors is a rad-cult calling themselves [[The Children of The Glow]], led by a toxic shaman who preaches that radiation is the key to the next step in metahuman evolution. The cult does not know about The Shell. Their only interest in the location is that they consider the den to be a holy site, believing Radhounds to be divine creatures blessed by “The Glow”, and proof of their teachings.&lt;br /&gt;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Pepper_Peaks&amp;diff=46715</id>
		<title>Pepper Peaks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Pepper_Peaks&amp;diff=46715"/>
		<updated>2020-08-13T03:51:06Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Decker&lt;br /&gt;
|header2= &amp;quot;Ghostly footfalls on avenues invisible will cripple all who oppose and oppress you without so much as a vehement syllable.&amp;quot;&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Bean#0042&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Bean_Constellation]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 2041&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month= 7&lt;br /&gt;
|Day= 27&lt;br /&gt;
|Year= 2041&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1Z4nnquCD4yDgyjSvU8fB1RDtQ4wfHZYl?usp=sharing] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - C &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Cerebrally Honed Articulate Direct Decker [CHADD]&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Monetary accumulation&lt;br /&gt;
&lt;br /&gt;
* Acquiring a spiffily updated Cyberdeck model&lt;br /&gt;
&lt;br /&gt;
* Owning a personal, flight-capable vehicle&lt;br /&gt;
&lt;br /&gt;
* Investigating for links to Matrix savants&lt;br /&gt;
&lt;br /&gt;
* Dismantling the degrading Pop Culture surrounding the Elven&lt;br /&gt;
&lt;br /&gt;
* Meeting a true Elf Immortal&lt;br /&gt;
&lt;br /&gt;
* Experimenting with further body modification&lt;br /&gt;
&lt;br /&gt;
* Creating and consistently cultivating colossal social investments&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Suffering significantly from the fetishization of her Elven kind in the physical realm, Pepper has broken the bonds of the tangible in favor of the sprawling digital. A young and explorative lady of the proverbial info leylines, she strives ever fervently for further freedoms and integration with a dimension of the Sixth World where she has the power of prominent choice to be anyone, anything, anywhere without her species and all the prejudices therein botching up her paths of vigorous wanderlust and delighting dreamlike dives.&lt;br /&gt;
&lt;br /&gt;
Pepper delved into the ambiguous realm of Running at a fiery pace upon realizing that being steeped in the Matrix could yield more than an unchained existence - it could yield purpose! Now employed primarily for infiltration and information retrieval, she&#039;s an up-and-coming element of Seattle&#039;s virtual virtuoso.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
* Biocompatability&lt;br /&gt;
&lt;br /&gt;
* Catlike&lt;br /&gt;
 &lt;br /&gt;
* Codeslinger (Hack on the Fly)&lt;br /&gt;
 &lt;br /&gt;
* Common Sense&lt;br /&gt;
 &lt;br /&gt;
* Low-Light Vision&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
* Lightweight&lt;br /&gt;
&lt;br /&gt;
* Signature (A winged sigil)&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Alexey Dorosov&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Angela&lt;br /&gt;
|Loyalty= 3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Doctor Disco&lt;br /&gt;
|Loyalty= 3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
[[File:Peaks_Signature.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Miscellaneous imagery from Pop Cult magazines.&lt;br /&gt;
|MidResult= Hints and posters concerning a &amp;quot;Pepper&amp;quot; abandoning the entertainment industry.&lt;br /&gt;
|HighResult= Conspiracy theories and police records deliberating on an individual escaping indentured servitude to an abusive, crass company. Suspected whereabouts: Bellevue.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult= Small creature. Scurries to and fro obscure nooks and crannies, always with a keen eye for anyplace to jack-in.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= Freelance Runner for all sorts of Matrix matters. If you can acquire her contact, she&#039;ll smoothly situate your virtual needs.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult= A devious infiltrator. Equipped to the teeth with multifaceted programs and is especially good at Direct Decking without detection.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
* Fake SIN (Rating 4) (Janny SilverHand)&lt;br /&gt;
* (Cyberdeck License)&lt;br /&gt;
* (Matrix Software License)&lt;br /&gt;
* (Private Investigator License)&lt;br /&gt;
* (Restricted Augmentations License)&lt;br /&gt;
&lt;br /&gt;
* Issued by: UCAS&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;
[[File:Pepper_Projection.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Template:Player_Character&amp;diff=46695</id>
		<title>Template:Player Character</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Template:Player_Character&amp;diff=46695"/>
		<updated>2020-08-13T02:24:43Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|YourWikiUsername = &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Archetype&lt;br /&gt;
|header2= (Short Blurb)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Discord#Tag&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Your_Handle_Here Reddit Name]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = (Metatype Here)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = Character&#039;s Date of Birth&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[Drive URL Link] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - X &amp;lt;br /&amp;gt; Attributes - X &amp;lt;br /&amp;gt; Magic/Resonance - X &amp;lt;br /&amp;gt; Skills - X &amp;lt;br /&amp;gt; Resources - X&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Nita&amp;diff=46692</id>
		<title>Nita</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Nita&amp;diff=46692"/>
		<updated>2020-08-13T02:12:19Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername =Zen &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Nita.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= All-Round Support Mage&lt;br /&gt;
|header2= Force of Nature? What&#039;s its rating?&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Zen#3209&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/ZenDaMan/]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 17th May, 2052&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=5&lt;br /&gt;
|Day=17&lt;br /&gt;
|Year=2052&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1EnBpyRbHDJ57SYEbvezQ6APVsdLKIn5r?usp=sharing] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - A &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - D&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A blessing to her allies and a bane to her enemies, Nita is a fine representation of the followers of Bear. Capable of magical healing and a number of useful mystical tricks as well as possessing broad knowledge of the use of spirits, Nita is the typical but ever-useful party mage.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Nita&#039;s primary goal is much the same as many Shadowrunners: to live a free life without the shackles of the law, all while saving up enough Nuyen for an early retirement. She also seeks greater knowledge and understanding of the Domain of Red, and the best way to attain that is by making use of its magic.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Nita&#039;s history is riddled with misfortune. Born as Skylar Paternoster, she&#039;s a native Portlander. Orphaned at a young age, so young that she could not even remember her parents, Skylar spent much of her time in foster care. Her foster family was important to her, but she regularly clashed with both her &amp;quot;parents&amp;quot;. As she entered puberty these disagreements grew more intense. Though she was never particularly social, she did have a single close friend, Petra, with whom she spent most of her time. This ended when Skylar was seventeen years of age. When Petra was discovered dead, her body mangled and abused, after being seen leaving with Skylar, she was a prime suspect.&lt;br /&gt;
&lt;br /&gt;
After she was taken into custody, her foster parents decided to break ties with her. Their relationship had been problematic already, and now the accusation left them unwilling to care for her any longer.&lt;br /&gt;
&lt;br /&gt;
Though the culprit was not caught, police did soon learn that it wasn&#039;t possible for Skylar to have performed the act; she had a solid alibi with several witnesses, and the MO turned out to match that of an infamous serial killer. The act was predetermined and professional, and the killer had left his signature: a small tattoo in the shape of an amaryllis flower, applied postmortem and hidden out of direct sight.&lt;br /&gt;
&lt;br /&gt;
As Skylar was not yet an adult, a new foster family was to be found for her. There weren&#039;t many takers for taking a former murder suspect in, though, no matter the fact she had only been a suspect for a matter of days. Before she could re-enter the system, Nita vanished from under the eyes of Child Protective Services. Hitchhiking to Seattle, she adopted the nickname Nita and disappeared among the masses. She had always possessed a talent for magic, but had never practiced it beyond the very basics until then.&lt;br /&gt;
&lt;br /&gt;
Eventually Nita ended up under the wing of a passing mage of the Red. He did not imprint dogma or detail into her mind. Instead, he taught her the basics of the basics, the traditions of Red Mages, the power of the Domain of Red. He taught her respect for beasts and birds that eventually eclipsed her respect for metahumanity. He did not give her a fish, but put a rod in her hands and taught her how to catch. Then one day, he simply vanished, apparently having left Seattle overnight, satisfied with his instructions for his &amp;quot;apprentice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Over the years, Nita acquired bits and bobs of magical knowledge. Though she&#039;s not an expert in many subjects beyond magic, she&#039;s become quite a knowledgeable local. Around her mid-twenties, after acquiring some degree of magical capability, Nita came into contact with the shadow community. Starting off as an advisor and occasional low-level talismonger, she eventually learned that the real money could be made by running in the shadows. After a meeting and conversation on the subject with Alessa P, Nita spent her meager savings on equipping herself for shadowrunning, and took her first contract.&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
===Positive=== &lt;br /&gt;
====Mentor Spirit (Bear)====&lt;br /&gt;
After the loss of her friend and the most important person in her life, Nita became increasingly protective of any new friends she made, and aggressive towards those who would threaten them. This definitely helped her relationships while living in the cutthroat Redmond Barrens, and served as a nexus for her to be led to the guidance of the Bear. Rather than discouraging such behavior, her mentor taught her to protect what she loved without hesitation. While affected by her Mentor&#039;s Mask, the image of a pale-yellow spiritual bear usually envelops her or appears next to her body.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
====Big Regret====&lt;br /&gt;
Nita blames herself for the death of her friend so many years ago. Though the two were supposed to go out together, they ended up in an argument. The two of them split up, with Nita heading to one of her favored haunts and her friend heading to another part of town to have her fun. The following morning, her friend&#039;s corpse was discovered. Ever since then, Nita has been plagued with guilt and regret for that silly argument that, in her eyes, led to her friend&#039;s untimely death.&lt;br /&gt;
&lt;br /&gt;
====Prejudiced====&lt;br /&gt;
Nita considers technomancers to be unnatural and creepy. Magic is a natural, beautiful thing. Technomancy is unnatural, strange, twisted. She keeps her prejudice to herself, but she&#039;s definitely more aloof to technomancers.&lt;br /&gt;
&lt;br /&gt;
====Social Stress====&lt;br /&gt;
Nita is easily unnerved by the memories of her friend, a young woman named Petra. Meeting an individual that physically resembles her old friend triggers an intensely stressful, negative reaction in her. Nita&#039;s friend was a young human woman of average build and slightly below-average height, with blonde hair usually worn in a long braid. She possessed the broad cheekbones, deep-set dark eyes and heart-shaped face of many women with eastern European heritage.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Alessa P&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
Alessa P: Currently serving as Nita&#039;s fixer.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
* Cassandra Lithgow: Local spiritualist and know-it-all. In the public eye, she runs a simple summoner&#039;s service, conjuring spirits for day-to-day requests.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=The_Legend_of_the_Mars_Bars&amp;diff=46691</id>
		<title>The Legend of the Mars Bars</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=The_Legend_of_the_Mars_Bars&amp;diff=46691"/>
		<updated>2020-08-13T02:10:51Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2081-08-02&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Crimson&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Redmond park.  Underground bunker and tunnels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Bruno Pereira&lt;br /&gt;
|Ally2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Ironclad|Koi|Moth}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= High&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=Home is where the heart is&lt;br /&gt;
|Metaplot2=The Harvesting Begins&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Metagenics Research Consortium (MRC)&lt;br /&gt;
|OppositionUnits=&lt;br /&gt;
|OppositionCasualties=1 leader ghoul; 15 feral ghoul&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The runners got into a conversation about Mars bars, and decided to try to find some for [[Ironclad]] who was craving them.  After chasing a number of leads, they learned of a bunker connected to a building [[Moth]] had helped clear for [[SignificantNPC::Bruno Pereira]] and his refugees the prior week.&lt;br /&gt;
&lt;br /&gt;
They explored the bunker - a preserved slice of history - finding a number of relics of interest, and ultimately the Mars bars.  They donated all they found to Bruno&#039;s group to continue to build up their hideaway.&lt;br /&gt;
&lt;br /&gt;
But they also found a ghoul cult, and a nefarious plot that is going to take a lot more effort to explore...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[SignificantNPC::Bruno Pereira]] and a group of refugees were fleeing a gang war, involving two factions of the Halloweeners.  Previously, [[Ironclad]] had helped protect innocents and punished the gang factions for their violence; see [[Home is where the heart is:Prelude|report]].  &lt;br /&gt;
&lt;br /&gt;
And then, Bruno had gotten help from [[Moth]] to clear the future site of the hideaway - a nest of buildings hidden in an overgrown park.  See [[A Roof Over Our Heads|report]].  In the course of clearing the buildings, Moth and her runner companions found a saferoom at the bottom of one of the buildings.  They also found a toxic pollution spirit in the shape of a sewage rat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
When [[Ironclad]], [[Koi]], and [[Moth]] initially met up, they weren&#039;t sure where to begin to search for Mars bars.  With some matrix searching, they began to realize that they would need a place that was stocked historically, and not touched since.  An underground bunker, either owned by a private citizen like a disaster prepper, or by the military.  But where could they find a bunker like that in Seattle?  The three most likely locations were Everett, Redmond, or Puyallup.  They reasoned that there ought to be financial records of a structure like that - building permits?, purchase history?  But the records would be pre-2011 when so much data was lost.  Any remaining records would be too rare to find in a public library.  &lt;br /&gt;
&lt;br /&gt;
[[Ironclad]] reached out to [[SignificantNPC::Ruben the Scottish Kid]], who had access to a college&#039;s libraries and academic professors.  Perhaps he could find the related records?  Ruben initially struggled and Ironclad badgered him relentlessly, an angry drill sergeant.  The boy burst into tears.  He eventually produced information about a construction company that did a wide range of construction in the period of interest (from 1935 forward, when the candy bars were first available), including some underground construction.  He found information about prior military bunkers that had been opened and re-sold to a current user.  But it was unlikely that any place re-sold like that had not already been cleared of its artifacts.  They needed a place that was secret.  That had not been disturbed.  &lt;br /&gt;
&lt;br /&gt;
[[Moth]] was concerned by how the boy had been treated, and encouraged Ironclad to apologize and offer the boy a homemade meal to make it up to him.  While Ruben did not immediately respond, he eventually admitted that his favorite food was breaded chicken fingers and she made him the best chicken fingers he&#039;d ever eaten.&lt;br /&gt;
&lt;br /&gt;
[[Moth]] gave the name of the construction company to her contact, [[SignificantNPC::Legal Eagle]], to see if the named construction company was involved in any court cases, which might have more information such as locations of specific land plots, or blueprints.  Unfortunately, he couldn&#039;t add anything of note.  She could find the company on the matrix, but the records were of public construction projects - malls and schools.  Something like a bunker would have likely been hidden, if possible.  She was beginning to contemplate interviewing people at nursing homes in the Everett area to see if they had any family stories about a survivalist in a prior generation with a secret bunker.&lt;br /&gt;
&lt;br /&gt;
[[Koi]] started checking with folks on the street in the Barrens to see if any of them had run across a bunker.  [[Ironclad]] offered to reach out to a Barrens contact of his, [[SignificantNPC::Bruno Pereira]], to see if he recalled ever seeing a bunker.  Bruno replied that he was sleeping over one!  That safe room that [[Moth]] and her team had found, which had appeared at the time to be a single room, had a weak wall that collapsed when Bruno and his men were exploring it, revealing a tunnel which might lead to exactly the sort of bunker that they were looking for.  Bruno was happy for them to come and explore the tunnel.  He mentioned an issue with devil rats they could help address, and a need for groceries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
The runners were excited to have learned exactly where to search.  [[Moth]] knew the way to Bruno&#039;s new hideaway.  She led the team through the heavily wooded area that concealed it.  Once there, they met with Bruno to deliver the groceries and learn more about the tunnel.  Among the refugees, a dwarf, Old Billy, recognized [[Koi]] from a prior run.  He was a cook.  They chatted with him as well, and [[Koi]] explained that he was there to help [[Ironclad]], a loyal grandson.  As they walked towards the building with the safehouse, [[Koi]] and [[Moth]] overheard conversation among the refugees that any time they ventured away from the hideaway, that they were afraid of being taken.  Something was making people disappear.  [[Moth]] thought it was perhaps related to the Redmond kidnappings she had been researching - in which technomancers specifically were being taken.  But it didn&#039;t sound limited to technomancers.  Curious.&lt;br /&gt;
&lt;br /&gt;
They had supplies to help explore the space that [[Moth]] knew was very dark.  They had light sources.  Gas masks.&lt;br /&gt;
&lt;br /&gt;
They would systematically search any bunker found in the tunnel, looking for the Mars bars.  They&#039;d kill any devil-rats they found to make the space safer for Bruno and his people.  It sounded nice and simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
They explored down the tunnel and indeed found the vault doors to a bunker.  The doors were sealed tight, but they found a crack in the exterior structural wall that looked like it had been clawed through.  Perhaps by devil-rats.  No sign of the rats, but this looked like where they were coming from.  [[Moth]] squeezed through without any trouble.  [[Ironclad]] managed with impressive gymnastics and some careful removing of key pieces of his armor first.  [[Koi]] got stuck but managed to squeeze through with Moth&#039;s gentle encouragement.&lt;br /&gt;
&lt;br /&gt;
They found themselves in a reception area filled with strange boxes that [[Ironclad]] helped identify as ancient computers.  The walls had propaganda posters that he identified as being from the second world war, stirring fear of Asian aggression.  He figured that the bunker had been originally built for a small military team during world war two, or just prior.  But then the bunker had been re-purposed in the late 1980s.&lt;br /&gt;
&lt;br /&gt;
They began to search the rooms.  On this level, in addition to the reception area, there was an infirmary and a security area.  [[Moth]] found a map of the complex in the infirmary.  They continued to collect the curious artifacts of the past, sure they had some value.  In the security room, Moth found a locked box.  She tried to lockpick it, but it jammed.  She took out her crowbar and tried to pry it open.  At first, it seemed like she wasn&#039;t strong enough, but [[Ironclad]] hollered at her in drill sergeant mode, and she found a new inner strength and popped it open.  Inside, were two extremely ornate antique pistols.  They seemed quite valuable.&lt;br /&gt;
&lt;br /&gt;
They continued to descend down through the levels.  On the second level, there was a kitchen, mess hall, and game room.  [[Ironclad]] was pleased to find a game of monopoly.  The kitchen had plenty of sign of rats, but no food currently in it.  The food was likely in the storage area on the lowest level.  They collected more historical artifacts.&lt;br /&gt;
&lt;br /&gt;
They headed down to the lowest level.  The energy source room was partially collapsed.  A caved in wall.  Nothing currently causing any danger.  The living quarters has one room for a couple, and then a barracks with room for three more people.  All the mattresses were curiously missing.  They continued to collect interesting artifacts.  At last, they found the storage room.  A very thorough search by [[Moth]] revealed a crate marked sweets.  This crate also needed prying open with a crowbar, under [[Ironclad]]&#039;s direction.  Inside, some sweets were in poor condition.  But there were several unopened 30-bar boxes.  Mars bars!  Also snickers bars and kit kats.  The boxes had extensive nutritional and ingredient information for each candy bar.  Ironclad was ecstatic.  They had found the bars!  He held the box reverently.&lt;br /&gt;
&lt;br /&gt;
But there was a hole in the wall opposite the store room!&lt;br /&gt;
&lt;br /&gt;
They investigated.  [[Moth]] showed them that the tracks here were much bigger.  Claws big as a person might have, rather than a devil-rat.  They agreed that they needed to investigate.&lt;br /&gt;
&lt;br /&gt;
They followed the tunnel down a long way before coming to the first branch.  The most, and most recent, claw marks were along the left branch.  They followed that path and came to another set of branching paths.  [[Koi]] found a rope leading down one of the branches.  [[Moth]] studied the tracks.  From every direction but the branch with the rope, it looked like bodies had been dragged to this central point.  And then down the path with the rope.  Clearly that was the way to go.  They were now sure this was related to the kidnappings.  But who or what was behind it?&lt;br /&gt;
&lt;br /&gt;
This led them to a larger opening.  There were six makeshift tents around this room, some with the missing mattresses.  A fire in the center.  As they watched, stealthily, a figure came out of one of the tents.  It was a feral ghoul.  The runners were just beginning to consider how to deal with these feral ghouls when a loud noise like a beating heart reverberated through the cave.  The ghouls reacted to this noise and headed out of this room and up another corridor.  Were these ghouls what remained of the people who had been taken?&lt;br /&gt;
&lt;br /&gt;
The runners followed stealthily.  The path led to a larger chamber.  There were rocks with strange ritualistic carvings.  There was a more sentient ghoul conducting some kind of ritual.  Fifteen feral ghouls.  It sounded like he was about to offer a sacrifice?  To something he expected to appear?  He continued to murmur and chant.&lt;br /&gt;
&lt;br /&gt;
A mage ghoul?  Summoning something?  And perhaps one of the kidnapping victims about to be sacrificed?  And then a huge toxic nuclear spirit appeared!  They had to stop it!  [[Ironclad]] kicked things off by tossing in a flash-bang grenade.  It rolled off course, but ended up catching the chanting ghoul and one of the ghoul groups.&lt;br /&gt;
&lt;br /&gt;
Their first priority was to drop the mage ghoul.  [[Ironclad]] and [[Koi]] successfully killed him before he could issue a command to the nuclear spirit.  Inspired by [[Moth]]&#039;s encouraging speeches, the two men fired volley after volley of shots at the rapidly approaching feral ghouls.  Moth was terrified of being infected.  Ironclad and Koi were brave.  Undaunted.  They held their ground and kept firing.  The toxic spirit drifted closer.  Was it a threat too?  They could recall it had not been given a command by the chanting ghoul.  They made the decision to focus fire on the feral ghouls so they could not reach melee range.  In his final shots before the ghouls could act again, [[Koi]] killed the second to last of the fifteen, and injured the remaining one so badly that it dropped to the ground screeching, unable to advance.  &lt;br /&gt;
&lt;br /&gt;
The nuclear spirit fed on the ghoul, absorbing it completely into its spirit body.  And - in that moment - it radiated a blinding light, before vanishing completely.  Was it gone forever?  Likely to return?  And where was the captive they had thought was about to be sacrificed from the chanting words.  They&#039;d never gotten a good look at a captive.&lt;br /&gt;
&lt;br /&gt;
Luckily, [[Koi]] had been watching just precisely right in that moment, and as the others shut their eyes to shield them from the light, he looked past the toxic spirit with his cyber eyes, catching a glimpse of movement in the shadows beyond.  That gave him camera footage he could review, and with the benefit of his cyber eyes&#039; vision enhancement and magnification.  There was a man in a corpsec uniform who carried off the body of the captive slung over his shoulder, as the spirit moved to blind them.  There was a much bigger plot afoot!  [[Koi]] studied the footage ever so carefully.  He caught a flash of a logo.  The man worked for Metagenics Research Consortium (MRC).  Maybe they had the captives still.  This needed more investigation!  But it was an important clue.&lt;br /&gt;
&lt;br /&gt;
They returned to Bruno, and gave him the full report.  [[Koi]] made him an AR map of the area they had explored, and the contact information for [[SignificantNPC::Professor Simeon Jones]], who has a strong interest in the ancient objects and was the ideal buyer for the objects found.  [[Ironclad]] gave Bruno the custom pistols, for which he was very grateful, and offered to come by frequently to help out at the hideaway, with medical support and their other needs.  &lt;br /&gt;
&lt;br /&gt;
[[Moth]] was concerned also about the toxic spirit.  Would it come back?  Were Bruno&#039;s people going to be corrupted by it, down beneath where they were living?  She called her expert mage contact, another member of the Laesa Syndicate,   &lt;br /&gt;
[[SignificantNPC::The Steward]].  He was intrigued by the mystery of it.  With a 500 nuyen payment, he was willing to astral project to the bunker tunnels and assense the site, with 24 hours of surveillance to see if the spirit returns.  At the end of his surveillance, he confirmed that the toxic spirit had not returned.  But, there was a mage who moved through the area!  The Steward has his astral signature, and would recognize it again.  They deduced that this corporate mage had in fact summoned the toxic spirit and had been using it to maintain the ghoul cult.  He was part of the kidnapping plot.  Part of Metagenics Research Consortium (MRC).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Bruno - who had been quite tight on cash - now had a good pair of vintage weapons and 30,000 nuyen worth of 5th world artifacts - to help support his people.  The most immediate threat to his people - the ghouls - had been taken care of.  &lt;br /&gt;
&lt;br /&gt;
The mysterious mage had the power to summon the toxic spirit again, but had lost his ghoul cult.&lt;br /&gt;
&lt;br /&gt;
People were still being kidnapped by Metagenics Research Consortium (MRC).&lt;br /&gt;
&lt;br /&gt;
The three runners had their desired Mars bars.  Ironclad has the Mars bars, and is looking to deep-fry them.  Moth has enough information to try to replicate the flavor combination in recipes.&lt;br /&gt;
&lt;br /&gt;
The three runners were determined to get to the bottom of this mystery, and go after Metagenics Research Consortium (MRC) in the next chapter...&lt;br /&gt;
&lt;br /&gt;
Ruben got a homemade chicken fingers dinner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
15 karma &amp;lt;br&amp;gt; &lt;br /&gt;
2 CDP &amp;lt;br&amp;gt;&lt;br /&gt;
Koi: + 1 loyalty with [[SignificantNPC::Professor Simeon Jones]] &amp;lt;br&amp;gt;&lt;br /&gt;
Moth and Iron: + 1 loyalty with [[SignificantNPC::Bruno Pereira]] &amp;lt;br&amp;gt; &lt;br /&gt;
A box of mars bars, kit kats, snickers (30 of them each) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;You are as beautiful as the day I lost you.&amp;quot; -- Ironclad, speaking to a Mars bar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
===Koi===&lt;br /&gt;
All this for some dreking candy bars. Rent is coming do soon but frag it&#039;s nice too do some charity work again,that place was dark but It really helped me decide something about myself, and what I think it means to be a soilder. Now to put a stop to this double A wanna be corp and their stupid kidnapping plot&lt;br /&gt;
&lt;br /&gt;
===Moth===&lt;br /&gt;
[[Moth]] here!  This was my 40th run!  And what an adventure.  I couldn&#039;t believe Bruno had the answer as to where we could find a bunker, and it was a place I&#039;d just discovered.  Why didn&#039;t I think of that safe room?  Good thing Ironclad called Bruno.  I was really impressed by Ironclad and Koi.  They are brave and resourceful.  They have good ideas.  They are generous and charitable.  Now, we need to go after Metagenics Research Consortium (MRC).  I hope the missing people will all be found by the end of this.  And in a better state than when they started.&lt;br /&gt;
&lt;br /&gt;
===Ironclad===&lt;br /&gt;
That was... uh, strange? I went in for the coveted Mars Bars and left a Ghoulslayer... not the worst thing I suppose? Koi and Moth were great, literally could not have done it without them, good eggs&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sage&amp;diff=46689</id>
		<title>Sage</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sage&amp;diff=46689"/>
		<updated>2020-08-13T02:10:38Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = Salamancer&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Mage Knight&lt;br /&gt;
|header2= Professor of Sorcery&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Blaze Salamancer#7218&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/DragonHero12]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Troll&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 9/22/2030&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month= 9&lt;br /&gt;
|Day= 22&lt;br /&gt;
|Year= 2030&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = https://drive.google.com/drive/folders/1RxZapystbQ4WfZQ4WTTVlllJhGpqfpB6?usp=sharing &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - A &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - 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;
Sage is an easygoing African-Japanese troll mage. He is a respected professor at MIT&amp;amp;T, teaching Magical Theory and Defense Against Magical Threats. A neatly dressed older fellow with a strong moral code, he hates the powers that be and wants to do his small part to bring them down. In his free time, he reads. Paper books from old libraries, cast-off papers, and forgotten letters fill his home. When not burying his nose in a book, he is an avid matrix gamer. He wants to become a famous writer (and become the greatest sword master in the world).&lt;br /&gt;
===Goals===&lt;br /&gt;
*Become a famous storyteller.&lt;br /&gt;
*Improve his swordsmanship skills.&lt;br /&gt;
*Buy a motorcycle.&lt;br /&gt;
*Buy a better lifestyle.&lt;br /&gt;
*Publish his own matrix games.&lt;br /&gt;
*Acquire a real set of armor, and gain the strength to wear it.&lt;br /&gt;
==Background==&lt;br /&gt;
Sage was born in Boston to a middle-class family in 2030.  His real name is Kwezi Kujo, but his street name is “Sage.” His parents were SINners, his father an African scientist and his mother a Japanese ex-soldier. When he was 10, he was identified as an Awakened and given the appropriate education at a preparatory school. At age 17 Kwezi enrolled in the Massachusetts Institute of Technology and Thaumaturgy. After eight years of hard work, he was conferred a Doctorate of Thaumaturgy (Th.D) in 2055. For many years he worked as a private detective and occult investigator, while doing a bit of bounty hunting and bodyguard work on the side. He usually dealt with missions to fight magical threats. (You know, blood magic, insect spirits, shadow spirits and toxic magic.) Kwezi decided to retire for a more quiet life after the catastrophic Matrix Crash of 2064. He became a respected professor at MIT&amp;amp;T, teaching Magical Theory and Defense Against Magical Threats. He also conducted research on artifacts as part of his duties. He has a close relationship to the DIMR due to this. Now, in 2080, Prof. Kujo has been drawn back to the shadows by the urging of his mentor spirit Fire-Bringer. Humanis has been a recurring thorn in Kujo&#039;s side for many years, and he wants to take them down a peg.&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&#039;&#039;&#039;College Education&#039;&#039;&#039;&lt;br /&gt;
*Received an excellent education at MIT&amp;amp;T.&lt;br /&gt;
&#039;&#039;&#039;Exceptional Attribute (Logic)&#039;&#039;&#039;&lt;br /&gt;
*He is smarter than the average troll.&lt;br /&gt;
&#039;&#039;&#039;Mentor Spirit (Fire-Bringer)&#039;&#039;&#039;&lt;br /&gt;
*The Fire-Bringer found Sage many years ago, drawn to his kindness and generosity. He offered Sage tutelage on the path to magical enlightenment, and bestowed him a Mentor&#039;s Mask.&lt;br /&gt;
===Negative===&lt;br /&gt;
&#039;&#039;&#039;Code of Honor&#039;&#039;&#039;&lt;br /&gt;
*May not harm the innocent. May never accept bribes or misuse authority. When someone &#039;&#039;sincerely&#039;&#039; asks him for help, he can’t refuse.&lt;br /&gt;
&#039;&#039;&#039;Day Job (10 hours)&#039;&#039;&#039;&lt;br /&gt;
*Sage is an online freelance author. Fiction, academic theories, blogging, game reviews. Sometimes he works on MIT&amp;amp;T research or tutors a novice mage.&lt;br /&gt;
&#039;&#039;&#039;Distinctive style&#039;&#039;&#039;&lt;br /&gt;
*He is covered in tattoos and speaks in a noticeable accent.&lt;br /&gt;
&#039;&#039;&#039;Emotional Attachment&#039;&#039;&#039;&lt;br /&gt;
*He loves his fraggin sword.&lt;br /&gt;
&#039;&#039;&#039;Sinner, National&#039;&#039;&#039;&lt;br /&gt;
*Prof. Kujo is a legal citizen of Boston and the UCAS.&lt;br /&gt;
&#039;&#039;&#039;Vendetta (Humanis)&#039;&#039;&#039;&lt;br /&gt;
*Bigot slayer&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Adowa &amp;quot;Moria&amp;quot; Webster&lt;br /&gt;
|Loyalty= 3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Isis&lt;br /&gt;
|Loyalty= 1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Some academic type from Boston&lt;br /&gt;
|MidResult= A Professor of Sorcery at MIT&amp;amp;T&lt;br /&gt;
|HighResult= Freelance author who goes by the Matrix handle of &amp;quot;Ifrit&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult= Generic wannabe hooder PI&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= Was specially trained to combat evil magic&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult= Used to work on strange cases brought about by Halley&#039;s Comet and Winternight/Ex Pacis&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
*Kwezi Kujo; Legal SIN (Boston, Massachusetts, UCAS)&lt;br /&gt;
*Blaize Ashindar; Rating 3 Fake SIN (UCAS)&lt;br /&gt;
==Appearance==&lt;br /&gt;
He is covered in tattoos and speaks in a noticeable accent. A prominent western dragon is on each bicep, and an assortment of stylized tattoos run along his dark brown skin ranging from Celtic knotwork to Egyptian hieroglyphic designs, stylized scrollwork along one forearm, a running dragon along another. The crowning piece is a classic-looking red serpent that dominates his chest, and on his back lies a bright red “A” in the center of a bright red circle. Kwezi has a full braided red beard. His curling ram-like horns are etched with Norse runes, and his tusks are carved with the kanji for fire and wisdom. In the middle of his forehead is a tattoo of the Eye of Horus. He is slightly more slender than most trolls and has a narrow, tapered jaw with a mouthful of sharp teeth. His golden almond-shaped eyes show a look of constant curiosity.&lt;br /&gt;
===Clothing===&lt;br /&gt;
He currently wears a cheap suit underneath an armor jacket, with a trenchcoat over that. He wears a fedora for business, and a helmet with a gas mask and trodes for &amp;quot;business.&amp;quot; He wears his sword in an ornate scabbard on his hip, and he uses a riot shield when drek hits the fan.&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Sage uses three personas, one each for casual, business, and gaming. He goes by the handle of &amp;quot;Ifrit.&amp;quot;&lt;br /&gt;
*For casual use he has a handsome, younger troll or elf with dark skin and usually a dancer&#039;s costume of some sort. The exact build and appearance change on a whim, but he is usually accompanied by lots of fire.&lt;br /&gt;
*For business he appears as a slender and thin troll with fiery hair and adorned in robes and golden bands.&lt;br /&gt;
*His favorite avatar for gaming (and the unlikely cybercombat) is a red skinned warrior mage in golden armor, equipped with a flaming sword and shield.&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Footsteps&amp;diff=46688</id>
		<title>Footsteps</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Footsteps&amp;diff=46688"/>
		<updated>2020-08-13T02:10:13Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Footsteps Image.jpg|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Assassin (Stealth Sam)&lt;br /&gt;
|header2= &amp;quot;If you can hear their footsteps, they&#039;ll be able to hear yours too.&amp;quot;&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @weisritter69#4914&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/darkninja0200]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = N/A&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = June 8, 2059&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month= 6&lt;br /&gt;
|Day= 8&lt;br /&gt;
|Year= 2059&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1J87rpKZ9xGdmPca7n5aBQdq8fL1UCsga?usp=sharing] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - C&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Young girl grows up as a thief, and eventually goes military. Due to a clerical error she was injured and discharged. She has no idea where her parents are. Through the help of an old family friend she got a small foothold in the shadows in an attempt to locate them. Damn near alone now, she continues the life she is on, still unsure as to what she&#039;ll do at the end of it all.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Primary - Find out what happened to her parents. They were professionals... surely they couldn&#039;t have been caught so easily right?&lt;br /&gt;
&lt;br /&gt;
Secondary - Find out where Gruff went. He&#039;s probably fine, but she&#039;s still worried&lt;br /&gt;
&lt;br /&gt;
Tertiary - Get out of the life... maybe? The skills she has are what are paying the bills, and she&#039;s had bad luck doing honest work.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Born into what SHE considered a normal family at the time, her life was an interesting one. Her parents were thieves, high profile ones that had never gotten caught. And naturally they passed those skills along to their daughter. She cut her teeth on small things, pickpocketing, learning how to move without a sound, and if necessary how to kill. And though she loved her parents, as she got older she started to see things in a different light. She wanted a different life, thusly, she joined the military. She learned how to fight, how to better shoot a gun, and all around become a force on her own. She had graduated and was waiting on deployment. However, during a live fire exercise however something went majorly wrong. What her squadron THOUGHT was pellet grenades turned out to be live. One of her squad mates tossed out a grenade and it bounced off something and back at them. As per training they all goit away and down. SHE however had not gotten far enough away and caught a lot of it on her right leg. This resulted in the amputation of the leg, and discharge orders before she even saw any form of combat.&lt;br /&gt;
&lt;br /&gt;
What was worse, she came back to an empty home no notes, no clues, nothing, and with only a wheelchair she couldn&#039;t even fall back on old skills. She tried to hold normal jobs but somehow her luck was working against her. It was when she was at the end of her rope that an old family friend came to check up on her. Someone she had not seen in a long time. A smaller profiled Troll man by the name of Gruff. He&#039;d been just as clueless as she had been when asked, and even his contacts brought up nothing. But he was at least able to offer her up a way to help him, help her. He fronted her the money she needed to walk again. Gruff helped her dust off some old skills and helped her hone the existing ones as well. He set her up with a Fixer contact that got her feet wet with simple jobs at first than some heavier things where she ran with others.&lt;br /&gt;
&lt;br /&gt;
Time went on, she upgraded and added to her ware, and broadened her skill set a bit. She&#039;d lost contact with Gruff, only having a note from him, he had seemingly disappeared, the Fixer had gotten brained, some of the runner&#039;s she had worked with had disappeared as well. And only a few contacts remained. And even after all that, she is still no closer to find out where her parents are or what happened to them.&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Photographic Memory - It&#039;s not a natural skill to her, but she spent time learning memory tricks to a point where she can memorize even the smallest details a lot of the time.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
SINner - Born into a family and having lived a relatively normal life, means she of course has a sin. It&#039;s not been burned yet, but in this line of work, it&#039;s only a matter of time until there&#039;s a slip-up.&lt;br /&gt;
&lt;br /&gt;
Driven (Mother &amp;amp; Father) - It&#039;s a large factor in why she runs the shadows and why she continues to do so. If there is even the smallest chance she could find her parents, she&#039;ll take those risks.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= &amp;quot;Wild Goose&amp;quot;&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Axxess&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Sid&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Organizations===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
REAL SIN&lt;br /&gt;
&lt;br /&gt;
Brianna Green - Likely not connected to her parents career choices. But possibly also on some kind of watch list. She does most of her non-work related purchases, requiring SINs, using this&lt;br /&gt;
&lt;br /&gt;
FAKE SINS&lt;br /&gt;
&lt;br /&gt;
Lydia Brown (4) - All other SIN required purchases use this. She tries to be careful how much she uses it, not wanting to burn it. Money is tight right now afterall.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Blonde haired and blue eyed, she&#039;s a good catch for anyone who can manage to get close to her. A body built from years of thieving, military, and running, she is quite literally built for running the shadows. A strong body that looks capable of fighting, and making escapes in equal measure.&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
CASUAL CLOTHING - She typically wears comfortable semil-loose form fitting tops and pants with loose legs, usually older styles.&lt;br /&gt;
&lt;br /&gt;
UBRAN EXPLORER OUTFIT - Her urban explorer outfit has colors of greys and browns. The pant legs are kept loose to provide easier access to her cyber holster as needed.&lt;br /&gt;
&lt;br /&gt;
BERWICK SUIT - The Berwick suit is a grey look, typically used to infiltrate higher profile areas to blend in. She usually wears black leather shoes and a black bowler to offset the grey, and to hide her hair.&lt;br /&gt;
&lt;br /&gt;
CATSUIT - The catsuit is a catsuit. It&#039;s black, and strapped around the thighs are a holster and several pouches to carry several smaller things. This is for the highest profile stuff where blending in is not going to work. Coupled with the Skin Toner and Chameleon Processor cyberwares, she is able to hide in shadows much more easily&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Adowa_%22Moria%22_Webster&amp;diff=46687</id>
		<title>Adowa &quot;Moria&quot; Webster</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Adowa_%22Moria%22_Webster&amp;diff=46687"/>
		<updated>2020-08-13T02:10:03Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
&amp;lt;!-- Below, you can upload your own image for your contact. Replace Placeholder2.jpg with the name of the image you&#039;d like to use. After you create the page, click on the red link to upload the image. --&amp;gt;&lt;br /&gt;
|Image=[[File:Placeholder2.jpg|200px]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is the &amp;quot;official job&amp;quot; of the contact. It is a good way to describe their skills and what sets them apart from all of the other contacts of the same Archetype. --&amp;gt;&lt;br /&gt;
|Profession= DIMR Scientist&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- You can write a short description on the below lines if you want. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|OwnersRedditName= DragonHero12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is the connection rating for your contact. Remember that at chargen, your connection+loyalty can not exceed 7, raising contacts above connection 6 post-gen requires thematics approval. --&amp;gt;&lt;br /&gt;
|Connection= 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is where you define the Archetype. Default Archetypes are:  Fixer, Service, Gear, Legwork, Networking, Generalist. Custom Archetypes may be defined as denoted on the contact rules page. --&amp;gt;&lt;br /&gt;
|Archetype= Fixer&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- You can fill out miscellaneous info about your contact below. If it does not apply, leave the field blank. --&amp;gt;&lt;br /&gt;
|Location= Seattle&lt;br /&gt;
|Metatype= Troll&lt;br /&gt;
|AwakenedEmergedOrMundane= Awakened&lt;br /&gt;
|Gender= Female&lt;br /&gt;
|PreferredPayment= Barter (Hobby/Vice Items)&lt;br /&gt;
|HobbiesOrVice= Entertainment (RPGs, ARLARP, Graphic Novels)&lt;br /&gt;
|PersonalLife= Single&lt;br /&gt;
|Faction= Draco Foundation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use of the age template is optional. It can be replaced with vague terms such as &amp;quot;middle aged&amp;quot; if you prefer. Or you may enter a number for the month, day, and year and the wiki will calculate and update their age automatically as time passes. --&amp;gt;&lt;br /&gt;
|Age={{Age|&lt;br /&gt;
|Month= 1&lt;br /&gt;
|Day= 12&lt;br /&gt;
|Year= 2050&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This is where you would write a blurb about the contact.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the Aspect table. --&amp;gt;&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new aspects below using the PositiveAspect and NegativeAspect template you see below. To add additional aspects, simply copy/paste one of the blocks below and update it with the name of the aspect, and a short description.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --&amp;gt;&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Example Negative Aspect&lt;br /&gt;
|Description=This is an example negative aspect. You can write the fluff text here. Be sure to clear the negative aspect with thematics. If you do not wish to have a negative aspect, feel free to delete this section.&lt;br /&gt;
|HasThematicsApproval=No&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You&#039;re allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Hermetic Mage&lt;br /&gt;
|Description=Moria graduated MIT&amp;amp;T at age 21, and came out with an excellent knowledge on many magical topics. +2 to pools involving magic&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Decker&lt;br /&gt;
|Description=She knows her way around the matrix and how to get the info you need. Ones and zeroes are practically a native language to her. +2 to tests involving the matrix and matrix gear.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Nerd&lt;br /&gt;
|Description=She knows all the episodes of Neil the Ork Barbarian. She has hardcopies of many rare graphic novels throughout the century (or digital copies when the hard stuff isn’t affordable). She has customized agent software on their commlink designed to build characters based on personal preferences and to track loot. And she has logged thousands of hours on the Gaming Grids. +2 to knowledge of academic subjects and nerd culture.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Draco Foundation Fixer&lt;br /&gt;
|Description=Moria has been put in charge of recruitment for DF missions, probably because she keeps an ear to the ground on all things related to Shadowrunners in Seattle and beyond, often knowing more than most would. +2 dice to networking checks for finding another DF contact.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Arcane-Archaeologist&lt;br /&gt;
|Description= Fascinated with medieval arms and armor as depicted in popular media, Moira is an avid aficionado of sharp, dangerous weapons, and has a collection of exotic weapons. She calls herself a &amp;quot;blade enthusiast.&amp;quot; +2 dice to checks involving melee weapons and armor. Especially if they are enchanted.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the Aspect table. All aspects should be listed above this line. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above text. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with dicepools based on the Archetype and the connection. If it comes up as a broken red link, don&#039;t panic and ask @wiki for help on the discord.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with everyone who has the contact on their wiki page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Template:Contact&amp;diff=46670</id>
		<title>Template:Contact</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Template:Contact&amp;diff=46670"/>
		<updated>2020-08-12T17:27:11Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Aspects Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ContactInfobox|&lt;br /&gt;
&amp;lt;!-- Below, you can upload your own image for your contact. Replace Placeholder2.jpg with the name of the image you&#039;d like to use. After you create the page, click on the red link to upload the image. --&amp;gt;&lt;br /&gt;
|Image=[[File:Placeholder2.jpg|200px]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is the &amp;quot;official job&amp;quot; of the contact. It is a good way to describe their skills and what sets them apart from all of the other contacts of the same Archetype. --&amp;gt;&lt;br /&gt;
|Profession= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- You can write a short description on the below lines if you want. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|OwnersRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is the connection rating for your contact. Remember that at chargen, your connection+loyalty can not exceed 7, raising contacts above connection 6 post-gen requires thematics approval. --&amp;gt;&lt;br /&gt;
|Connection=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is where you define the Archetype. Default Archetypes are:  Fixer, Service, Gear, Legwork, Networking, Generalist. Custom Archetypes may be defined as denoted on the contact rules page. --&amp;gt;&lt;br /&gt;
|Archetype=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- You can fill out miscellaneous info about your contact below. If it does not apply, leave the field blank. --&amp;gt;&lt;br /&gt;
|Location=&lt;br /&gt;
|Metatype=&lt;br /&gt;
|AwakenedEmergedOrMundane=&lt;br /&gt;
|Gender=&lt;br /&gt;
|PreferredPayment=&lt;br /&gt;
|HobbiesOrVice=&lt;br /&gt;
|PersonalLife=&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use of the age template is optional. It can be replaced with vague terms such as &amp;quot;middle aged&amp;quot; if you prefer. Or you may enter a number for the month, day, and year and the wiki will calculate and update their age automatically as time passes. --&amp;gt;&lt;br /&gt;
|Age={{Age|&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This is where you would write a blurb about the contact.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the Aspect table. --&amp;gt;&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new aspects below using the PositiveAspect and NegativeAspect template you see below. To add additional aspects, simply copy/paste one of the blocks below and update it with the name of the aspect, and a short description.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --&amp;gt;&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Example Negative Aspect&lt;br /&gt;
|Description=This is an example negative aspect. You can write the fluff text here. Be sure to clear the negative aspect with thematics. If you do not wish to have a negative aspect, feel free to delete this section.&lt;br /&gt;
|HasThematicsApproval=No&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You&#039;re allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Example Positive Aspect&lt;br /&gt;
|Description=This is an example positive aspect. You can write the fluff in here. Duplicate this section as many times as needed for your contact.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the Aspect table. All aspects should be listed above this line. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above text. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with dicepools based on the Archetype and the connection. If it comes up as a broken red link, don&#039;t panic and ask @wiki for help on the discord.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with everyone who has the contact on their wiki page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=A_Master_Challenge&amp;diff=46622</id>
		<title>A Master Challenge</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=A_Master_Challenge&amp;diff=46622"/>
		<updated>2020-08-12T05:19:44Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewsHeader|&lt;br /&gt;
|Date=5/28/2081&lt;br /&gt;
|NewsSource=KSAF&lt;br /&gt;
|Reporter=Carly Reeves&lt;br /&gt;
|Metaplot=Adversaries&lt;br /&gt;
|Intro= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carly Reeves here, I&#039;m reporting from outside Seattle Metro History Museum, where just twenty-four hours ago an anonymous tip was dropped to KE and security states that someone going by the initials MT:TP has been said to be going to steal the queen&#039;s scepter that was on loan to the museum by one named King Midas. We are just one minute from the time that was announced&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The camera that&#039;s focused on the Museum pans up to the top as several spot lights hit the peak of the museum&#039;s roof. A lone person in a red and black cloak emblazoned with the numbers 862/865 on the back flows in the wind, they&#039;re hanging slightly by the flag pole. Several KE officers take shots at this person to no avail. The loud distorted voice of said person booms out over the crowd. &amp;quot;I am the Master Thief, The Phantom!&amp;quot; he pulls out the scepter as it can be heard that one officer is yelling for cease fire to not damage the scepter. &amp;quot;I put out a challenge to a good friend. Try your luck and outdo me.&amp;quot; The figure disperses into the shadows. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And with that it looks like this The Phantom has stolen the Queen&#039;s Scepter, a bounty has been placed for any information leading to the arrest of this person or if anyone can gather information on who they were talking about.&lt;br /&gt;
&lt;br /&gt;
This has been Carly Reeves, KSAF News&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=File:KSAF.png&amp;diff=46621</id>
		<title>File:KSAF.png</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=File:KSAF.png&amp;diff=46621"/>
		<updated>2020-08-12T04:55:11Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=KSAF&amp;diff=46620</id>
		<title>KSAF</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=KSAF&amp;diff=46620"/>
		<updated>2020-08-12T04:54:54Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FactionInfobox&lt;br /&gt;
|Image=[[File:KSAF.png|200px]]&lt;br /&gt;
|Shortblurb1= Tomorrow&#039;s Headlines, Today.&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
|Archetype=News Station&lt;br /&gt;
|Connection=3&lt;br /&gt;
|Health=Maintaining&lt;br /&gt;
|Location=Seattle&lt;br /&gt;
|JoinNote=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- By default, factions are not player joinable. If you would like to make a faction player-joinable, please speak with Thematics. After Thematics approves, add [[Category::Group Contacts]] to the bottom of the page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Articles=&lt;br /&gt;
{{#ask: [[Category:News]][[NewsSource::{{PAGENAME}}]]&lt;br /&gt;
|mainlabel=-&lt;br /&gt;
|format=datatables&lt;br /&gt;
|?=Name&lt;br /&gt;
|?hasReporter=Reporter&lt;br /&gt;
|?hasDate=Date&lt;br /&gt;
|limit={{{Limit|300}}}&lt;br /&gt;
|sort=hasDate&lt;br /&gt;
|order=descending&lt;br /&gt;
}}&lt;br /&gt;
=Faction Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
KSAF is a small, independent news station founded in 1997 out of Chicago, currently based out of Seattle (Tacoma, to be precise), that has a knack for covering stories whose footage becomes valuable at some point in time. Somehow, they manage to arrive at every major event in North America (and other places) and cover the stories first before the major news networks. It is rumored that they have some sort of patron with great powers of divination, but no details are known for certain. With the unusual bequest in Dunkelzahn&#039;s Will to the news station, it may be that the late Great Dragon had something to do with it.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
===Major Locations===&lt;br /&gt;
{{FactionLocations}}&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*Helena Rossum - Daughter of the station&#039;s founder, current president and former reporter.&lt;br /&gt;
*Fredrick Kargon - Matrix Consultant&lt;br /&gt;
*Joann Conolly - Chief Reporter&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Summary===&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
*Jim Johnson, Freelance Reporter&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{FactionContacts}}&lt;br /&gt;
===PCs===&lt;br /&gt;
{{GroupContactPlayerConnections}}&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
=ShadowGrid Comments=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=KSAF&amp;diff=46619</id>
		<title>KSAF</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=KSAF&amp;diff=46619"/>
		<updated>2020-08-12T04:49:54Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FactionInfobox&lt;br /&gt;
|Image=&lt;br /&gt;
|Shortblurb1= Tomorrow&#039;s Headlines, Today.&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
|Archetype=News Station&lt;br /&gt;
|Connection=3&lt;br /&gt;
|Health=Maintaining&lt;br /&gt;
|Location=Seattle&lt;br /&gt;
|JoinNote=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- By default, factions are not player joinable. If you would like to make a faction player-joinable, please speak with Thematics. After Thematics approves, add [[Category::Group Contacts]] to the bottom of the page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Articles=&lt;br /&gt;
{{#ask: [[Category:News]][[NewsSource::{{PAGENAME}}]]&lt;br /&gt;
|mainlabel=-&lt;br /&gt;
|format=datatables&lt;br /&gt;
|?=Name&lt;br /&gt;
|?hasReporter=Reporter&lt;br /&gt;
|?hasDate=Date&lt;br /&gt;
|limit={{{Limit|300}}}&lt;br /&gt;
|sort=hasDate&lt;br /&gt;
|order=descending&lt;br /&gt;
}}&lt;br /&gt;
=Faction Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
KSAF is a small, independent news station founded in 1997 out of Chicago, currently based out of Seattle (Tacoma, to be precise), that has a knack for covering stories whose footage becomes valuable at some point in time. Somehow, they manage to arrive at every major event in North America (and other places) and cover the stories first before the major news networks. It is rumored that they have some sort of patron with great powers of divination, but no details are known for certain. With the unusual bequest in Dunkelzahn&#039;s Will to the news station, it may be that the late Great Dragon had something to do with it.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
===Major Locations===&lt;br /&gt;
{{FactionLocations}}&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*Helena Rossum - Daughter of the station&#039;s founder, current president and former reporter.&lt;br /&gt;
*Fredrick Kargon - Matrix Consultant&lt;br /&gt;
*Joann Conolly - Chief Reporter&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Summary===&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
*Jim Johnson, Freelance Reporter&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{FactionContacts}}&lt;br /&gt;
===PCs===&lt;br /&gt;
{{GroupContactPlayerConnections}}&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
=ShadowGrid Comments=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=KSAF&amp;diff=46618</id>
		<title>KSAF</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=KSAF&amp;diff=46618"/>
		<updated>2020-08-12T04:40:47Z</updated>

		<summary type="html">&lt;p&gt;Teksura: Created page with &amp;quot;{{FactionInfobox |Image= |Shortblurb1= Tomorrow&amp;#039;s Headlines, Today. |Shortblurb2= |Shortblurb3= |Shortblurb4= |Archetype=News Station |Connection=3 |Health=Maintaining |Locati...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FactionInfobox&lt;br /&gt;
|Image=&lt;br /&gt;
|Shortblurb1= Tomorrow&#039;s Headlines, Today.&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
|Archetype=News Station&lt;br /&gt;
|Connection=3&lt;br /&gt;
|Health=Maintaining&lt;br /&gt;
|Location=Seattle&lt;br /&gt;
|JoinNote=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- By default, factions are not player joinable. If you would like to make a faction player-joinable, please speak with Thematics. After Thematics approves, add [[Category::Group Contacts]] to the bottom of the page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Articles=&lt;br /&gt;
{{#ask: [[Category:News]][[NewsSource::{{PAGENAME}}]]&lt;br /&gt;
|mainlabel=-&lt;br /&gt;
|format=datatables&lt;br /&gt;
|?=Name&lt;br /&gt;
|?hasReporter=Reporter&lt;br /&gt;
|?hasDate=Date&lt;br /&gt;
|limit={{{Limit|300}}}&lt;br /&gt;
|sort=hasDate&lt;br /&gt;
|order=descending&lt;br /&gt;
}}&lt;br /&gt;
=Faction Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
KSAF is a small, independent news station founded in 1997 out of Chicago, currently based out of Seattle (Tacoma, to be precise), that has a knack for covering stories whose footage becomes valuable at some point in time. Somehow, they manage to arrive at every major event in North America (and other places) and cover the stories first before the major news networks. It is rumored that they have some sort of patron with great powers of divination, but no details are known for certain. With the unusual bequest in Dunkelzahn&#039;s Will to the news station, it may be that the late Great Dragon had something to do with it.&lt;br /&gt;
&lt;br /&gt;
==Goals===&lt;br /&gt;
&lt;br /&gt;
===Major Locations===&lt;br /&gt;
{{FactionLocations}}&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*Helena Rossum - Daughter of the station&#039;s founder, current president and former reporter.&lt;br /&gt;
*Fredrick Kargon - Matrix Consultant&lt;br /&gt;
*Joann Conolly - Chief Reporter&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Summary===&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
*Jim Johnson, Freelance Reporter&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{FactionContacts}}&lt;br /&gt;
===PCs===&lt;br /&gt;
{{GroupContactPlayerConnections}}&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
=ShadowGrid Comments=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Carly_Reeves&amp;diff=46617</id>
		<title>Carly Reeves</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Carly_Reeves&amp;diff=46617"/>
		<updated>2020-08-12T04:19:05Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Narrative Significant Runs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = [[has name::Carly &amp;quot;Cat&amp;quot; Reeves]]&lt;br /&gt;
|image= [[File:CarlyReeves.jpg]]&lt;br /&gt;
|header1= [[Profession::News Reporter]]&lt;br /&gt;
|header2= Got a Story? I can find more.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Contact Owner&lt;br /&gt;
|data5 = [https://www.reddit.com/user/SilithDark SilithDark] &lt;br /&gt;
|label6 = Connection&lt;br /&gt;
|data6 = [[Connection::4]]&lt;br /&gt;
|label8 = Public Contact?&lt;br /&gt;
|data8= Yes&lt;br /&gt;
|label9 = Archetype&lt;br /&gt;
|data9 =  [[Archetype::Legwork]]&lt;br /&gt;
|label10 = Location&lt;br /&gt;
|data10= [[Location::Various Coffee Shops, Seattle]]&lt;br /&gt;
|label11 = Metatype&lt;br /&gt;
|data11 = [[Metatype::Human]]&lt;br /&gt;
|label12 = Sex&lt;br /&gt;
|data12 = [[Gender::Female]]&lt;br /&gt;
|label13 = Age &lt;br /&gt;
|data13=  {{Age|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=10&lt;br /&gt;
|Year=2053&lt;br /&gt;
|}}&lt;br /&gt;
|label14= Preferred Payment Method&lt;br /&gt;
|data14 = Nuyen/Rumors/Information&lt;br /&gt;
|label15 =  Hobbies/Vice&lt;br /&gt;
|data15 = Club Hopping&lt;br /&gt;
|label16 = Personal Life&lt;br /&gt;
|data16 = Single and Looking&lt;br /&gt;
|label17 = Faction&lt;br /&gt;
|data17 = [[Faction::KSAF]]&lt;br /&gt;
|label19 = Aspects&lt;br /&gt;
|data19 = {{GenerateAspectList}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Carly Reeves, AKA &amp;quot;Cat&amp;quot;, is a reporter for KSAF. But more than that, she&#039;s good at getting into - and out of - places where she shouldn&#039;t be in order to follow whatever story she&#039;s currently on the tail of.&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Reporter&lt;br /&gt;
|Description=You want to know what I know? I can tell you a few things.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Current Events&lt;br /&gt;
|Description=I&#039;ve got to keep my ear to the ground all the time. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Sly Investigator&lt;br /&gt;
|Description=I can get to the bottom of anything once I put my mind to it. Don&#039;t worry about pesky things like &amp;quot;trespassing laws&amp;quot;, it&#039;s not illegal if they can&#039;t catch me. And when they demand to know how I found out, well, I don&#039;t have to tell them, do I?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Never Reveal My Sources&lt;br /&gt;
|Description=How did I get this information you ask? To protect my informants, I never reveal my sources. People have to know they can trust me to protect them from retaliation when they give me their scoop.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Get in. Get the Scoop. Get out.&lt;br /&gt;
|Description=I think I can find out what is behind this if I could just get inside that building. Oh wait, I can. Hah!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|[[News Van Dan]]&lt;br /&gt;
|Bitter Rivals&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
==News Stories==&lt;br /&gt;
{{#ask: [[Category:News]] [[HasReporter::{{PAGENAME}}]]&lt;br /&gt;
|mainlabel=-&lt;br /&gt;
|format=datatables&lt;br /&gt;
|?=Name&lt;br /&gt;
|?hasDate=Date&lt;br /&gt;
|?HasMetaplot=Metaplot&lt;br /&gt;
|?NewsSource=News Source&lt;br /&gt;
|limit=500&lt;br /&gt;
|sort=hasDate&lt;br /&gt;
|order=desc&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Looking_Out_For_the_Little_Guy&amp;diff=46561</id>
		<title>Looking Out For the Little Guy</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Looking_Out_For_the_Little_Guy&amp;diff=46561"/>
		<updated>2020-08-11T16:47:55Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Player After Action Reports (AARs) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&lt;br /&gt;
|Date=2081-8-11&lt;br /&gt;
&lt;br /&gt;
|GM=Korean_BBQ&lt;br /&gt;
&lt;br /&gt;
|Location=Tacoma&lt;br /&gt;
&lt;br /&gt;
|Ally=City Watch&lt;br /&gt;
|Ally2=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|RunnerList={{AARCharacterList|Captain Boomerang|Riot|Boom Poom|Strawberry}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
|Threat=Medium&lt;br /&gt;
&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
&lt;br /&gt;
|OppositionFaction=Some mafioso syndicate that isn&#039;t doing it anymore&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Godfather Ripoff|Goons}}&lt;br /&gt;
|OppositionCasualties=EVERYONE (But the Godfather ripoff and the doormen)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The group is hired by a group of storeowners who are being hit by a bad protection racket. They solve the problem. Violently.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
A minor syndicate group has decided to run a protection racket and is slowly increasing the prices to the point that the store owners cannot tolerate it. They took up a collection of their savings to make a one time &amp;quot;protection&amp;quot; payment to some runners to stop them. &lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
They arrive early in the morning, too early for Boom Poom, well, too late for the nocturnal runner. He pours himself a huge cup of soykaf (which he pays for) as they discuss the issue. The storeowner hands them credsticks totaling 40,000 nuyen (10k each). They agree to stop the racket as Boomerang grumbles about how badly run the protection racket on it. &lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
They discuss briefly, and the idea is to stand, brooding, on the rooftops and confront a group of mafia goons when they arrive, then interrogate them to find out where their boss is.&lt;br /&gt;
&lt;br /&gt;
They spot the goons, jump off the roof (naturally into a superhero landing) and attack the goons. A gravity well from Boom Poom traps two of them, Riot hits one with an extremely powerful Shatter spell, Boomerang hits one in the gut with a levitate prep boomerang, lifting him in the air, Strawberry severs one with her monowhip, and the final one is finished off. Riot uses levitate to catch up to the man being levitated, but he doesn&#039;t know anything and instead uses the last moments of his life to chew them out. The levitate spell ends and they are out of information sources.&lt;br /&gt;
&lt;br /&gt;
They spot another group of racketeers getting a soybucks. Riot goes in and threatens them, and they make a call to their boss and head back. Hotaru, Riot&#039;s ally spirit, follows them on the astral, which allows the runners to know where to go.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
The guards outside attempt to stop them, but they aren&#039;t prepared for how bold the runners are going to be, just brushing past them. The man in the corner, who looks like a ripoff of the Godfather, compliments their audacity and invites them over, asking them to explain themselves. Riot drops poorly veiled threats to stop the protection racket. The Ripoff challenges her audacity to come on on the day of his restaurant opening, to which Riot cuts him off to congratulate him, and Boomer asks what the specials are. In response to Boomer&#039;s question, the entire restaraunt (aside from the bartenders who now start freaking out) draws a gun and points it at them. Ripoff answers &amp;quot;Lead.&amp;quot; Boomer orders 2, while Riot drops a shaped Napalm which incinerates everyone but the people at their table (including the Ripoff) and the bartenders. Riot asks again if he will stop the racket, to which he responds that he really has no ability to run one now.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Word gets around and Captain Boomerang reports to Bold that they stopped a protection racket by convincing the boss to drop it. Bold remains somehow unaware of the associated body count.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
10,000 nuyen&lt;br /&gt;
3 karma&lt;br /&gt;
2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;You want us to have a talk with them. A violence talk?&amp;quot;-Boom Poom}}&lt;br /&gt;
{{Gamequote|&amp;quot;Where are you starting out?&amp;quot; -- BBQ&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, this is an anti-hero run, so I feel like we need to start on the roof.&amp;quot; -- MadMan &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; -- BBQ}}&lt;br /&gt;
{{Gamequote|&amp;quot;Boom Poom would just be like The Thing.&amp;quot; - Ghost&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wouldn&#039;t he just be Beast?&amp;quot; - BBQ &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minus the intelligence.&amp;quot; - Ghost}}&lt;br /&gt;
{{Gamequote|&amp;quot;There is a chain reaction of angry italian people screaming &amp;quot;EEEEEEEEYYYYYYYYYY SHUT THE F* UP!&amp;quot; out of that building}}&lt;br /&gt;
{{Gamequote|&amp;lt;i&amp;gt;Before combat begins, Boomerang walks over to a candy bar wrapper he had been eyeing while on the stakeout and throws it away&amp;lt;/i&amp;gt;}}&lt;br /&gt;
{{Gamequote|&amp;lt;i&amp;gt;After combat, Boomer grabs a dead body, takes it to a public trash can and puts it in, then says to the crowd that came out to see them&amp;lt;/i&amp;gt; Remember, kids: don&#039;t litter.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===Captain Boomerang===&lt;br /&gt;
Well, that was a good way to start my morning. Wish there had been a bit more of a fight, though. Taking down a group this big shouldn&#039;t be this easy. Someone needs to teach these guys to run a racket properly.... wait... Yeah, nevermind. But seriously, they really fragged that up. &lt;br /&gt;
===Riot===&lt;br /&gt;
This was kinda sad. Whoever this guy was, he was way underprepared for the job he was taking on. But, on the plus side, Hotaru and I fought side by side like equals, finally. I feel better now. I don&#039;t need to push him to the back ranks and keep him out of danger. I don&#039;t need to push him into petty tasks like holding my spells for me. We can fight together as a team now, like we&#039;re supposed to be. Like I promised.&lt;br /&gt;
====Hotaru====&lt;br /&gt;
A promise is made, and a path is forged. Though one may stray from the path at times, they remain ever and always moving forwards towards their destination. A journey need not be taken alone, for strength can come from the unity of those who seek the same destination. &lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Looking_Out_For_the_Little_Guy&amp;diff=46558</id>
		<title>Looking Out For the Little Guy</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Looking_Out_For_the_Little_Guy&amp;diff=46558"/>
		<updated>2020-08-11T16:39:41Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&lt;br /&gt;
|Date=2081-8-11&lt;br /&gt;
&lt;br /&gt;
|GM=Korean_BBQ&lt;br /&gt;
&lt;br /&gt;
|Location=Tacoma&lt;br /&gt;
&lt;br /&gt;
|Ally=City Watch&lt;br /&gt;
|Ally2=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|RunnerList={{AARCharacterList|Captain Boomerang|Riot|Boom Poom|Strawberry}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
|Threat=Medium&lt;br /&gt;
&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
&lt;br /&gt;
|OppositionFaction=Some mafioso syndicate that isn&#039;t doing it anymore&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Godfather Ripoff|Goons}}&lt;br /&gt;
|OppositionCasualties=EVERYONE (But the Godfather ripoff and the doormen)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The group is hired by a group of storeowners who are being hit by a bad protection racket. They solve the problem. Violently.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
A minor syndicate group has decided to run a protection racket and is slowly increasing the prices to the point that the store owners cannot tolerate it. They took up a collection of their savings to make a one time &amp;quot;protection&amp;quot; payment to some runners to stop them. &lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
They arrive early in the morning, too early for Boom Poom, well, too late for the nocturnal runner. He pours himself a huge cup of soykaf (which he pays for) as they discuss the issue. The storeowner hands them credsticks totaling 40,000 nuyen (10k each). They agree to stop the racket as Boomerang grumbles about how badly run the protection racket on it. &lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
They discuss briefly, and the idea is to stand, brooding, on the rooftops and confront a group of mafia goons when they arrive, then interrogate them to find out where their boss is.&lt;br /&gt;
&lt;br /&gt;
They spot the goons, jump off the roof (naturally into a superhero landing) and attack the goons. A gravity well from Boom Poom traps two of them, Riot hits one with an extremely powerful Shatter spell, Boomerang hits one in the gut with a levitate prep boomerang, lifting him in the air, Strawberry severs one with her monowhip, and the final one is finished off. Riot uses levitate to catch up to the man being levitated, but he doesn&#039;t know anything and instead uses the last moments of his life to chew them out. The levitate spell ends and they are out of information sources.&lt;br /&gt;
&lt;br /&gt;
They spot another group of racketeers getting a soybucks. Riot goes in and threatens them, and they make a call to their boss and head back. Hotaru, Riot&#039;s ally spirit, follows them on the astral, which allows the runners to know where to go.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
The guards outside attempt to stop them, but they aren&#039;t prepared for how bold the runners are going to be, just brushing past them. The man in the corner, who looks like a ripoff of the Godfather, compliments their audacity and invites them over, asking them to explain themselves. Riot drops poorly veiled threats to stop the protection racket. The Ripoff challenges her audacity to come on on the day of his restaurant opening, to which Riot cuts him off to congratulate him, and Boomer asks what the specials are. In response to Boomer&#039;s question, the entire restaraunt (aside from the bartenders who now start freaking out) draws a gun and points it at them. Ripoff answers &amp;quot;Lead.&amp;quot; Boomer orders 2, while Riot drops a shaped Napalm which incinerates everyone but the people at their table (including the Ripoff) and the bartenders. Riot asks again if he will stop the racket, to which he responds that he really has no ability to run one now.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Word gets around and Captain Boomerang reports to Bold that they stopped a protection racket by convincing the boss to drop it. Bold remains somehow unaware of the associated body count.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
10,000 nuyen&lt;br /&gt;
3 karma&lt;br /&gt;
2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;You want us to have a talk with them. A violence talk?&amp;quot;-Boom Poom}}&lt;br /&gt;
{{Gamequote|&amp;quot;Where are you starting out?&amp;quot; -- BBQ&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, this is an anti-hero run, so I feel like we need to start on the roof.&amp;quot; -- MadMan &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; -- BBQ}}&lt;br /&gt;
{{Gamequote|&amp;quot;Boom Poom would just be like The Thing.&amp;quot; - Ghost&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wouldn&#039;t he just be Beast?&amp;quot; - BBQ &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minus the intelligence.&amp;quot; - Ghost}}&lt;br /&gt;
{{Gamequote|&amp;quot;There is a chain reaction of angry italian people screaming &amp;quot;EEEEEEEEYYYYYYYYYY SHUT THE F* UP!&amp;quot; out of that building}}&lt;br /&gt;
{{Gamequote|&amp;lt;i&amp;gt;Before combat begins, Boomerang walks over to a candy bar wrapper he had been eyeing while on the stakeout and throws it away&amp;lt;/i&amp;gt;}}&lt;br /&gt;
{{Gamequote|&amp;lt;i&amp;gt;After combat, Boomer grabs a dead body, takes it to a public trash can and puts it in, then says to the crowd that came out to see them&amp;lt;/i&amp;gt; Remember, kids: don&#039;t litter.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===Captain Boomerang===&lt;br /&gt;
Well, that was a good way to start my morning. Wish there had been a bit more of a fight, though. Taking down a group this big shouldn&#039;t be this easy. Someone needs to teach these guys to run a racket properly.... wait... Yeah, nevermind. But seriously, they really fragged that up. &lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Looking_Out_For_the_Little_Guy&amp;diff=46556</id>
		<title>Looking Out For the Little Guy</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Looking_Out_For_the_Little_Guy&amp;diff=46556"/>
		<updated>2020-08-11T15:40:23Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&lt;br /&gt;
|Date=2081-11-08&lt;br /&gt;
&lt;br /&gt;
|GM=Korean_BBQ&lt;br /&gt;
&lt;br /&gt;
|Location=Tacoma&lt;br /&gt;
&lt;br /&gt;
|Ally=City Watch&lt;br /&gt;
|Ally2=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|RunnerList={{AARCharacterList|Captain Boomerang|Riot|Boom Poom|Strawberry}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
|Threat=Medium&lt;br /&gt;
&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
&lt;br /&gt;
|OppositionFaction=Some mafioso syndicate that isn&#039;t doing it anymore&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Godfather Ripoff|Goons}}&lt;br /&gt;
|OppositionCasualties=EVERYONE (But the Godfather ripoff and the doormen)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The group is hired by a group of storeowners who are being hit by a bad protection racket. They solve the problem. Violently.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
A minor syndicate group has decided to run a protection racket and is slowly increasing the prices to the point that the store owners cannot tolerate it. They took up a collection of their savings to make a one time &amp;quot;protection&amp;quot; payment to some runners to stop them. &lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
They arrive early in the morning, too early for Boom Poom, well, too late for the nocturnal runner. He pours himself a huge cup of soykaf (which he pays for) as they discuss the issue. The storeowner hands them credsticks totaling 40,000 nuyen (10k each). They agree to stop the racket as Boomerang grumbles about how badly run the protection racket on it. &lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
They discuss briefly, and the idea is to stand, brooding, on the rooftops and confront a group of mafia goons when they arrive, then interrogate them to find out where their boss is.&lt;br /&gt;
&lt;br /&gt;
They spot the goons, jump off the roof (naturally into a superhero landing) and attack the goons. A gravity well from Boom Poom traps two of them, Riot hits one with an extremely powerful Shatter spell, Boomerang hits one in the gut with a levitate prep boomerang, lifting him in the air, Strawberry severs one with her monowhip, and the final one is finished off. Riot uses levitate to catch up to the man being levitated, but he doesn&#039;t know anything and instead uses the last moments of his life to chew them out. The levitate spell ends and they are out of information sources.&lt;br /&gt;
&lt;br /&gt;
They spot another group of racketeers getting a soybucks. Riot goes in and threatens them, and they make a call to their boss and head back. Hotaru, Riot&#039;s ally spirit, follows them on the astral, which allows the runners to know where to go.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
The guards outside attempt to stop them, but they aren&#039;t prepared for how bold the runners are going to be, just brushing past them. The man in the corner, who looks like a ripoff of the Godfather, compliments their audacity and invites them over, asking them to explain themselves. Riot drops poorly veiled threats to stop the protection racket. The Ripoff challenges her audacity to come on on the day of his restaurant opening, to which Riot cuts him off to congratulate him, and Boomer asks what the specials are. In response to Boomer&#039;s question, the entire restaraunt (aside from the bartenders who now start freaking out) draws a gun and points it at them. Ripoff answers &amp;quot;Lead.&amp;quot; Boomer orders 2, while Riot drops a shaped Napalm which incinerates everyone but the people at their table (including the Ripoff) and the bartenders. Riot asks again if he will stop the racket, to which he responds that he really has no ability to run one now.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Word gets around and Captain Boomerang reports to Bold that they stopped a protection racket by convincing the boss to drop it. Bold remains somehow unaware of the associated body count.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
10,000 nuyen&lt;br /&gt;
3 karma&lt;br /&gt;
2 CDP&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;You want us to have a talk with them. A violence talk?&amp;quot;-Boom Poom}}&lt;br /&gt;
{{Gamequote|&amp;quot;Where are you starting out?&amp;quot; -- BBQ&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, this is an anti-hero run, so I feel like we need to start on the roof.&amp;quot; -- MadMan &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; -- BBQ}}&lt;br /&gt;
{{Gamequote|&amp;quot;Boom Poom would just be like The Thing.&amp;quot; - Ghost&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wouldn&#039;t he just be Beast?&amp;quot; - BBQ &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minus the intelligence.&amp;quot; - Ghost}}&lt;br /&gt;
{{Gamequote|&amp;quot;There is a chain reaction of angry italian people screaming &amp;quot;EEEEEEEEYYYYYYYYYY SHUT THE F* UP!&amp;quot; out of that building}}&lt;br /&gt;
{{Gamequote|*Before combat begins, Boomerang walks over to a candy bar wrapper he had been eyeing while on the stakeout and throws it away*}}&lt;br /&gt;
{{Gamequote|*After combat, Boomer grabs a dead body, takes it to a public trash can and puts it in, then says to the crowd that came out to see them* Remember, kids: don&#039;t litter.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===Captain Boomerang===&lt;br /&gt;
Well, that was a good way to start my morning. Wish there had been a bit more of a fight, though. Taking down a group this big shouldn&#039;t be this easy. Someone needs to teach these guys to run a racket properly.... wait... Yeah, nevermind. But seriously, they really fragged that up. &lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Template:AspectTable&amp;diff=46554</id>
		<title>Template:AspectTable</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Template:AspectTable&amp;diff=46554"/>
		<updated>2020-08-11T14:55:31Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Aspect&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
{{{1}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| cellpadding=5 cellspacing=0 style=&amp;quot;border: gray 2px solid; width: 100%;  -moz-border-radius: 20px; -webkit-border-radius: 25px; border-radius: 25px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This template is intended to be used alongside [[Template:PositiveAspect]] and [[Template:NegativeAspect]] to automatically generate tables to display aspects.&lt;br /&gt;
&lt;br /&gt;
 So, if you use it as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Unreliable&lt;br /&gt;
|Description=The GM rolls in secret a 1d6. If the roll a one the contact will say, with complete confidence, that they will do the request or that they have the right information. They will then flake out or their information will be wrong. They will say they got the gear then accidentally sell it to another person.&lt;br /&gt;
|HasThematicsApproval=Yes&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Gang Knowledge&lt;br /&gt;
|Description=+2 to pools relating to gangs&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your result will be:&lt;br /&gt;
&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Unreliable&lt;br /&gt;
|Description=The GM rolls in secret a 1d6. If the roll a one the contact will say, with complete confidence, that they will do the request or that they have the right information. They will then flake out or their information will be wrong. They will say they got the gear then accidentally sell it to another person.&lt;br /&gt;
||HasThematicsApproval=Yes&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Gang Knowledge&lt;br /&gt;
|Description=+2 to pools relating to gangs&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Contact Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sowing_the_Fruits_of_Discord_-_Available_Now!&amp;diff=46488</id>
		<title>Sowing the Fruits of Discord - Available Now!</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sowing_the_Fruits_of_Discord_-_Available_Now!&amp;diff=46488"/>
		<updated>2020-08-10T16:44:01Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[hasDate::12-22-2080]]&lt;br /&gt;
&lt;br /&gt;
 Jacking in... connection established.&lt;br /&gt;
 Loading user profile... done.&lt;br /&gt;
 Verifying biometrics... done.&lt;br /&gt;
 Matrix authentication recognition key query... granted.&lt;br /&gt;
 Logging on to MANIC!_Connection...&lt;br /&gt;
&#039;&#039;&#039;Welcome back &amp;lt;User&amp;gt;, and sorry to see you! &amp;lt;24,127&amp;gt; deviants online.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
=== Sowing the Fruits of Discord - Available Now! ===&lt;br /&gt;
It&#039;s here - the anticipated debut album from the band that rocked Seattle with its hit single &amp;quot;Horizon For No One,&amp;quot; &#039;&#039;Sowing the Fruits of Discord,&#039;&#039; by Derelict Hardware!&lt;br /&gt;
&lt;br /&gt;
Track List:&lt;br /&gt;
&lt;br /&gt;
# Preaching Secrets&lt;br /&gt;
# Kill Me&lt;br /&gt;
# Horizon For No One&lt;br /&gt;
# Sad Sacks of Seattle&lt;br /&gt;
# Steal, Steal, Steal!&lt;br /&gt;
# Flirting Gifts &amp;amp; A Festering Pain&lt;br /&gt;
# Brackhaven Fucked The Kids (Frank Turner tribute. Bo Rip Solo)&lt;br /&gt;
# Infected With Jaded Screams&lt;br /&gt;
# Statues of Vandals to Vandalize&lt;br /&gt;
# Epitaph of a Socialite&lt;br /&gt;
# Break Through The Euphoria&lt;br /&gt;
# Fuck It (Bo Rip and Tr0j4n duet)&lt;br /&gt;
# I&#039;ll Be The One Gunned Down&lt;br /&gt;
&lt;br /&gt;
See More...&lt;br /&gt;
&lt;br /&gt;
==== Comments ====&lt;br /&gt;
 &amp;lt;&#039;&#039;&#039;Boxcar&#039;&#039;&#039;&amp;gt; Yes! Yes! Yes! A big &amp;quot;fuck you&amp;quot; to Horizon and Brackhaven, and all the fraggers who&#039;ve run this hellhole of a town even deeper in the ground!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;&#039;&#039;&#039;T3t4nu5&#039;&#039;&#039;&amp;gt; H4v3 u f0und th3 &#039;&#039;s3cr3t tr4cks&#039;&#039;? Th3r3&#039;s 3 0f &#039;3m!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;&#039;&#039;&#039;imagine_no_dragons&#039;&#039;&#039;&amp;gt; tbh i was hoping the rest of the album would have the same clear sound as Horizon For No One, but im glad its on the album&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;&#039;&#039;&#039;tr1pc0de&#039;&#039;&#039;&amp;gt; I see you haven&#039;t found the &#039;&#039;extra secret&#039;&#039; tracks. ;)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;&#039;&#039;&#039;Deathfucker&#039;&#039;&#039;&amp;gt; Honestly I wasn&#039;t sold on that single, but the rest of these tracks are pretty great. Bo&#039;s vocals on Brackhaven are real as shit.&lt;br /&gt;
[[Category:News]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=46459</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=46459"/>
		<updated>2020-08-10T03:22:55Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Positive Qualities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=X-Card and Roleplay Safety Systems=&lt;br /&gt;
The [[Charter#1:_The_Right_Not_to_be_Forced_to_Continue_and_Abandon_or_Cease_Uncomfortable_Scenes_.28Global_X-Card.29|X-Card]] and similar roleplay safety systems shall be honored when used and treated with respect and dignity. See [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Approved Books==&lt;br /&gt;
&lt;br /&gt;
We don’t use anything that is German Exclusive Content. We also do not use the 2050 books. For specific instructions on setting up Chummer, see [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
*Assassin’s Primer&lt;br /&gt;
*Battle of Manhattan&lt;br /&gt;
*Better Than Bad&lt;br /&gt;
*Bloody Business&lt;br /&gt;
*Book of the Lost&lt;br /&gt;
*Bullets and Bandages†&lt;br /&gt;
*Chrome Flesh&lt;br /&gt;
*Cutting Aces&lt;br /&gt;
*Data Trails&lt;br /&gt;
*Dark Terrors&lt;br /&gt;
*Forbidden Arcana&lt;br /&gt;
*Gun Heaven 3&lt;br /&gt;
*Hard Targets&lt;br /&gt;
*Howling Shadows&lt;br /&gt;
*Kill Code&lt;br /&gt;
*Lockdown&lt;br /&gt;
*No Future&lt;br /&gt;
*Rigger 5.0&lt;br /&gt;
*Run and Gun&lt;br /&gt;
*Run Faster&lt;br /&gt;
*Sail Away, Sweet Sister&lt;br /&gt;
*Shadow Spells&lt;br /&gt;
*Shadowrun 5th edition&lt;br /&gt;
*Shadows in Focus: Butte&lt;br /&gt;
*Shadows in Focus: Metrópole&lt;br /&gt;
*Shadows in Focus: San Francisco&lt;br /&gt;
*Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
*Splintered State&lt;br /&gt;
*Stolen Souls&lt;br /&gt;
*Street Grimoire&lt;br /&gt;
*Street Lethal&lt;br /&gt;
*The Complete Trog&lt;br /&gt;
*The Seattle Gambit&lt;br /&gt;
*The Vladivostok Gauntlet&lt;br /&gt;
&lt;br /&gt;
† Only sections titled &amp;quot;New Qualities&amp;quot; on page 11-12, &amp;quot;New Drugs, Toxins, and Pathogens&amp;quot; on pages 19-21, &amp;quot;New Spells and Powers&amp;quot; on page 21-22, and &amp;quot;New Gear&amp;quot; on pages 22-23.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
*Priority and Sum-To-Ten are the permitted character generation types. Karma Generation is not allowed. Most characters will be built using Standard rules (As opposed to Prime Runner/Street Level). However, it is possible to create characters using the [[#Creating Prime Runners|Prime Runner]] rules (see below).&lt;br /&gt;
&lt;br /&gt;
==Character Slots==&lt;br /&gt;
&lt;br /&gt;
*Players are allotted 3 character slots. They may buy additional slots for 10 [[GMP]] each. When doing this, post a comment to your r/Shadowhavenchargen thread with how much GMP you spent.&lt;br /&gt;
*Extralife prime slots are exempt from this limit.&lt;br /&gt;
&lt;br /&gt;
===Creating Prime Runners===&lt;br /&gt;
&lt;br /&gt;
*Players may purchase prime gen character slots at the cost of 100 [[GMP]] for their first purchase. Any additional slots cost an additional 100 [[GMP]] which is cumulative. &#039;&#039;&#039;(ex.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
**2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
**3rd PG Character Slot - 300 [[GMP]], etc...&lt;br /&gt;
&lt;br /&gt;
*Prime Generation slots purchased through our charity events are exempt from this cumulative price. You must always mark on your characters wiki page the source of the prime gen whether that is something like our extra life events or if it was purchased.&lt;br /&gt;
&lt;br /&gt;
==Attributes at Character Generation==&lt;br /&gt;
&lt;br /&gt;
*Physical and Mental Attributes with an unaugmented value of 1 represent severe handicaps. Often, these lead to poor gameplay, overly narrow characters, and/or a quick demise. As such, characters are limited to a single unaugmented attribute of 1, calculated using the full-body average for any cyberlimbs. Only permanent attribute augmentations count. Additionally, players will be expected to provide at least some in-game justification at chargen for such a handicap (e.g., paraplegic, metagenic defect, severe brain damage, etc.)&amp;amp;mdash;these are not just numbers on a sheet. &lt;br /&gt;
**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;
===Full Body Average===&lt;br /&gt;
&lt;br /&gt;
*For the purposes of determining &amp;quot;full body average&amp;quot; for Agility and Strength when cyberlimbs are involved, the average is determined using each limb and your torso (natural attribute). Cyberskulls should be disabled when [[Chummer_Setup#Character_Options|setting up chummer]].&lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
*AI are not permitted for PC use.&lt;br /&gt;
*The optional rules for playable Free Insect Spirits (Dark Terrors page 32) will not be used. At all.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
*We allow Ghouls, Vampires (Including the Sukuyan variant in Hard Targets), Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you.&lt;br /&gt;
*Optional Infected Powers may not be bought at chargen. You may buy your first optional power immediately following your first run.&lt;br /&gt;
&lt;br /&gt;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
*We acknowledge that SURGED/Shifters/Extremely Body-Mod characters run up against other internet subcultures, but this community is not a place to explore such things. You should have an understanding of the lore, ramifications, and limitations of each type of character. Please contact Shadowhaven Chargen for resources regarding the nuanced lore of the SURGED, Shifters and Extreme Body-Modders. We would like your help in having these types of PCs represented in a way that enriches the Shadowhaven living campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Specializations==&lt;br /&gt;
&lt;br /&gt;
*You may purchase a specialization with skill points even if the rank (or ranks) in the skill were purchased with karma.&lt;br /&gt;
&lt;br /&gt;
==Initiations==&lt;br /&gt;
&lt;br /&gt;
*Initiations are not permitted at chargen.&lt;br /&gt;
&lt;br /&gt;
===Paradigm Shift===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift shall, rather than being a metamagic, be performed by paying the same amount of karma one would ordinarily have to pay to initiate. Thus, an uninitiated mage must pay 13 karma, while a IG 5 mage must pay 28. This does not increase initiate grade or the cost of future initiations. As part of this process, the mage will lose any current traditionalist benefits, if appropriate, and gain any new ones they qualify for based on IG and tradition, as appropriate. They will no longer benefit from their current lodge, and their reagents will be out-of-tradition and thus count for only half, barring special circumstances. Fetishes, spells, foci, and bound spirits (including Ally spirits) will remain. If there are any inconsistencies or questions about the process, contact a member of the council with your concerns.&lt;br /&gt;
*Note that this process does not require formal approval, though it should still be noted on your wiki page. This can only be performed during downtime, or with explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
*All PCs must have a fixer. You may create your own following our [[Contact Rules]], or select an [[:Category:Fixers|existing fixer]].&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
*ShadowHaven has minimum ages for PCs. With the exception of shifters, ShadowHaven PCs will have a minimum age of 18.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
*To prevent the chargen team from being overwhelmed, there is a 1 week waiting period between approvals of a player character. Once your character has been approved, we ask that you wait 1 week before submitting another character for review.&lt;br /&gt;
&lt;br /&gt;
==Sexual Themes==&lt;br /&gt;
&lt;br /&gt;
*We as a living community and leadership recognize that Shadowrun as a game and setting explores dark/mature themes. The ultimate bounds of what is acceptable will always be subjective based upon group and GM. In the case of our community, we strive for a standard that takes the setting material seriously and allows for the exploration of grittier themes while considering the comfort of the maximum amount of people.&lt;br /&gt;
&lt;br /&gt;
*To this end, submitted characters may not solely be vehicles for the exploration of sexual themes. This includes character art. Of note, cropped versions of hardcore or softcore pornography remain unacceptable after cropping due to their &amp;quot;bedroom eyes&amp;quot; quality. Discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
*Shifters by dint of what they are, will not be permitted either in backstory or play to explore/RP an intimate relationship with a metahuman. Cursory mention/RP of familial bonds/relationships with their own species is acceptable but should never be sexualized in any manner. As always, discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
==Advisements==&lt;br /&gt;
===Lifestyle Location Advisement===&lt;br /&gt;
&lt;br /&gt;
*If your character&#039;s primary lifestyle is located outside of the city the mission takes place in and you lack a rail pass that is connected to the mission city, you will likely incur transportation fees and fatigue before runs, at GM discretion. The cost of a plane ticket between two cities is half the distance between the two cities in kilometers plus 100 nuyen. &lt;br /&gt;
**Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
===Social Skills Advisement===&lt;br /&gt;
&lt;br /&gt;
The council has ruled to officially recommend, but not require, at least 4 etiquette dice. Having low dice pools in etiquette can lead to difficulties on runs. The council will be unsympathetic if negative events happen in a run due to a low etiquette dice pool.&lt;br /&gt;
&lt;br /&gt;
=Maintaining a Character=&lt;br /&gt;
==Burning Edge==&lt;br /&gt;
&lt;br /&gt;
*On the ShadowHaven, characters shall remain playable after burning edge on most runs. This does not mean there is no hardship in a near-death experience, but players should be able to run with their character again with scars from their experience that are not overwhelming should they choose to continue to run.&lt;br /&gt;
&lt;br /&gt;
[[On Burning Edge|You can find information here on how burning edge works on ShadowHaven.]]&lt;br /&gt;
&lt;br /&gt;
==Gaining Positive Qualities and Buying off Negative Qualities==&lt;br /&gt;
&lt;br /&gt;
*Players are allowed to purchase positive qualities and buy off negative qualities, outside of character generation. [https://www.reddit.com/r/ShadowHavenBBS/comments/etwdxu/quality_purchasing_thread_3/ However, you must post in the quality purchasing thread.]&lt;br /&gt;
*Most qualities do not need approval, you simply need to post that you bought it in the thread and a justification for why you bought it, but some do. &lt;br /&gt;
**Qualities that require approval are approved by members of the Thematics Team. They also have veto power over all quality purchases. Below are qualities that must be approved by members of the thematics team, which is subject to expansion, or by a GM after a run:&lt;br /&gt;
***Made Man (Page 148, Run Faster)&lt;br /&gt;
***Chosen Follower&lt;br /&gt;
***Any Infected Quality (Page 136-141, Run Faster)&lt;br /&gt;
***SURGE III (Page 101, 103, 109, 111-123, Run Faster)&lt;br /&gt;
***Solid/Legendary Rep (Page 149, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
&lt;br /&gt;
*Training time for attributes, skills, martial arts and specializations will be removed.&lt;br /&gt;
&lt;br /&gt;
*Due to removing training time, several qualities must change. See [[#Qualities_affecting_Training|Altered Qualities]] below.&lt;br /&gt;
&lt;br /&gt;
==Delivery Time==&lt;br /&gt;
&lt;br /&gt;
*Delivery time while in-play on a table remains unchanged. GMs are free to and encouraged to allow immediate or near-immediate purchases of items at or below 12 availability, including illegal items, assuming the PCs are not under undue time pressure. GMs are free to truncate any other delivery time on their table as they deem fit.&lt;br /&gt;
&lt;br /&gt;
*Delivery time while not in-play on a table is immediate. A successful or tied availability test indicates that the player may add the item to their character’s sheet immediately for the appropriate cost. In the event that a character fails a test, they must wait twice the normal delivery time for that item before they may try again to acquire that item through the same vector. In this case, a vector is a particular PC rolling negotiation against availability to acquire an item (Note, one can not roll negotiation to get gear for another PC outside of a run), or an NPC rolling their appropriate Gear Acquisition roll as outlined in our [[Contact Rules]]. For example, a character who wishes to acquire an item with a RAW delivery time of 2 days may roll their negotiation themselves to acquire an item. If they fail, they may not attempt to roll for that item themselves again for 4 days. They may, however, still have an appropriate contact attempt to acquire it before that time.For these purposes, time is tracked in real time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |RAW Delivery Times&lt;br /&gt;
|-&lt;br /&gt;
|Gear Cost&lt;br /&gt;
|Cool down&lt;br /&gt;
|-&lt;br /&gt;
|Up to 100 nuyen&lt;br /&gt;
|6 hours&lt;br /&gt;
|-&lt;br /&gt;
|101 nuyen to 1000 nuyen&lt;br /&gt;
|24 hours&lt;br /&gt;
|-&lt;br /&gt;
|1001 nuyen to 10000 nuyen&lt;br /&gt;
|2 days&lt;br /&gt;
|-&lt;br /&gt;
|10001 nuyen to 100000 nuyen&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|More than 100000 nuyen&lt;br /&gt;
|1 month&lt;br /&gt;
|}&lt;br /&gt;
==Initiations and Submersions==&lt;br /&gt;
&lt;br /&gt;
*Initiations remain linked to real-life passage of time, however, the timeframes shall differ from RAW. An Awakened character may initiate for the first time immediately after the completion first run, but not prior.&lt;br /&gt;
*This does not require a roll, and does not take any time, but costs the normal amount of karma.&lt;br /&gt;
*The second initiation for a full Magician or Mystic Adept may not be undertaken until 6 real-life weeks have passed from the first initiation, requires no time or roll, and costs the usual amount of karma. &lt;br /&gt;
**Each additional initiation adds an additional 2 weeks to this timer. There is no upper cap on how long one must wait before initiating again. Other types of Awakened must wait half as long as Magicians and Mystic Adepts, but must still pay the normal karma cost.&lt;br /&gt;
**This means the formula for how long after your previous initiation you must wait in order to initiate again for Mystic Adepts and Magicians is (4+2*(Current Initiate Grade)) weeks. &lt;br /&gt;
**For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
*Submersions, as per RAW, have no roll required, no time, and no cooldown.&lt;br /&gt;
&lt;br /&gt;
===Ordeals===&lt;br /&gt;
&lt;br /&gt;
*Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
*Karma discounts for ordeal runs (initiation/submersion) do not count against RVP. The discount is more than made up by the danger inherent in a solo run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Nine Paths of Enlightenment (Page 140, SG) , Asceticism (Page 141, SG), Familiar (Page 142, SG), Hermit (Page 142, SG), Sacrifice (Page 142, SG), and Thesis/Masterpiece (Page 142, SG) initiatory ordeals are banned.&lt;br /&gt;
*Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) require a run focused around them.&lt;br /&gt;
*Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. &lt;br /&gt;
**Geas must also be noted on the PC&#039;s wiki page in a separate section so GMs can easily interact with them.&lt;br /&gt;
&lt;br /&gt;
==Medical Needs and Downtime==&lt;br /&gt;
&lt;br /&gt;
*All health is restored at the end of a run, unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
*Cyberware, bioware, geneware, and other augmentations requiring surgery or vat time are installed instantly, without the need for healing.&lt;br /&gt;
&lt;br /&gt;
==Downtime Edge==&lt;br /&gt;
&lt;br /&gt;
*If edge is used during downtime, it can be regained after the start of the next run. (That is, you start with the lost edge but start regaining it with normal rest in play.) At the end of a run, all edge is regained.&lt;br /&gt;
&lt;br /&gt;
==Character Development Points==&lt;br /&gt;
&lt;br /&gt;
*Contacts can be purchased and upgraded via [[CDP]], a new system that encourages story driven character growth outside of core competencies. CDP (Character Development Points) are a new run reward separate from RVP. It can be used to upgrade knowledge skills and buy or upgrade contacts. It may not be used for any other purpose. GMs should feel free to suggest CDP expenditures to reflect lessons learned and contacts made during a run. Players can work together and contribute CDP to a public contact to globally boost that contact’s Connection Rating. For the purposes of awarding contacts on a run at GM discretion, the GM may convert RVP from the run rewards into CDP at an exchange rate of 1 [[RVP]] = 2 CDP. This may be used for Buying Contacts or Upgrading Contacts in accordance with the [[Contact_Rules#Buying_and_Upgrading_Contacts|contact rules]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 2 CDP per run, this can be increased with thematics approval for low payout (for example hooding) or failed runs.&lt;br /&gt;
&lt;br /&gt;
*CDP can alternatively be spent on knowledge skills, at a rate equivalent to karma. While not required, it is considered tradition to spend some CDP on knowledge skills which reflect the runs your character has been on, showing things learned over their career.&lt;br /&gt;
&lt;br /&gt;
==Resubmit Rules==&lt;br /&gt;
&lt;br /&gt;
===Voluntary Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*At any given time, a player may choose to resubmit an approved character for a respec or full rebuild. The resubmitted character must go through the approval process again. The character can keep run rewards from one previous run it was on, before the resubmit. It loses all other run rewards, initiations, metamagics, post-gen gear, etc. GMP invested into the character is not refunded. A character may be resubmitted as a prime-gen character should the player have an open prime slot.&lt;br /&gt;
&lt;br /&gt;
===Triggered Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*Occasionally, the rules on ShadowHaven may change. This could be due to the release of a new book, recognition that a mechanic is problematic, or introduction of new house rules or a new ruling. When this happens, council may allow full or partial resubmits for some or all characters. A player may (or---occasionally---must) elect to resubmit a character. The resubmitted character must go through the approval process again. The character may keep *all* prior run rewards (whether they are karma, nuyen, constrained purchases of gear, contacts, etc.). All GMP invested into the character may be freely reassigned to the same character. GMP does not need to be spent at the time of the resubmit, but it may not be transferred to another character, player, or spent on non-character purchases (such as an additional or prime-gen character slot). A character may not be resubmitted using a different character generation scheme (normal or prime-gen).&lt;br /&gt;
&lt;br /&gt;
*Any event which allows for Triggered Resubmits will be called out explicitly in the post. It will specify which characters are allowed or mandated to do so and any other constraints attached to the process.&lt;br /&gt;
&lt;br /&gt;
===Permitted Minor Changes===&lt;br /&gt;
&lt;br /&gt;
*Sometimes, purchases are made due to a misunderstanding of the mechanics behind it. Minor changes, such as requesting to change a Specialization out, or swap out a spell for a different spell, may be permitted. These are handled on a case by case basis. Please submit your request to the [https://www.reddit.com/r/ShadowHavenBBS/comments/etwc3s/topics_for_discussion_thread_7/ Topics for Discussion Thread] for the council to consider.&lt;br /&gt;
&lt;br /&gt;
=Houserules and Custom Mechanics=&lt;br /&gt;
==Banned Content==&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
The following qualities are not permitted for characters to have:&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
&lt;br /&gt;
*Apt Pupil (Forbidden Arcana, Page 32)&lt;br /&gt;
*Archivist (Forbidden Arcana, Page 32)&lt;br /&gt;
*Better to be Feared than Loved (Chrome Flesh, Page 54)&lt;br /&gt;
*Blood Crystal qualities (Forbidden Arcana, Page 132) are restricted to NPCs only&lt;br /&gt;
*Dracoform (Any) (Howling Shadows, 163-164)&lt;br /&gt;
*Elemental Focus (Hard Targets, Page 191)&lt;br /&gt;
*Friends in High Places (Run Faster, Page 147)&lt;br /&gt;
*Groveler (Kill Code, Page 96) shall not be permitted for use on the ShadowHaven in any capacity, in any universe, ever.&lt;br /&gt;
*Human Lifespan (The Complete Trog, Page 188): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
*Illusionist (Forbidden Arcana, Page 37)&lt;br /&gt;
*Latent Dracomorphosis (Howling Shadows, Page 164)&lt;br /&gt;
*Massive Network (No Future, Page 177)&lt;br /&gt;
*Networker (No Future, Page 177)&lt;br /&gt;
*Observant (Street Lethal, Page 129): Is assumed to be automatically possessed by all characters. [[#Other_Altered_Mechanics|See Below]].&lt;br /&gt;
*Puppet Master (Forbidden Arcana, Page 39)&lt;br /&gt;
*Revels in Murder (Chrome Flesh, Page 56)&lt;br /&gt;
*Stalwart Ally (Forbidden Arcana, Page 42)&lt;br /&gt;
*SURGE I and SURGE II (Run Faster, Page 103) ShadowHaven allows player characters to thematically be class 1, 2, or 3 surgelings. However, this is done through the exclusive use of the SURGE 3 quality and mechanics.&lt;br /&gt;
*Team Player (Kill Code, Page 97)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
&lt;br /&gt;
*Amnesia: Neural Deletion &amp;amp; Surface Loss (Run Faster, Page 152)&lt;br /&gt;
*Borrowed Time (Run Faster, Page 153)&lt;br /&gt;
*Code of Honor: Black Hat (Kill Code, Page 99)&lt;br /&gt;
*Consummate Professional (Assassin&#039;s Primer, Page 17)&lt;br /&gt;
*Dead Emotion (Chrome Flesh, Page 57)&lt;br /&gt;
*Dead SIN (Better Than Bad, Page 162)&lt;br /&gt;
*Earther (Run &amp;amp; Gun, Page 169)&lt;br /&gt;
*Echo Chamber (Kill Code, Page 78)&lt;br /&gt;
*Every Man For Himself (Street Lethal, Page 181)&lt;br /&gt;
*Escaped Custody (Kill Code, Page 99)&lt;br /&gt;
*Hung Out to Dry (Run Faster, Page 155)&lt;br /&gt;
*In Debt (Run Faster, Page 156)&lt;br /&gt;
*Information Auctioneer (Kill Code, Page 78)&lt;br /&gt;
*Lazy Fingers (Kill Code, Page 79)&lt;br /&gt;
*No Man Left Behind (Street Lethal, Page 181)&lt;br /&gt;
*One of Them (Chrome Flesh, Page 58)&lt;br /&gt;
*Pregnant (Bullets &amp;amp; Bandages, Page 12)&lt;br /&gt;
*Resonant Burnout (Kill Code, Page 99)&lt;br /&gt;
*So Jacked Up (Chrome Flesh, Page 59)&lt;br /&gt;
*Stay Out Of My Way (Street Lethal, Page 129)&lt;br /&gt;
*Stolen Gear (No Future, Page 177)&lt;br /&gt;
*This Is Your Last Chance (Street Lethal, Page 129)&lt;br /&gt;
*Tough and Targeted (Chrome Flesh, Page 59)&lt;br /&gt;
*Well, Actually... (Kill Code, Page 79)&lt;br /&gt;
*&#039;Ware Intolerance (Kill Code, Page 100)&lt;br /&gt;
*Wildcard Chimera (Dark Terrors, Page 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Awakened Content===&lt;br /&gt;
====Banned Spells====&lt;br /&gt;
Everything involving Blood, Bug, and Toxic Magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells and powers 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;
*Rot&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
*Shape [Material] (Page 118, Street Grimoire)&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
&lt;br /&gt;
====Banned Alchemical Preps====&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Adept Powers====&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
&lt;br /&gt;
====Banned Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
====Banned Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necro Magic&#039;&#039;&#039; (Page 82, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Draconic Tradition&#039;&#039;&#039; (Page 76, Forbidden Arcana) - Draconic Tradition is only permitted for the use by Drakes, which makes it de facto banned on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot&#039;&#039;&#039; (Page 91, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Traditions&#039;&#039;&#039; (Page 101, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Insect Shaman&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Toxic&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Expansion: Shedim&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predator Feast&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sacrifice&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot Summoning&#039;&#039;&#039; (Page 45, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Page 90, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
====Banned Arts====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Geomancy&#039;&#039;&#039; (Page 143, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
===Banned Emerged Content===&lt;br /&gt;
&lt;br /&gt;
====Banned Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Host Emulator Complex Form&#039;&#039;&#039; (KC 94) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Pinch Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Resonance Cache Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Search History Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
====Dissonant Ban====&lt;br /&gt;
&lt;br /&gt;
*Dissonant streams, powers, echos, forms, and etc. shall be NPC only, including those from page 132 through 134 of Kill Code&lt;br /&gt;
&lt;br /&gt;
====Banned Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Draining Spike&#039;&#039;&#039; echo (KC 101) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Refined Reagents Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Radical Reagent Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Group Resources&#039;&#039;&#039; (Page 43, Data Trails) &lt;br /&gt;
**The mechanics of the example groups on pages 35 through 43 in Data Trails are also not in use, [[:Category:Factions|see the factions page for the rules in play on the Haven for those listed factions.]]&lt;br /&gt;
*&#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
*All content relating to Submersion Groups, Tribes, and Flash Tribes from pages 106 through 117 of Kill Code.&lt;br /&gt;
*Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs).&lt;br /&gt;
&lt;br /&gt;
===Banned Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haywire&#039;&#039;&#039; (KC 38) shall not be permitted on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
*Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
*Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
*Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
*Renfield (Page 128, Hard Targets)&lt;br /&gt;
*The MOS (KC 58) shall not be permitted until it is evaluated in light of our custom deck rules.&lt;br /&gt;
*Fuchi Cyber-N Series (KC 60) is banned.&lt;br /&gt;
*Fuchi Cyber-EX Series (KC 60) is banned.&lt;br /&gt;
*The Co-Pilot line of programs (KC 71) shall not be permitted for use on the ShadowHaven in any capacity due to a critical inability to understand what they were trying to do.&lt;br /&gt;
*Surplus and Refurbished PI-Tacs (KC 73) are not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
*Personal Drone Rack (KC 73) will be reviewed should other items with hardpoints be published in the future.&lt;br /&gt;
*The &amp;quot;Mercury-Alpha&amp;quot; Battlefield Signal booster (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*The Micro-Dish Transmitter (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*Hardened Mil-Spec Armor of any kind (R&amp;amp;G 66) shall not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Ammo &amp;amp; Grenades====&lt;br /&gt;
&lt;br /&gt;
*Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Painade (Page 135, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
&lt;br /&gt;
*Horizon Little Buddy (Page 146, Rigger 5.0)&lt;br /&gt;
*Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
*Noizquito (Page 128, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
&lt;br /&gt;
*Chameleon Coating (Page 184,194 Stolen Souls) (We only use the Rigger 5 Chameleon Coating on ShadowHaven)&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf, or Ork) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*Smuggling Compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (Page 461, Core) (We only use the Rigger 5 weapon mount rules on ShadowHaven)&lt;br /&gt;
*Yerz Kit (Page 187, The Complete Trog) (Use ‘Yerzed Out’ from Page 171, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
&lt;br /&gt;
*Immunization (Chrome Flesh 164)&lt;br /&gt;
*All Gammaware grades&lt;br /&gt;
*All Omegaware grades&lt;br /&gt;
*One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
===Banned Lifestyle Options===&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Altered Content==&lt;br /&gt;
===Altered Qualities===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adept Healer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Adept Healer does not function on drain damage.&lt;br /&gt;
**Damage transferred by this ability will count as drain, and as such, cannot be transferred by further instances of this power, or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animal Familiar&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in attune animal, to function. If purchased at chargen it is assumed you already succeeded this test.&lt;br /&gt;
**A Familiar must be a mundane critter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Bombmaker&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Bombmaker is limited to a number of increases in drain equal to your alchemy skill rating divided by 4, rounded down: Once at rating 4, twice at rating 8, three times at rating 12.)&lt;br /&gt;
**Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Armorer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Armorer is required to learn the Alter Ballistics (p51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Bodyguard&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**As per page 48 of the Core Rules, &amp;quot;A Note on Rounding&amp;quot;, round the dice you can use on yourself up&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Improviser&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
**Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
**The 1/week limitation will be altered to 1/run for ease/simplicity of bookkeeping&lt;br /&gt;
**You must meet all the prerequisites to cast the spell, or otherwise be able to learn the spell (meaning no banned spells, and no spells that you wouldn&#039;t be able to take otherwise.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astral Bouncer&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**This will only identity the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, All Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all Mastery Qualities.&lt;br /&gt;
**This will only identity the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight)&lt;br /&gt;
**In addition to an Initiate Grade and Adept Powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an Initiate Power.&lt;br /&gt;
**Edge can not be determined.&lt;br /&gt;
**Physical and mental attributes can not be determined.&lt;br /&gt;
**It is up to GM Discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AVRSE&#039;&#039;&#039; (KC 76) shall apply a -4 penalty to all actions taken while in VR, regardless of location. VR is how you get your brain fried, chummer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barehanded Adept&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**This will not work with a spell learned with adept spell&lt;br /&gt;
**These spells will not work on yourself. Further, the target must be attacked.&lt;br /&gt;
**This will only work with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Better on the Net&#039;&#039;&#039; (KC 96) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Baby&#039;&#039;&#039; (KC 77) shall function as written, except that the penalty is -1 to all actions, and will always fade when you next would regain edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Forest Native&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**You do not require this quality to be from The Black Forest&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brittle&#039;&#039;&#039; [Attribute] negative quality (KC 99) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Breaker&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chosen Follower&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**The following options are removed from the list of benefits: ‘Learn two spells or rituals.’ &amp;amp; ‘Improve a magical active skill from rank 1 to rank 3.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;College Education&#039;&#039;&#039; (Page 145, Run Faster) &lt;br /&gt;
**This quality is incompatible with the Uneducated (Page 87, Core) Quality&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted only with a genuine Corporate Limited or Full SIN. On loss of the SIN, you lose the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Pariah&#039;&#039;&#039; (Page 129, Street Lethal) shall be permitted, but only with a current (7 karma version) or past (10 karma version) corp SIN from an AAA corporation. Records on File is required for the 10 point version. It is not actually required for your character to have had the Corporate SINner negative quality, merely that they have had it in their fluff at some point in the past.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Community Connection&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cyber-Snob&#039;&#039;&#039; (CF 57) shall be altered to allow Alphaware as the minimum grade so that it may be taken at chargen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Ally&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Only spirits that are not toxic or blood related which PCs normally have access to can be chosen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Data Hog negative quality&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers. Deckers are encouraged to examine “Wanted By GOD” instead, from Data Trails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Dealer&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dedicated Conjurer&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dependent&#039;&#039;&#039; &lt;br /&gt;
**Some addictions are better suited with the Dependent quality, and thus we recommend its use instead for alcohol, cigarettes, coffee, video games etc. Speak to your Chargen Minion to see if the Dependents or Addiction quality applies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Discombobulated&#039;&#039;&#039; (KC 77) shall instead apply a -2 penalty to all actions when acting outside of VR.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durable Preparations&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Durable Preparations stacks with Practiced Alchemist (p39, FA), effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Master&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Elemental Master will only work with the natural elements; Air, Earth, Fire, or Water. Electricity is not a valid choice.&lt;br /&gt;
**Elemental Master does not apply to damage received from drain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual-Natured Defender&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Dual-Natured Defender is a free action to activate, and free action to deactivate.&lt;br /&gt;
**Dual-Natured Defender only functions on your innate dual natured quality, such as that from being infected. Any other sources of Dual Natured, such as Channeling a Spirit, or being in an Astral Rift, are unaffected, and do not qualify you for the quality.&lt;br /&gt;
**The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
**Rather than simply cease Astral Perception, Dual-Natured Defender will temporarily cause you to not count as a Dual Natured being while active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frostbite&#039;&#039;&#039; (KC 78) shall only be permitted in abilities for which the character has at least 4 ranks. It also may not be applied to any skill in the Tasking group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Location Attunement&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted. After a month, the quality&#039;s benefits are lost, not quality itself, negating the need to repurchase it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hair Trigger&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hi-Rez&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Does not permit a character possessing the quality to make a Matrix Perception test to detect hidden icons as a free action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Door&#039;&#039;&#039; (KC 96) shall be permitted for use. It provides a stacking, cumulative +2 bonus to the Data Spike action when targeting Persona or IC. The bonus is gained upon filling a persona or IC&#039;s matrix condition with a Data Spike or Brute Force. This bonus is retained until the character takes a Simple or Complex Action other than Data Spike, or until a Data Spike action is taken that does not fill the condition monitor of a Persona or IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Hack&#039;&#039;&#039; (BTB 160) shall be permitted for use on the ShadowHaven, however, the user may not gain any benefits from teamwork from either sprites or agents for this action. The user also does not get any free actions to shift deck attributes or swap programs before this action. It is made as a sudden reflexive action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Know Your Limit&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Deflector&#039;&#039;&#039; (Page 38, Forbidden Arcana)&lt;br /&gt;
**Missile Deflector requires a successful Missile Parry (p310. CRB) interrupt, followed by the Counterstrike Adept Power (p170, SG) interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike Adept Power, when this ability is used, it will allow you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nasty Trog&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natural Hacker&#039;&#039;&#039; (KC 97) shall only be permitted for technomancer characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One With The Matrix&#039;&#039;&#039; (KC 97) shall only exist at the 8 karma level. The 2 and 10 karma versions are not permitted for use on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pacifist Adept&#039;&#039;&#039; (Page 39, Forbidden Arcana)&lt;br /&gt;
**The Notoriety restriction on Pacifist Adept is removed, due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder, or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prototype Materials&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**This quality can only be taken once, and does not require a run reward. It cannot be taken at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resonant Discordance&#039;&#039;&#039; (Page 161, Better Than Bad)&lt;br /&gt;
**Despite being a Mastery Quality, this does not require a Magic score. It may be taken by any Technomancer who has submerged at least once, by paying the appropriate karma cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restricted Gear&#039;&#039;&#039;&lt;br /&gt;
**May not be used to get Deltaware or Milspec armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenant Adept&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**If used, note the date used on your character&#039;s wiki page along with a link to the run where it was used on.&lt;br /&gt;
**Revenant Adept works until it&#039;s cleared all the damage that Regeneration can clear, you&#039;ve died, or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
**Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack, and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Modifications&#039;&#039;&#039; (Page 161, Better Than Bad) shall be permitted. It shall remain mundane only - only characters without a Magic or Resonance score may take the quality.&lt;br /&gt;
**This quality functions as written except with the following caveats: A character may shift the benefits of Special Modifications to a new weapon at the end of any given run, regardless of if the weapon was lost or destroyed. When doing so, one may change the benefits granted by the quality freely, even without changing the weapon they are applied to. It does not require any payment of lifestyle or similar. If a character has any ranks, they may change the fluff of the weapon within relatively close reason without expending a &amp;quot;slot&amp;quot;, but this cannot alter the concealability, apparent legality, or other mechanical attributes of the weapon. If a weapon does not deal elemental damage natively, it cannot be altered to deal elemental damage, however, if it does natively deal elemental damage of one type, one may spend one &amp;quot;slot&amp;quot; to change that type permanently to another type from the following list: electricity, acid, fire, water, cold. For spec mods specify that acid damage does not persist, applying damage and elemental effects for one round only. For simplicity, this does not alter the ammunition requirements. Hang a lampshade on it, if necessary. Disregard the entire last paragraph of the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silence is Golden&#039;&#039;&#039; (KC 77) functionally provides 2 noise reduction to all devices and personas within a 10 meter radius of the character with the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SINner&#039;&#039;&#039; (Page 84, Core)&lt;br /&gt;
**Instead of a tax on NuYen earned, the SINner quality shall act as an increase to lifestyle costs, similar to Dependent (Page 80, Core).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Jammer&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Hunter&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
**Spirit Hunter will cancel any sustained powers, and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skinwalker&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**The pelt for a mundane creature will cost 50% of the price of purchasing the critter itself, and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sloppy Code&#039;&#039;&#039; (KC 79) applies to tests to defend against Matrix Perception when running silent, not to Stealth tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spectral Warden&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprawl Tamer&#039;&#039;&#039; (Page 41, Forbidden Arcana)&lt;br /&gt;
**Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprite Combustion&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;State of Purity&#039;&#039;&#039; (BTB 160) shall be permitted for use on ShadowHaven. Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SURGE III&#039;&#039;&#039; (Page 103, Run Faster) ShadowHaven allows player characters to thematically be class 1, 2, or 3 surgelings (Run Faster, Page 101). However, this is done through the exlcusive use of the SURGE 3 quality and mechanics. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taint of Dissonance&#039;&#039;&#039; (KC 100) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Technical School Education&#039;&#039;&#039; (Page 150, Run Faster)&lt;br /&gt;
**Incompatible with the Uneducated (Page 87, Core) quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trog Traitor&#039;&#039;&#039; (Page 189, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trust Fund&#039;&#039;&#039; (Page 151, Run Faster) may be taken with a Corporate Limited SIN (Page 84, Core)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uneducated&#039;&#039;&#039; (Page 87, Core)&lt;br /&gt;
**This quality is incompatible with the College Education (Page 145, Run Faster) or the Technical School Education (Page 150, Run Faster) qualities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vexcraft&#039;&#039;&#039; (Page 42, Forbidden Arcana)&lt;br /&gt;
**Suppress focus is a simple action, and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
**Grounding focus is a complex action, and can be used from either the astral or physical, but requires both the focus to be eligible to target, and the owner to be eligible to target. This means you can only use this ability to damage a dual natured, or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
**Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Worship Leader&#039;&#039;&#039; (Page 42, Forbidden Arcana)&lt;br /&gt;
**The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Qualities affecting Training====&lt;br /&gt;
&lt;br /&gt;
*Dependents will remove all references to training time. All other impacts are in effect.&lt;br /&gt;
&lt;br /&gt;
*The Sensei quality will have the following changes.&lt;br /&gt;
**If the Sensei is a skill sensei, the karma cost for increases in the selected skill will be reduced by 3.&lt;br /&gt;
**If the Sensei is a skill group sensei, the karma cost for increases individual skills in the group in the selected skill group will be reduced by 1.The whole group can be improved at a cost reduction of 3.&lt;br /&gt;
**If this reduced the cost for a new rank to zero, you may increase the skill to the rank instantly, for free. This applies even in cases where other qualities interact with this house rule.&lt;br /&gt;
**Sensei does not require a contact. The “Sensei” NPC may be a contact already on your sheet, but may also be a described but non-contact NPC. The quality does *not* grant a free contact.&lt;br /&gt;
&lt;br /&gt;
*Day Job will follow the table below, increasing the karma cost for attributes, skills, martial arts and specializations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Day Job Karma Cost modifier&lt;br /&gt;
|-&lt;br /&gt;
!Fame:&lt;br /&gt;
!None/Local&lt;br /&gt;
!National/Megacorp&lt;br /&gt;
!Global&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 1&lt;br /&gt;
|1&lt;br /&gt;
|1.5 (Every odd numbered increase is +2 instead of +1)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 2&lt;br /&gt;
|2&lt;br /&gt;
|2.5 (Every odd numbered increase is +3 instead of +2)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 3&lt;br /&gt;
|3&lt;br /&gt;
|3.5 (Every odd numbered increase is +4 instead of +3)&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Note on Kill Code Qualities====&lt;br /&gt;
&lt;br /&gt;
Except where noted, all Qualities listed from Page 96 to 100 of Kill Code shall be permitted for any matrix PC, not just technomancers. This also applies to the positive and negative qualities on Page 76 to 79 of Kill Code&lt;br /&gt;
&lt;br /&gt;
===Altered Awakened Content===&lt;br /&gt;
====Altered Spells====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Comet&#039;&#039;&#039; (Page 50, Forbidden Arcana)&lt;br /&gt;
**Comet does not ignore armour specific elemental resistances (Specifically, fire resistance.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered Ballistics&#039;&#039;&#039; (Page 51, Forbidden Arcana)&lt;br /&gt;
**Alter Ballistics can also be used on arrows &amp;amp; bolts, as well as bullets, but not area of effect explosives such as rockets or grenades, or other “ballistic” weapons such as darts, thrown weapons, or tasers.&lt;br /&gt;
**Alter Ballistics requires Alchemical Armorer to learn, and can only be made into a preparation, not cast as a spell.&lt;br /&gt;
&lt;br /&gt;
=====Multi-Casting=====&lt;br /&gt;
&lt;br /&gt;
*To determine dicepools for multi-casting, take the dice pool and divide pool for a given spell by the number of times splitting, round up. Thus, if you cast 3 spells, each with a pool of 18 normally, you&#039;d get 6 dice each. If you cast 2 spells and one had a pool of 20, and the other a pool of 14, the first would cast with 10 dice and the second with 7.&lt;br /&gt;
&lt;br /&gt;
====Altered Adept Powers====&lt;br /&gt;
&lt;br /&gt;
*Mystic Aptitude (BTB 159) shall be permitted on ShadowHaven. When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Rapid Draw (SG 173) does not permit a free action attack. It does permit a weapon to be drawn as a free action, and if it is your action phase, you may follow up with any attack action you desire, unlike the normal constraints of a quick draw. The free-action draw is most likely to be relevant when you need a weapon in hand for a specific interrupt action.&lt;br /&gt;
&lt;br /&gt;
====Altered Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*The Guanyin mentor spirit (BTB 139) shall be permitted for use on the ShadowHaven, but it must be included as a listed quality on your wiki, and the wiki page must be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Altered Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancestor Shamans&#039;&#039;&#039; (Page 74, Forbidden Arcana)&lt;br /&gt;
**You receive the Channeling Metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditional Black Mage&#039;&#039;&#039; (Page 60, Forbidden Arcana)&lt;br /&gt;
**You do not receive Animal Familiar for free.&lt;br /&gt;
**You do not receive Dark Ally for free.&lt;br /&gt;
**&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditionalist Traditions&#039;&#039;&#039; (Pages 60-91, Forbidden Arcana)&lt;br /&gt;
**If you take a Traditionalist or other special path, it is a Paradigm Shift to leave said path. Your Initiation count cannot &#039;restart&#039;. If you missed the Initiation for the level 1 gain, it is missed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norse&#039;&#039;&#039; (Page 68, Forbidden Arcana)&lt;br /&gt;
**Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
**Cunning Woman: Can only be taken by a Magician, Mystic Adept, or Aspected Spellcaster.&lt;br /&gt;
**The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on Shadowhaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path Of Pariah&#039;&#039;&#039; (Page 85, Forbidden Arcana)&lt;br /&gt;
**Pariahs are allowed to pick a drain stat out of charisma, intuition, or logic. For their second initiation, disregard the requirement to take the opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elder God Magic&#039;&#039;&#039; (Page 78, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planar Magic&#039;&#039;&#039; (Page 87, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Romani&#039;&#039;&#039; (Page 90, Forbidden Arcana)&lt;br /&gt;
**Only traditionalists are allowed on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Altered Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Defense&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Defense does require the user to Astrally Perceive to be used. If you do not have an innate way to perceive astrally, you must take the astral perception adept power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Reflection&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Reflection requires the user to be Astrally Perceiving, similar to the Reflect Spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
**Must have line of sight to allies to work.&lt;br /&gt;
**For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage.&lt;br /&gt;
&lt;br /&gt;
====Altered Mage Archetypes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Elementalist&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may be Elementalists. You must choose to be an Elementalist at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hedge Witch/Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may become Hedge Witches/Wizards. You must choose to be a Hedge Witch/Wizard at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Null Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected Magicians, Full Magicians, and Mystic Adepts may be Null Wizards. You must choose to be a Null Wizard at character generation.&lt;br /&gt;
**The ‘summoning’ skill will be added to the list of skills they cannot take.&lt;br /&gt;
**A Null Wizard receives the ‘Spell Resistance’ adept power, at a rating equal to initiate grade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Seer&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, 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;
**Per Core page 69, Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so. The table in Street Grimoire does not superseded this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Explorer&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**An Explorer can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aware&#039;&#039;&#039; (Page 49, Forbidden Arcana)&lt;br /&gt;
**An Aware can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adepts and Ways====&lt;br /&gt;
&lt;br /&gt;
*Mystic Adepts will be held to the RAW restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channelling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they will have to follow The Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*This precludes them from accessing any other way and has a barrier to entry (in the form of the cost of joining the Way.)&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
**The 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;
&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 Increase Reflexes spell he is sustaining is taking its toll. In order to pass it off to his spirit, he orders it to disengage and move to behind the brick building. After the transaction is complete, he orders it to hide in a building a few blocks away.&lt;br /&gt;
====Magical Lodge Background Count====&lt;br /&gt;
&lt;br /&gt;
*Mage Lodges shall have a background count equal to Force / 3 rounded up.&lt;br /&gt;
&lt;br /&gt;
====Clarification on Astral Signatures====&lt;br /&gt;
&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of Astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of Astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
&lt;br /&gt;
===Altered Emerged Content===&lt;br /&gt;
====Altered Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bootleg Program Complex Form&#039;&#039;&#039; (KC 94) shall be permitted for use on the ShadowHaven. The defending party may elect to not roll their defense, making the test unopposed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mirrored Persona Complex Form&#039;&#039;&#039; (KC 95) shall be permitted on the ShadowHaven, but rather than the written text, it shall have Target: Self, Duration: Sustained, Fade Value: Level -2, and shall automatically negate the next failed defense test against a matrix action other than Matrix Perception targeting the sustaining technomancer.&lt;br /&gt;
&lt;br /&gt;
====Altered Sprite Powers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bodyguard&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but requires the sprite using it to be actively on the matrix in the same &amp;quot;location&amp;quot; as you - the same grid or host. When used, it will stop a single Attack action targetting the compiling technomancer&#039;s persona. The sprite must have 10 initiative on the clock, must have at least 1 task left, and is irreparably destroyed with no chance of resistance. Activating this is not an action on the part of the technomancer, and does not require awareness of the incoming attack IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but the redirected damage is unresisted, and cannot be healed by any means. Additionally, the sprite must be of at least the same level as the effect causing the fading, if relevant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Enhance&#039;&#039;&#039; optional sprite power (KC 101) may be taken and used by any sprite who qualifies, not just companion sprites. It still uses tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Altered Paragons====&lt;br /&gt;
&lt;br /&gt;
*The Archivist (KC 103) paragon&#039;s advantage shall give a +1 dice pool bonus and +1 limit bonus on Matrix Search actions, rather than the listed bonuses.&lt;br /&gt;
&lt;br /&gt;
*The Daedalus (KC 103) paragon&#039;s advantage shall give +1 die on Hardware tests, and +1 limit to Pilot [x-craft] skill tests - specifically, tests which roll an attribute and a Pilot skill together. It does not increase the limit for purposes other than the number of hits one can keep on these tests.&lt;br /&gt;
&lt;br /&gt;
*The advantage granted by the IC paragon (KC 104) shall not apply in any fashion against or in relation to IC.&lt;br /&gt;
&lt;br /&gt;
=====Note on Paragons=====&lt;br /&gt;
&lt;br /&gt;
A Paragon&#039;s favor may be lost in the course of a run. Typically this shall be due to the written cause in each Paragon, though a GM has discretion for other, related things to cause a loss of favor. If this occurs, it is lost until the end of the run, unless the GM wishes to offer and opportunity to regain it at their sole discretion. Favor is automatically regained at the start of the next run. While favor is lost, the technomancer loses the Advantages offered by their paragon, but still suffers the disadvantages.&lt;br /&gt;
&lt;br /&gt;
A technomancer may choose and change paragons freely during downtime, including &amp;quot;no paragon&amp;quot;, but may not change them during a run. The sole exception is that if they follow no Paragon, and have not for the entire run, they may gain one mid-run given 5 minutes alone in VR.&lt;br /&gt;
====Altered Streams====&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Overdrive (KC 90) shall be permitted, however, the final rating of any piece of cyberware shall be limited at one rating above the maximum normal, naturally installable rating, or at twice the current rating, whichever is lower. Thus, a set of Rating 2 or Rating 3 Wired Reflexes would be capped at Rating 4, while a set of Rating 1 Wired Reflexes would be capped at Rating 2.&lt;br /&gt;
&lt;br /&gt;
*Complex Form LOTO (KC 90) shall be permitted with the following modifications: LOTO can only target wireless on devices.&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Hyperthreading (KC 91) shall be permitted, however, one can not thread the same complex form multiple times in the same hyperthread. All tests shall be resolved using the pre-hyper thread statistics. (Most notably, this means that Diffusion of Matrix Attribute in a Hyperthread does not impact defenses against any Complex Form in that same Hyperthread).&lt;br /&gt;
&lt;br /&gt;
*The RAW Technoshaman Daemon (KC 91) shall instead function as follows: Technoshamans shall reduce Registration time for sprites by 2 hours, to a minimum of 1. This reduction does not apply to the Pet Sprite Complex Form. In addition, Technoshamans shall gain 1 additional task on any successful test to Compile or Register a sprite.&lt;br /&gt;
&lt;br /&gt;
====Altered Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aegis&#039;&#039;&#039; echo (KC 101) shall be permitted. The boxes are healed 24 hours after the most recent &amp;quot;Aegis&amp;quot; box was filled, and may not be healed by any other means.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Neural Synergy&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven as-is, except that it shall be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Predictive Analytics&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven. It shall not stack with any other source of initiative dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Van Der Waals Effect&#039;&#039;&#039; echo (KC 102) shall be permitted. Rather than as written, treat it as a Magnetic System (CF 84) implanted separately in each of the character&#039;s limbs, as well as both front and back of their torso. The Mechanics Team would also like to remind people at this time that this is not what the Van Der Waals effect is, does, or resembles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Will of the Resonance&#039;&#039;&#039; echo (KC 102) shall be permitted on the ShadowHaven as-is, except that it shall additionally be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
====Techno Errata====&lt;br /&gt;
&lt;br /&gt;
The Fading for Complex Forms is -3 from the values printed in the Core Rulebook and in Data Trails. Thus, as examples, the correct Fading for Puppeteer is L+1 and the correct Fading for Derezz is L-1. Both Chummer and Herolab have incorporated this errata. Fading values in any other book (e.g., Kill Code) are unchanged. Remember that, per RAW, Fading can never be lower than 2.&lt;br /&gt;
&lt;br /&gt;
There is also a priority table change (P. 65, core. - Priority Table) for Technomancers, change the number of Complex Forms in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Increase from 5 Complex Forms to 7 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Increase from 2 Complex Forms to 4 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Increase from 1 Complex Forms to 3 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
In the Magic or Resonance column in the priority table (P. 65, core. - Priority Table) for Technomancers, change the number and type of skills in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Change from &#039;two Rating 5 Resonance skills&#039; to &#039;three Rating 5 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Change from &#039;two Rating 4 Resonance skills&#039; to &#039;three Rating 4 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Change from none to &#039;three Rating 2 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
The Cost for Submersions are 10+(grade x 3) Karma.&lt;br /&gt;
&lt;br /&gt;
===Altered Critter Powers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook) shall have its text replaced with the following:&lt;br /&gt;
**Type: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
&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;Adapsin&#039;&#039;&#039; (Page 160, Chrome Flesh) For simplicity&#039;s sake, Adapsin will provide immediate essence reduction of already implanted &#039;ware. This will leave an essence hole, without true essence recovery. This is solely to save the step of &amp;quot;Yo, street doc, rip out all my &#039;ware and put it back in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomizer&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**An Atomizer has an Accuracy of 3, and Concealability of +0, uses the skill Exotic Weapon (Atomizer) with a range array of 0.1/0.25/0.5/1 meters. The Atomizer takes a Complex Action to reload, and requires a Simple Action to fire.&lt;br /&gt;
**The preparation used with an Atomizer will trigger on a valid target after firing (i.e., a living aura, similar to a contact prep).&lt;br /&gt;
**The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e., if the Atomizer is broken, the spell will drop.)&lt;br /&gt;
**An Atomizer cannot take accessories or modifications.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antenna Grill&#039;&#039;&#039; (Page 184, The Complete Trog)&lt;br /&gt;
**Requires implanted cyberdeck/commlink or a living persona.&lt;br /&gt;
**Can only be taken by characters with tusks (Orks, Trolls, people with implanted tusks, etc.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AR Enhanced&#039;&#039;&#039; (Page 138, Cutting Aces) &lt;br /&gt;
**Creation of your own is permitted only on-table at GM discretion and shall not be carried off the table on which they were created. AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for seperately at the listed prices. Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.&lt;br /&gt;
*The &#039;&#039;&#039;Ares Armatus&#039;&#039;&#039; (Page 184, Hard Targets) uses the Exotic Ranged Weapon (Lasers) skill.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology Blood Drinker Combat Axe&#039;&#039;&#039; (Page 130, Street Lethal) shall be permitted as-is. It shall have a reach score of 0.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Barrens Special&#039;&#039;&#039; (Page 29, Street Lethal)&lt;br /&gt;
**The Barrens Special shall be permitted, but will not have any alterations from the listed statblock. All uses of it should conform to the printed statblock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blight&#039;&#039;&#039; (page 157 and 158, Better than Bad) &lt;br /&gt;
**Blight shall be a Contact, Injection Vector toxin which, upon hitting a spirit, shall remove its Immunity to Normal Weapons for [12 - Spirit&#039;s Force hours, minimum 1 hour]. The speed, penetration, and power are unchanged. Blight has no effect on non-spirit entities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical Glands&#039;&#039;&#039; (Page 112, Chrome Flesh)&lt;br /&gt;
**Gradual Release has been banned&lt;br /&gt;
***Permitted drugs for use in Chemical Glands are:&lt;br /&gt;
****All drugs in the Core Rulebook are permitted. BTLs, as noted below, are excepted.&lt;br /&gt;
****All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.&lt;br /&gt;
****No magical compounds, awakened drugs, or BTLs.&lt;br /&gt;
****No contact vector only drugs.&lt;br /&gt;
****All drugs in Boston Lockdown are permitted, with the following exception: Numb.&lt;br /&gt;
*The &#039;&#039;&#039;Collapsible Scythe&#039;&#039;&#039; (Page 183, Hard Targets) uses the Blades skill and falls under the &amp;quot;Polearms&amp;quot; specialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepweed&#039;&#039;&#039; (Page 411, Core Rulebook) shall have an addiction rating of 4 and an addiction threshold of 2.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Door Gunner tac-app&#039;&#039;&#039; (KC 71) shall be permitted for use. The mounted weapon must have a Smartgun System (not a smartlink), be wireless on, and be a valid target for remote control. Since it can only be used for mounted weapons, the &amp;quot;necessary skill&amp;quot; is always Gunnery.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement&#039;&#039;&#039; (Street Lethal, Page 130) shall be permitted with the following changes.&lt;br /&gt;
**Remove the &amp;quot;hardened&amp;quot; tag. This means when it is used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor. The EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement shall not expand with sufficient force to harm anyone. While expanded, it has Structure 10, Armor 10, and is treated as being 10cm for the purposes of barrier rules. While deployed, this barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed, and may not re-extend. While useless, it provides no armor bonus, but still uses the original armor value for the purpose of calculating encumbrance. It may be repaired with an Armorer + Logic [Mental] (12, 30 minutes) extended test, or by a contact with the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Motion Mace&#039;&#039;&#039; (Page 21, Street Lethal)&lt;br /&gt;
**The Fluid Motion Mace shall disregard the penalties listed outside their statblock, for simplicity&#039;s sake. This means that it has no minimum strength requirement to avoid penalties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghost Box&#039;&#039;&#039; (Page 141, Cutting Aces)&lt;br /&gt;
**This does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater like affect in the eye. The most using this device will give is social modifiers.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;GMC Armadillo&#039;&#039;&#039; comes with a single &amp;quot;pod&amp;quot; of your choice. Purchasing a new &amp;quot;pod&amp;quot; has no availability and costs 6k nuyen. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;pod&amp;quot; takes approximately 1 hour if untrained, or 15 minutes with ranks in automotive mechanic. It is largely assisted and requires only normal exertion.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Grey Mana Integration&#039;&#039;&#039; armor modification (BTB 156) shall be permitted on the Shadowhaven with the following changes:&lt;br /&gt;
**Rather than requiring a Chemical Seal for ratings 4 to 6, Ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated - that is to say, while wearing the entire suit of armor, including helmet. If not wearing the helmet, they provide the benefits of a Rating 3 system. &lt;br /&gt;
**When targeted by a beneficial or other unresisted magical effect, Grey Mana Integration opposes the spellcasting roll with it&#039;s rating in dice, reducing the hits on the test as appropriate. &lt;br /&gt;
**The penalties for Awakened for Grey Mana Integration and Grey Mana Tattoos apply any time a background count would penalize them - treat it as a localized, stacking, inacclimacable background count. &lt;br /&gt;
**While Grey Mana Integration is obvious, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Mana Tattoos&#039;&#039;&#039; (BTB 156) are permitted for use on ShadowHaven and follow the rules listed above. While Grey Mana Tattoos are obvious on the astral, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GreyWare&#039;&#039;&#039; (BTB 159) shall be permitted on the ShadowHaven. It shall be permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, whatever you wish to fluff it as within reason), and no cyberware may have any wireless functionality to speak of. For example, a GreyWare smartlink can still provide a bonus to accuracy if you plug into your gun, however, it can never provide bonus dice. Any wireless bonuses are similarly denied, and a GreyWare implanted commlink is not going to be able to make commcalls... you be the judge of how useful that may be.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon-Flynn Defense-com Commlink Weapons&#039;&#039;&#039; (Street Lethal, Page 131) shall be permitted. It is a Perception + Intuition [Mental] (3) test to identify that these are weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horn Compartment&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**In order to take this option one must have a horn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Happiness&#039;&#039;&#039; (Page 38, Street Lethal)&lt;br /&gt;
**The Krime Happiness shall be permitted, to mass jubilation. Thanks to patented Troll Tough™ belt technology, the belt cannot be cut during a runaway firing situation (unless the GM deems fit, such as if cutting it would be to your disadvantage), but after the first full combat turn of nonstop fire, one may drop it. This won&#039;t stop it from firing, but will render its fire ineffective at anything other than collateral damage (GM discretion.) It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammo.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Pack&#039;&#039;&#039; (Page 45, Street Lethal) shall be permitted, except it acts as a rating 2 area jammer and has no effect on Device rating. If the noise created by the KRIME pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming “KRIME!” at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.&lt;br /&gt;
**Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to your person until you manage to remove the backpack (3 complex actions) or it ceases firing. This is not likely to be a happy experience. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Trollbow&#039;&#039;&#039; (Page 24, Street Lethal)&lt;br /&gt;
**The Krime Trollbow (SL 24) shall use the stats from the book, correcting for the erroneous &amp;quot;reach&amp;quot; entry on the table for the ranged components. The stats are reproduced as follows.&lt;br /&gt;
***It will use Archery to fire, with an accuracy of 4, DV of (Rating + 2) physical, and AP of -(rating/4) for the ranged component.&lt;br /&gt;
***The melee component shall use the Blades skill, with an Accuracy of 3, a reach of 1, a DV of (Strength + 1) physical, and an AP of -1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Whammy&#039;&#039;&#039; (Page 40, Street Lethal) shall act as listed, and additionally, shall be able to take a Complex Action in order to both fire the shotgun and swing the hammer at a single Barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morrissey Alta&#039;&#039;&#039; (Page 32, Street Lethal)&lt;br /&gt;
**The Morrissey Alta shall be Restricted, not Forbidden.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject Dazzler&#039;&#039;&#039; (Page 47, Street Lethal) shall cap at a Blinding Glare for unprotected eyes, and shall never inflict blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you did not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler - or anyone broadly in their direction - is to suffer the glare penalties or to take the Blind Fire penalty.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject PEP&#039;&#039;&#039; (Page 44, Street Lethal) shall be permitted, but it is a matter of official record that the explanation of &amp;quot;It shoots lasers to plasmatize your skin, then explodes that plasma&amp;quot; is marketing bullshit. How does it work? No clue, but not like that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Narcoject Trackstopper&#039;&#039;&#039; (Page 44, Street Lethal)&lt;br /&gt;
**The Narcoject Trackstopper shall be permitted, but with some hefty changes. It will apply the listed agility penalty as RAW to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from your body.&lt;br /&gt;
**In addition to allowing the foam to dissipate on its own, or using the special solvent, you may also attack the foam, which has 4 condition monitor boxes for each application you have successfully been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if your limbs are incapacitated by foam applications, you may still attack the foam with unarmed attacks, using an agility score of 1. This is likely to go poorly for you unless you are trained in unarmed, but c&#039;est la vie.&lt;br /&gt;
**Being incapacitated by the foam does not preclude defense tests, though it may well make Agile Defender less desirable.&lt;br /&gt;
**The ammo capacity is 6(m), with a full reload of 6 shots taking up about a third of the backpack mechanism. Despite allusions to it, a single shot may not be split across multiple targets.&lt;br /&gt;
**It can also be used to barricade doors or entries. A single application of foam can block off about one square meter, vertically, of hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and it&#039;s soak values) before carrying through into the door... assuming you&#039;re clever enough to turn the doorknob when you bash into it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Arms Praetorian&#039;&#039;&#039; (Page 134, Cutting Aces)&lt;br /&gt;
**Accuracy code should read 4(5), not 4(6).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Onotari HL-13&#039;&#039;&#039; (Page 38, Street Lethal) shall use Automatics rather than Firearms for its configuration roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Osmium Mace&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**Requires two hands to wield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Remote Cyberhand&#039;&#039;&#039; (Page 130, Rigger 5.0) shall use the following stats when operating as a drone: Handling 5, Speed 1(G), Acceleration 1, Body 1, Armor 1, Pilot 2, Sensor 1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Renraku Red Samurai Katana&#039;&#039;&#039; (Page 132, Street Lethal) shall be permitted, however, PC possession shall incur the Wanted negative quality automatically, with a bounty of 50,000 nuyen. This may be bought off with 20 karma, 40,000 nuyen, or any combination thereof (2000 nuyen to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause you to retain the bounty until your death.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Shaman Tuxedo&#039;&#039;&#039; (Page 143, Cutting Aces) shall be modified thusly&lt;br /&gt;
**The price will be modified to 16000 nuyen.&lt;br /&gt;
**The availability will be modified to 16&lt;br /&gt;
**The Shaman Tuxedo must be something that makes your status as a mage extremely obvious, including your tradition.&lt;br /&gt;
**You must continue to wear the Shaman Tuxedo for as long as you have the summoned spirit. Removing any part of the Shaman Tuxedo while you have a currently summoned spirit summoned with the Shaman Tuxedo will cause them to instantly lose all remaining services.&lt;br /&gt;
**The Shaman Tuxedo only works for spirits appropriate for your tradition. Any spirits outside of your normal tradition are not an option, even if you have a quality like Chain Breaker which makes them an option for summoning. (e.g. A Hermetic mage may not have a Shaman Tuxedo to provide its bonus for Task Spirits)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subliminal Subacoustics&#039;&#039;&#039; (Page 146, Cutting Aces)&lt;br /&gt;
**Emotions that fit are GM discretion, and their decision is final.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tailored Perfume/Cologne&#039;&#039;&#039; (Page 143, Cutting Aces) &lt;br /&gt;
**The use of these are permitted, but only one application can be used effectively. If an additional, unique Tailored Perfumes/Colognes are applied while another is still active, all effects from all Tailored Perfumes/Colognes are negated. Additional applications of the same perfume or cologne do not have any effect.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Ultimax Rain Forest Carbine&#039;&#039;&#039; (Page 32, Gun H(e)aven 3) shall use the missions FAQ errata [http://files.meetup.com/363658/Shadowrun%205%20Missions%20FAQ%20Update%20v1.1.1.pdf linked here].&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Urban Explorer Daedalus&#039;&#039;&#039; (Page 47, Street Lethal) cannot be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vault of Ages&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**A Vault of Ages can hold (Rating x 2) preparations, each of which can have a maximum force of (Rating x 2)&lt;br /&gt;
**Vaults of Ages have a maximum rating of 5&lt;br /&gt;
**A Vault of Ages a size dependant on rating, as defined by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rating&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Size&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Belt Pouch&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Satchel&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Backpack&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Duffel Bag&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Minifridge/Safe (Vehicle Portable)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Wuxing-Armstech PTL-02&#039;&#039;&#039; (Page 133, Street Lethal) shall be permitted, but note that it only functions underwater.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Looper Rounds&#039;&#039;&#039; (KC 49) shall be permitted, but rather than using the text written, refer to the following: Looper Rounds are available for 200 nuyen for every 10 rounds, and have an availability of 12R. When they strike a valid device - a sensor, a visual device, or an audio device - they loop the last five seconds over again for the next minute. They are programmed to account for things such as clocks, but crowds or complex changes of scene will reveal the deception. Physical examination of the device will note the round attached, and direct matrix examination with Matrix Perception will note the effects after they have run their course. In order to affect worn gear, a called shot at -6 is necessary. They have a maximum accuracy of 2, require 1 net hit to attach, deal no damage of any kind, and may not be used against any device paid for with essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ArrowLink&#039;&#039;&#039; (KC 52) shall be permitted. The existing types, cost and availability, and rules for attaching and removing the arrow or cord shall remain in place. However, instead of ignoring noise, the ArrowLink provides a direct connection through touchlink technology to the target struck. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything meaningfully larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them. They are available for Bows, Trollbows, Pistol Crossbows, and Light/Medium/Heavy Crossbows. In order to benefit from the direct connection, one must plug a device into the cord at the firer&#039;s end, and they can not provide any connection to a targeted device paid for by essence (Devices on the firer&#039;s end may be paid for with essence, if desired.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Faceless&#039;&#039;&#039; (KC 57) shall be permitted. Double the cost and availability of the base item (thus, it is Rating*4F and Rating*1000 nuyen.) The modifications for Generic and Specific faces remain as written. It exists from rating 1 to 6. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with Essence. Generic Face versions may function as plain Faceless, and Specific Face versions may function as Generic Face or Faceless. The Specific Face version may be changed with 10 minutes work by anyone with ranks in Computer or Software. As an additional note, these are subject to the [[#Upgrades|Upgrade Rules]] for rating, as well as Base-&amp;gt;Generic Face-&amp;gt;Specific Face. This also means they can be purchased even when their availability is above 20, though the necessary rolls to do so must still be made.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Clouds&#039;&#039;&#039; (KC 57) shall be permitted. Rather than a spray can, they shall be an inhaler. They affect only one person for 3 combat turns. They are not affected by wind and must be triggered physically by the person benefiting from them. They do not stack with themselves - only the greatest bonus to a single action applies. Disregard the &amp;quot;Custom Case&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Chips&#039;&#039;&#039; (KC 59) shall be permitted. &amp;quot;Armor Defeating&amp;quot; will apply to Attack, &amp;quot;Slick WIlly&amp;quot; to Sleaze, &amp;quot;Data Dynamo&amp;quot; to Data Processing, and &amp;quot;Fortified&amp;quot; to Firewall. They have no impact on one&#039;s mental attributes. The damage is resisted with Body alone and is treated as Fading for the purposes of healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Security Decks&#039;&#039;&#039; (KC 61) shall be permitted as-is. Note that the Encryption program is not factored into the attribute array.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Warrior&#039;&#039;&#039; (KC 62-63) shall be permitted as-is. Note that a bonus to the limit on sleaze tests does not alter the actual Sleaze attribute.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The EVO Sublime&#039;&#039;&#039; (KC 62-63) shall be permitted. Disregard the requirement that it be implanted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Destiny Blade&#039;&#039;&#039; (KC 63) shall be permitted as-is. Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kitbashed Sleeper&#039;&#039;&#039; (KC 63) shall be permitted as-is. As usual for a technomancer using a device, they do not benefit from their Living Persona&#039;s attributes, though they can still use Resonance actions per its rules. The number of irreparable matrix boxes must be tracked on your character&#039;s wiki page after each run. The deck is still irreparably broken and unusable after it&#039;s natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of it&#039;s ultimately consumable nature.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cry Wolf&#039;&#039;&#039; (KC 65) shall be permitted. It shall cost the same as a normal Hacking Program and have the same availability, except that it is Forbidden. When someone running Cry Wolf would normally be struck by Convergence, they instead are alerted, and Convergence will strike again in 1d6 combat turns. This second Convergence may not be averted with Cry Wolf. After Convergence is delayed, the Cry Wolf program is deleted irrevocably. Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from it&#039;s effects for 24 hours after it triggers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DataJack Plus&#039;&#039;&#039; (KC 65) shall be permitted. It only functions when connected to a deck or RCC, it does not include any free programs, and it cannot run an Agent or Virtual Machine. Functionally, it increases the program slots of the deck by it&#039;s rating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EARRS&#039;&#039;&#039; (KC 66) shall be permitted, but the -10 penalty shall apply to all non-matrix, non-resonance actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The MCT Biolink&#039;&#039;&#039; (KC 67) shall be permitted. It provides DNI and a wireless connection as per a datajack, but has no capacity to direct connect to devices. It may be turned on and off as desired with a Complex Action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shiawase Cyber-6 RCC&#039;&#039;&#039; (KC 68) shall be permitted. Instead of it&#039;s normal special rules, refer to the following: While a Rigger&#039;s persona is running through this RCC in VR - whether jumped into a drone or not - any drones slaved to the RCC or jumped into by the Rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the Rigger is increased by 4 damage before resistance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SpinRad Global Skirmisher RCC&#039;&#039;&#039; (KC 68) shall be permitted. It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon Flow commlink&#039;&#039;&#039; (KC 68) shall be permitted. It provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wuxing Frequency&#039;&#039;&#039; commlink (KC 68) shall be permitted. Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Saeder-Krupp Last Chance Link&#039;&#039;&#039; (KC 69) shall be permitted, Disregard irritation if worn by a PC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mobile CNC tac-app&#039;&#039;&#039; (KC 72) shall be permitted for use. Rather than what is written, it provides 6 bonus dice, allocated as desired amongst people connected to the PI-Tac&#039;s network, for Navigation tests and Combat Maneuvers. It also provides 2 Noise Reduction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield Wall tac-app&#039;&#039;&#039; (KC 72) shall be permitted. Rather than what is written, it shall provide +3 firewall to any linked device for the purposes of defending against any Attack action or any matrix or resonance action that could cause Matrix Damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tactical Program Dongle&#039;&#039;&#039; (KC 72) shall be permitted. It provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs 200 nuyen. A PI-Tac may only have one dongle attached. I have no idea why this exists.&lt;br /&gt;
&lt;br /&gt;
*The stat block for &#039;&#039;&#039;Gyrojet&#039;&#039;&#039; ammunition in the official errata for Run &amp;amp; Gun shall be ignored. The FN-AAL Gyrojet Pistol shall be allowed to use any type of ammunition, but it shall not be shareable between other classes of firearms (i.e., Gyrojet ammunition will not work in a Heavy Pistol, and vice versa). There are no changes to the stats or mechanics of the weapon itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PPP Vitals&#039;&#039;&#039; cannot be used with “heavy armor,” defined as base armors having Armor Rating 13 or more (like what’s described by the Hang Time adept power on page 171 of Street Grimoire). It will stack with any base armor of Rating 12 or lower.&lt;br /&gt;
&lt;br /&gt;
====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;
====Military/Future Weapons====&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons are banned in their entirety, with no player use permitted. GMs may make use of them with approval per our [[GM_Rules#Needs_Approval|GM Rules]], but players may not obtain/retain such items or use them outside the scope of the single run.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology-Dassault Blood Hawk Mk 1&#039;&#039;&#039; (Page 53, Street Lethal) shall be GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you&#039;re tricky enough, but you can&#039;t keep it.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System&#039;&#039;&#039; (Page 55, Street Lethal) shall be permitted, but instead of using the existing statblock, or vehicle rules at all, use the rules below.&lt;br /&gt;
**While wearing the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System, you may spend a complex action to move up to 50 meters in any direction, as long as you are attempting to both launch from and land on solid ground. Make a Freefall + Body [Physical] (3) test, and scatter from your intended target (3-hits)d6 meters. Direction is determined as usual. This action does not use up any of your own movement speed.&lt;br /&gt;
**Additionally, it may be used as a free action to arrest a fall of greater than 25m, negating all falling damage. You must be aware of your impending impact.&lt;br /&gt;
**In either case, you may only spend a single action to fire the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System per combat turn, and may not &amp;quot;combine&amp;quot; actions. You may move, or arrest your fall, not both.&lt;br /&gt;
**Using it as a complex action takes on point of fuel, while using it as a free action takes two point. It has twenty points of fuel. Refueling it takes one uninterrupted minute to swap out the propane-tank sized fuel tank, but doesn&#039;t require you to remove the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System.&lt;br /&gt;
**It cannot be used while encumbered, has no wireless functionality, and is extremely loud and bright in use. Subtlety is not an option.&lt;br /&gt;
**On a glitch to activate the jetpack, the jetpack will fire, but the harness will fail, causing your jetpack to go flying without you. Hope you didn&#039;t need that.&lt;br /&gt;
**On a critical glitch to activate the jetpack, the GM should roll scatter (or choose a direction.) You move 50 meters in that direction at a great rate of knots. If you strike something that would stop you, take physical damage equal to the distance remaining to be traveled at AP-4. If you do not strike anything, you end up prone, but unhurt.&lt;br /&gt;
**&#039;&#039;&#039;The Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System shall cost 50,000 nuyen, and have an availability of 18F. Refuels shall cost 250 nuyen, and have an availability of 16F.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maker Mags&#039;&#039;&#039; (Page 75, Street Lethal) shall be permitted, but cannot be used to make Depleted Uranium rounds, to reduce Thematics team migraines. The extended magazine is treated as the +2 concealability version from Hard Targets. Maker grenades shall not be permitted. It is worth noting that you may, as usual, purchase multiple of an item with a single availability roll, increasing the delivery time based on the total cost of the purchase.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
&lt;br /&gt;
*The Haven will assume that PC vehicles are built for the PC&#039;s metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.&lt;br /&gt;
**In those rare cases where another PC has to take the wheel of someone else&#039;s car and make a driving test, if the second PC is a different metatype, they will take penalties deemed appropriate by the GM. They will also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a Troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties)&lt;br /&gt;
&lt;br /&gt;
====Cyberlimb Armor Limitations====&lt;br /&gt;
&lt;br /&gt;
*Cyberlimbs shall limit armor to 1 for hands and feet, 2 for partial limbs and partial skulls, and 3 for full limbs and full skulls.&lt;br /&gt;
&lt;br /&gt;
===Better Than Bad&#039;s New Uses for Karma and Street Cred===&lt;br /&gt;
&lt;br /&gt;
The &#039;New Uses for Karma and Street Cred&#039; on page 164 of Better than Bad are in effect, except where noted below.&lt;br /&gt;
&lt;br /&gt;
*The rules for purchasing additional loyalty and connection with contacts on page 164 are not in effect, superseded by our own [[Contact Rules]].&lt;br /&gt;
&lt;br /&gt;
*The uses for Reputation Score are not in effect, as Reputation Score is not a game concept that exists. If the writer&#039;s intent was &#039;Faction Rep&#039;, as Mechanics Team suspects, this is also superseded by our own rules.&lt;br /&gt;
&lt;br /&gt;
===Addiction Rules===&lt;br /&gt;
&lt;br /&gt;
*Each time you take an addictive substance, you will immediately make an addiction test. &lt;br /&gt;
**For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) &lt;br /&gt;
**For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) &lt;br /&gt;
**For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools for the above. &lt;br /&gt;
*If you fail the test, you immediately suffer the effects of a failed addiction test. As it is not an action, you may not Smackdown the test.&lt;br /&gt;
&lt;br /&gt;
===BTL and Drug Stacking===&lt;br /&gt;
&lt;br /&gt;
*BTLs do not stack with drugs, cause drug interactions like drugs, and overdose like drugs. Incidentally, drugs do not stack, they overlap - you cannot, for example, take Kamikaze twice and gain +4 strength.&lt;br /&gt;
&lt;br /&gt;
===Critter Rules===&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;
====Techno-Critters====&lt;br /&gt;
&lt;br /&gt;
*Techno-critters, being almost impossible to train, shall remain in use as NPCs only. While it&#039;s possible, but extremely difficult, to train a technocritter to the same degree as a normal animal, it is virtually impossible to train them to use any of their Resonance or Matrix abilities in any fashion, a fact GMs are encouraged to keep in mind when using these.&lt;br /&gt;
&lt;br /&gt;
====Animal Availability====&lt;br /&gt;
&lt;br /&gt;
*[[Animal_Availability|See Here]]&lt;br /&gt;
&lt;br /&gt;
===Melee attacks and Immunity to Normal Weapons===&lt;br /&gt;
&lt;br /&gt;
*Immunity to normal weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks&lt;br /&gt;
&lt;br /&gt;
===Movement Power===&lt;br /&gt;
&lt;br /&gt;
*For living targets, The Movement Power shall add Force to or subtract Force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score shall be 0, but even with a score of 0 for determining movement rate, a character shall be able to move at a walking rate of 1 meter and a running rate of 2 meters.&lt;br /&gt;
*Behavior when used on Vehicles remain unchanged.&lt;br /&gt;
*Additionally, the clause about &amp;quot;only functioning in terrain the creature controls&amp;quot; shall be stricken, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altered Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reckless Hacking&#039;&#039;&#039; (KC 37) shall function as written, except that glitches and critical glitches function at the discretion of the GM (as usual), and any action which is performed while Recklessly Hacking builds Overwatch Score and is considered illegal, even if it normally would not. Reckless Hacking may only performed for opposed actions. A Reckless Data Processing or Firewall action, whether successful or not, alerts the owner of the device akin to a failed Attack action, though it does not grant a mark, cause any damage, or give away your location. It may never substitute for ownership, or for a number of marks greater than 3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Calibration&#039;&#039;&#039; (KC 37) shall function as written, except that it will be a complex action. For clarity&#039;s sake, &amp;quot;One per persona&amp;quot; means that you require a mark on the persona of each person you are attempting to perform the action on, you may perform it on a number of personas up to your data processing score, and their initiative - meat or matrix - will increase by 1 point for every 2 full hits you receive on your test. The bonus initiative goes away at the end of the combat turn. Calibration and Leadership function similarly. A character can only benefit from a single source providing Calibration or Leadership tests in a given combat turn, and a character providing Calibration or Leadership tests may not benefit from any Calibration or Leadership tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Denial of Service&#039;&#039;&#039; (KC 37) shall function as follows: With a simple action, make a Cybercombat + Logic [Attack] vs. Willpower + Firewall opposed test, targetting a device you have at least one mark on. The net hits on this test are applied as a dice pool malus to any actions performed using that device until the start of the next combat turn. If performed multiple times on the same device, only the greatest penalty applies. This action is not subject to the normal rules about making multiple attacks - if you wish, you can spend two simple actions in the same Action Phase to perform it twice with your full dice pool, or spend a simple action to perform Denial of Service and another Simple Action to perform a different attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I Am The Firewall&#039;&#039;&#039; (KC 38) shall function as follows: As a complex action on your turn, perform a Computer + Intuition &amp;lt;nowiki&amp;gt;[Data Processing]&amp;lt;/nowiki&amp;gt; test. The hits on this test are bonus dice on defense tests performed by all teammates from whom you are receiving an AR feed. The bonus dice last until the end of the next initiative pass, and apply to any physical defense tests. You may receive an AR feed from a number of teammates not exceeding your Data Processing attribute. You must share a feed with your decker. Under assumed competence, we will assume you are almost always sharing unless you state otherwise, as long as you have a device capable of giving an image feed. If you are not sharing a feed, to do so, use the Send Message action to send a decker your feed, which they can accept with no action. This requires some form of primary sensory input on their person, typically a camera (or cybereyes.) You must have a primary sense link to receive the benefits. This can be accomplished with either image link, sound link or a sim module connected with a DNI. You may also perform this action as an interrupt action, costing 5 initiative, and affecting only one teammate from whom you are receiving a feed for the same duration. Since this requires a conception of how the real world works, this action may not be undertaken by agents or sprites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Popup&#039;&#039;&#039; (KC 39) shall function as written, except that the penalty shall apply until the end of the combat turn, and it may target any persona with some form of sensory enhancement, including Smartlink or DNI, which is not in VR. One must still be able to see the persona, which typically - but does not always - require wireless to be on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squelch&#039;&#039;&#039; (KC 39) shall function as written. It prevents all use of the Send Message matrix action. It does not prohibit any other matrix action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subvert Infrastructure&#039;&#039;&#039; (KC 39) shall function as written. The target of the matrix action is the host you have the mark on and to which the devices being controlled are slaved. Simple Devices are to be most non-drone, non-vehicle devices with a DR of 1, with GM discretion making the final call on any given device. A device controlled by Subvert Infrastructure will make a single action (free, simple, or complex) that it is capable of and that is not an attack per combat turn, as ordered by the person performing the action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watchdog&#039;&#039;&#039; (KC 40) shall function as written. The mark placed by this does flow up to the master of the device, however, the special option and effects of the Watchdog action against the target marked do not.&lt;br /&gt;
&lt;br /&gt;
===Altered Martial Arts===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Vines&#039;&#039;&#039; shall be accessible by the Cowboy Way and Whip Fighting in addition to the techniques already listed within these styles respectively.&lt;br /&gt;
*&#039;&#039;&#039;Mana Strike&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Strike.&lt;br /&gt;
*&#039;&#039;&#039;Mana Choke&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Choke.&lt;br /&gt;
**Damage is resisted as drain. Body + Willpower for Adepts and Mundanes, Willpower + Drain Attribute for Magicians and Mystic Adepts. This damage cannot be healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
===Other Altered Mechanics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&lt;br /&gt;
&lt;br /&gt;
**When taking the Dive Attack action you also take damage equal to the number of meters fallen, as appropriate. This rule will apply to GMs as well.&lt;br /&gt;
*The &#039;&#039;&#039;Observant&#039;&#039;&#039; 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;
&lt;br /&gt;
====Exponential diminishing returns for Multiple Simultaneous Explosions====&lt;br /&gt;
&lt;br /&gt;
*The damage and AP from multiple simultaneous explosions is computed as per RAW except that the DV of explosions beyond the second are halved again for each additional explosion. So the first explosion causes full damage, the the next causes half, the following half again, etc., until you reach zero (note: round down). Each explosion improves the best AP by 1 for every additional explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
&lt;br /&gt;
One may utilize any of their choice of Intuition or Reaction for 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;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
Repairing vehicles and drones will cost an amount based on the base price of the vehicle (before modifications), number of damaged boxes, and number of total boxes. The exact formula per box is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(5% of the Cost of the Vehicle before modifications) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means it will cost 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a gm can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.&lt;br /&gt;
&lt;br /&gt;
====Resisting Mind Magic====&lt;br /&gt;
&lt;br /&gt;
Any PCs, as well as any non-Grunt NPCs the GM deems fit, shall be excepted from the normal penalty to resist ongoing Mental Manipulation spells. NPCs with a Professional Rating are always subject to the aforementioned penalties.&lt;br /&gt;
&lt;br /&gt;
====Health and Edge Between Runs====&lt;br /&gt;
&lt;br /&gt;
Your PC will fully recover health and edge between runs unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
====WFTM / WFTP====&lt;br /&gt;
&lt;br /&gt;
After a run, you may convert karma into Nuyen (Working For the Man), or vice versa (Working For the People) at a ratio of 2000nY to 1 karma. This can be done up to 5 times per run. For example, your initial rewards for a run are 7 Karma and 10,000nY. You Work For the Man, converting 5 karma into 10,000nY, making your final rewards 2 Karma and 20,000nY.&lt;br /&gt;
&lt;br /&gt;
In any case, you must document this on the page for the run in the rewards section. If you have a quality that taxes income, apply to tax to the initial amount you earn.&lt;br /&gt;
====Burning out as a Mage====&lt;br /&gt;
&lt;br /&gt;
Any character whose current Magic Score reaches 0 is treated as burnt out. They permanently lose access to all magical abilities, the ability to raise their magic score, and any other features deriving from Magic. This brings Magic in line with Resonance. Any characters whose Magic score was 0 prior to Jan 31, 2018 are grandfathered, and may still raise their Magic score, assuming their maximum magic is above 0.&lt;br /&gt;
&lt;br /&gt;
====Optional Rules In Effect====&lt;br /&gt;
&lt;br /&gt;
*Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[#Other_Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
*We use the optional Drone Modification rules (Rigger 5.0, 122)&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
&lt;br /&gt;
*Numinous perception is not a discrete sense - it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants, or that there&#039;s a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
&lt;br /&gt;
====Initiative Stacking====&lt;br /&gt;
The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Edge&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Edge to Seize the Initiative or Blitz will function with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5d6 initiative dice. These also work in the Astral and Matrix.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Qualities&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative.)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Pain is Gain applies only to matrix initiative.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Lightning Reflexes will not stack with any drugs, adept powers, spells, cyberware, bioware, or generware. The defense die stacks normally. Lightning Reflexes will, uniquely, work in the Astral, but not Matrix VR.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Spells&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Adept Powers&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Other Magic&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or generware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Cyberware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Bioware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Geneware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Reaction Optimization, the poor thing, will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;As a reminder, drugs will not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Final Notes&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix and Rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Additional base dice, like those possessed by all shapeshifters and certain HMHVV Infected, are just that - base dice. They functionally stack with everything.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Custom Mechanics==&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
*The default is for players to choose their contacts from the already made [[:Category:Public Contacts|public contacts]]. We additionally allow as an option to create and stat out your own contact. [[Contact_Rules|Shadowhaven uses a custom contact system you can read about here]].&lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&#039;&#039;&#039;Note:&#039;&#039;&#039; If you create your own contact you can belay stating out the aspects. If the GM asks/lets you use it, the assumed dice pool is &amp;lt;code&amp;gt; Connection + Loyalty + Archetype Modifier + 2&amp;lt;/code&amp;gt;. It is best to fill out the Aspects, as you usually will be able to make use of more than 1 available aspect.}}&lt;br /&gt;
===Gear Aquisition===&lt;br /&gt;
&lt;br /&gt;
*You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). The exception to this is:&lt;br /&gt;
**You can&#039;t purchase Foci over Availability 19, even though they are otherwise upgradable and have a rating.&lt;br /&gt;
*Items beyond availability 19 may be obtained as run rewards with Thematics approval.&lt;br /&gt;
*The awakened or emerged may only gain a chance to purchase deltaware as a run reward for Semi-Prime or Prime runs.&lt;br /&gt;
**For mundane PCs, there are no restrictions on getting deltaware.&lt;br /&gt;
&lt;br /&gt;
====Acquiring gear under availability 12====&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
&lt;br /&gt;
You can upgrade (paying only the difference in cost) anything that has a rating, as well as cyberdecks and rigger control consoles and any cyberware or bioware. You must still make the availability roll for the upgrade.&lt;br /&gt;
&lt;br /&gt;
When upgrading a SIN using our upgrade rules, one may also upgrade the licenses attached to that SIN without making an availability test for each license. Only one test, for the base SIN, is required.&lt;br /&gt;
&lt;br /&gt;
===Misc. Lifestyle Rules===&lt;br /&gt;
&lt;br /&gt;
*Your lifestyle costs are due in full every 4 runs, rather than being tied to the passage of time.&lt;br /&gt;
**Optionally, you may choose to pay 25% of the full costs each run if you prefer. &lt;br /&gt;
***Of note is that Chummer may not calculate this correctly with modifications to the lifestyle cost, such as a DocWagon subscription, as by default setting it up to only pay 25% your lifestyle cost will only discount your base lifestyle.&lt;br /&gt;
&lt;br /&gt;
*Runners may share residences but when it comes to lifestyle costs every runner must pay the full 100% of their lifestyle costs. Lifestyles are not simply just an apartment but they factor many other things into it as well from food, entertainment, and other essentials. So while we allow people to room with other runners you will receive no discount.&lt;br /&gt;
&lt;br /&gt;
====Traveler Lifestyle (Page 218, Run Faster)====&lt;br /&gt;
&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>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Vulcan&amp;diff=46240</id>
		<title>Vulcan</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Vulcan&amp;diff=46240"/>
		<updated>2020-08-09T01:46:18Z</updated>

		<summary type="html">&lt;p&gt;Teksura: Created page with &amp;quot;{{Roundbox|&amp;#039;&amp;#039;Vulcan directs here. If you are looking for the currently inactive Vulcan as Played by White Weiss, click here.&amp;#039;&amp;#039;}} {{Infobox |YourWikiUs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Roundbox|&#039;&#039;Vulcan directs here. If you are looking for the currently inactive [[Vulcan (White_Weiss)|Vulcan as Played by White Weiss]], click here.&#039;&#039;}}&lt;br /&gt;
{{Infobox&lt;br /&gt;
|YourWikiUsername = &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Archetype&lt;br /&gt;
|header2= (Short Blurb)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Discord#Tag&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Your_Handle_Here Reddit Name]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = (Metatype Here)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = Character&#039;s Date of Birth&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[Drive URL Link] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - X &amp;lt;br /&amp;gt; Attributes - X &amp;lt;br /&amp;gt; Magic/Resonance - X &amp;lt;br /&amp;gt; Skills - X &amp;lt;br /&amp;gt; Resources - X&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Mindhunter&amp;diff=46239</id>
		<title>Mindhunter</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Mindhunter&amp;diff=46239"/>
		<updated>2020-08-09T01:44:57Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict&lt;br /&gt;
| conflict    = &lt;br /&gt;
| width       = &lt;br /&gt;
| partof      =  &lt;br /&gt;
| image       = &lt;br /&gt;
| caption     = &lt;br /&gt;
| date        = [[hasDate::2078-12-08]]&lt;br /&gt;
| gm        = [[hasGM::SCKoNi]]&lt;br /&gt;
| place       = Downtown, Redmond, Snohomish, Metaplane of Blood&lt;br /&gt;
| coordinates = &lt;br /&gt;
| map_type    = &lt;br /&gt;
| map_relief  = &lt;br /&gt;
| latitude    = &lt;br /&gt;
| longitude   = &lt;br /&gt;
| map_size    = &lt;br /&gt;
| map_marksize = &lt;br /&gt;
| map_caption = &lt;br /&gt;
| map_label   = &lt;br /&gt;
| territory   = &lt;br /&gt;
| result      =  Blood Revenant of an Aztlan mage is destroyed.&lt;br /&gt;
| status      = &lt;br /&gt;
| combatants_header = Factions Involved&lt;br /&gt;
| combatant1  = Blood Revenant &amp;lt;br&amp;gt; Joe Hess&lt;br /&gt;
| combatant2  = &lt;br /&gt;
| combatant3  = [[hasRunner::&#039;A&#039;]] &amp;lt;br&amp;gt; [[hasRunner::Memnoch]] &amp;lt;br&amp;gt; [[hasRunner::Weaver]] &amp;lt;br&amp;gt; [[hasRunner::Vulcan (White_Weiss)]]&lt;br /&gt;
| commander1  = &lt;br /&gt;
| commander2  = &lt;br /&gt;
| commander3  = &lt;br /&gt;
| units1      = &lt;br /&gt;
| units2      = &lt;br /&gt;
| units3      = &lt;br /&gt;
| strength1   = &lt;br /&gt;
| strength2   = &lt;br /&gt;
| strength3   = &lt;br /&gt;
| casualties1 = Blood Revenant (Daria Antunez de Prieto) &amp;lt;br&amp;gt; Joe Hess&lt;br /&gt;
| casualties2 = None&lt;br /&gt;
| casualties3 = None&lt;br /&gt;
| notes       =  &lt;br /&gt;
| campaignbox = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
About two years ago the Aztlan blood mage Daria Antunez de Prieto went rogue and escaped to the Redmond Barrens seeking to continue her depraved experiments. Her plans were short-lived however after a particularly headstrong gang known as the Leathernecks hunted her down and killed her, suffering heavy losses in the process. With her final breath however she cursed them and her vengeful spirit formed a Blood Revenant. After slaughtering the rest of the Leatherneck&#039;s commanders, it went free and sought to sustain itself with the suffering of the Barrens&#039; people. Eventually it found the unhinged killer Joe Hess and influenced him, whispering into his mind and granting him ritual knowledge to help it grow in power.&lt;br /&gt;
&lt;br /&gt;
==Meet==&lt;br /&gt;
&lt;br /&gt;
The runners made their way to a grimy dockside bar in Tacoma. Private Investigator Anthony Mercer was waiting for them, giving them the details on Joe Hess&#039;s ritualistic killing spree. They agree to aid him in this task for minimal pay and the group leaves with him to continue the investigation.&lt;br /&gt;
&lt;br /&gt;
==Run==&lt;br /&gt;
&lt;br /&gt;
The group&#039;s first stop was a morgue in Touristville which held the body of Hess&#039;s latest victim. Weaver and &#039;A&#039; analyzed the mangled corpse, finding evidence of blood magic rituals haphazardly applied to it. This was further corroborated by looking at the other victims up to this point. Memnoch finds clues regarding Daria from two years ago and the runners see similarities between this spree and hers. Going on information from Anthony while he goes to KE to find more information on Daria Vulcan, Weaver, and Memnoch head to Redmond and the building where Daria was killed. &#039;A&#039; meanwhile calls a powerful Air Spirit to help track down an astral signature they found clinging to the corpse. The three in Redmond find Daria&#039;s body and discover the same signature faintly showing on her bones as well. The spirit tracks it down to a strange cabin in Snohomish.&lt;br /&gt;
&lt;br /&gt;
Gathering their gear the runners approach the cabin and enter it, with Vulcan &amp;quot;finding&amp;quot; access to water main that runs beneath the building. Enter the tunnels they start to really feel an intense background count and follow the feelings of death and torture to their source. They find Hess in the middle of sacrificing another young metahuman and Vulcan breaks him in a bear hug. Memnoch mercifully puts both the sacrifice and Hess out of their misery. This rouses the Blood Revenant which cackles and using an Astral Rift pulls the party into its metaplane.&lt;br /&gt;
&lt;br /&gt;
Once there, the runners are each initially subjected to their worst fears. &#039;A&#039;, now controlled by Shirudo, find herself frozen on a pedestal with a cage lowering itself onto her and snakelike chains coiling up to wrap around her body. With great effort Shirudo does manage however to break the paralysis and roll off the pedestal. Weaver wakes in a hallway which begins to collapse behind her, always faster than her strides to escape it and threatening to crush her beneath tons of rock. She shuts her eyes and wills herself faster, escaping the collapse. Memnoch is not as luck as the other Awakened, trapped in a pitch-black room and taunted with the promise of Matrix access he so desires. Vulcan comes to in a sarcophagus, punching the lid off only to find himself in a great hall with hundreds more sarcophagi each filled with a person close to him, now dead due to his failures. As Vulcan traverses the hall, a massive spectral bear roars and attacks him. The troll accepts his mentor&#039;s challenge, wrestling the spectral bear and pinning it to a sarcophagus thus breaking the illusion.&lt;br /&gt;
&lt;br /&gt;
The three Awakened runners find each other again, the illusions revealing themselves to be the work of the Blood Revenant seeking to feed on their energy. After saving Memnoch from its predations they gather in the central chamber of the metaplanar temple it has fashioned for itself and take the fight to the spirit. It fights viciously, wounding Vulcan and swarming the runners with wraith-like apparitions of its past victims. They overcome it eventually and Weaver puts the final touch to its form with a judicious application of AA-16 rounds.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
Anthony Mercer thanks the runners for their aid and the group splits paths. Joe Hess is blamed for the Revenant&#039;s victims in the news and quickly fades into obscurity within but a few days.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
===Player Characters===&lt;br /&gt;
&lt;br /&gt;
====Weaver====&lt;br /&gt;
&lt;br /&gt;
6,000 Nuyen&lt;br /&gt;
&lt;br /&gt;
8 Karma&lt;br /&gt;
&lt;br /&gt;
WTFP 4000ny &amp;gt; 2 Karma&lt;br /&gt;
&lt;br /&gt;
====&#039;A&#039;====&lt;br /&gt;
&lt;br /&gt;
6,000 Nuyen&lt;br /&gt;
&lt;br /&gt;
8 Karma&lt;br /&gt;
&lt;br /&gt;
WTFP 4000ny &amp;gt; 2 Karma&lt;br /&gt;
&lt;br /&gt;
====Vulcan====&lt;br /&gt;
&lt;br /&gt;
6,000 Nuyen&lt;br /&gt;
&lt;br /&gt;
8 Karma&lt;br /&gt;
&lt;br /&gt;
====Memnoch====&lt;br /&gt;
&lt;br /&gt;
6,000 Nuyen&lt;br /&gt;
8 Karma&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
 #$@&amp;amp;%*! blood magic,   #$@&amp;amp;%*! the aztec whatevers,   #$@&amp;amp;%*! the   #$@&amp;amp;%*!   #$@&amp;amp;%*!&#039;s. &lt;br /&gt;
 Yea did you  #$@&amp;amp;%*!ing know that there are things out that that FEED ON YOUR GOOD DEEDS?&lt;br /&gt;
 Well there   #$@&amp;amp;%*!ing are.  #$@&amp;amp;%*!&lt;br /&gt;
 #$@&amp;amp;%*! that.&lt;br /&gt;
 #$@&amp;amp;%*! charity.&lt;br /&gt;
 #$@&amp;amp;%*! you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Vulcan_(White_Weiss)&amp;diff=46238</id>
		<title>Vulcan (White Weiss)</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Vulcan_(White_Weiss)&amp;diff=46238"/>
		<updated>2020-08-09T01:44:46Z</updated>

		<summary type="html">&lt;p&gt;Teksura: Teksura moved page Vulcan to Vulcan (White Weiss) without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Vulcan&lt;br /&gt;
|image= [[File:Vulcan.jpg]]&lt;br /&gt;
|header1= Archetype&lt;br /&gt;
|header2= Burnout Combat Adept&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/White_Weiss White_Weiss]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Troll&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 3&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 2051&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 =[https://drive.google.com/open?id=17ogEPctPqSFO4EFQkCgr62TEoJi-8Gce Google Drive] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - A &amp;lt;br /&amp;gt; Attributes - D &amp;lt;br /&amp;gt; Magic/Resonance - D &amp;lt;br /&amp;gt; Skills - E &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary=== &lt;br /&gt;
Quiet bear-guided burnout adept with a calm heart that belies his capacity for violence&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit: Bear&lt;br /&gt;
* Bad Rep&lt;br /&gt;
* Consummate Professional&lt;br /&gt;
* Disheveled&lt;br /&gt;
* Elevated Stress&lt;br /&gt;
* Family Curse&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* [[Emanuel Cobbs]] - Connection 6, Loyalty 1 - Fixer&lt;br /&gt;
* [[Ol&#039; Sawbones]] - Connection 6, Loyalty 1 - Street Doc (Swag)&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
* [[Bertholdt Hoover]] Rating 5, Corp Limited, Ares&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=46236</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=46236"/>
		<updated>2020-08-09T01:28:02Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Altered Qualities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=X-Card and Roleplay Safety Systems=&lt;br /&gt;
The [[Charter#1:_The_Right_Not_to_be_Forced_to_Continue_and_Abandon_or_Cease_Uncomfortable_Scenes_.28Global_X-Card.29|X-Card]] and similar roleplay safety systems shall be honored when used and treated with respect and dignity. See [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Approved Books==&lt;br /&gt;
&lt;br /&gt;
We don’t use anything that is German Exclusive Content. We also do not use the 2050 books. For specific instructions on setting up Chummer, see [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
*Assassin’s Primer&lt;br /&gt;
*Battle of Manhattan&lt;br /&gt;
*Better Than Bad&lt;br /&gt;
*Bloody Business&lt;br /&gt;
*Book of the Lost&lt;br /&gt;
*Bullets and Bandages†&lt;br /&gt;
*Chrome Flesh&lt;br /&gt;
*Cutting Aces&lt;br /&gt;
*Data Trails&lt;br /&gt;
*Dark Terrors&lt;br /&gt;
*Forbidden Arcana&lt;br /&gt;
*Gun Heaven 3&lt;br /&gt;
*Hard Targets&lt;br /&gt;
*Howling Shadows&lt;br /&gt;
*Kill Code&lt;br /&gt;
*Lockdown&lt;br /&gt;
*No Future&lt;br /&gt;
*Rigger 5.0&lt;br /&gt;
*Run and Gun&lt;br /&gt;
*Run Faster&lt;br /&gt;
*Sail Away, Sweet Sister&lt;br /&gt;
*Shadow Spells&lt;br /&gt;
*Shadowrun 5th edition&lt;br /&gt;
*Shadows in Focus: Butte&lt;br /&gt;
*Shadows in Focus: Metrópole&lt;br /&gt;
*Shadows in Focus: San Francisco&lt;br /&gt;
*Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
*Splintered State&lt;br /&gt;
*Stolen Souls&lt;br /&gt;
*Street Grimoire&lt;br /&gt;
*Street Lethal&lt;br /&gt;
*The Complete Trog&lt;br /&gt;
*The Seattle Gambit&lt;br /&gt;
*The Vladivostok Gauntlet&lt;br /&gt;
&lt;br /&gt;
† Only sections titled &amp;quot;New Qualities&amp;quot; on page 11-12, &amp;quot;New Drugs, Toxins, and Pathogens&amp;quot; on pages 19-21, &amp;quot;New Spells and Powers&amp;quot; on page 21-22, and &amp;quot;New Gear&amp;quot; on pages 22-23.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
*Priority and Sum-To-Ten are the permitted character generation types. Karma Generation is not allowed. Most characters will be built using Standard rules (As opposed to Prime Runner/Street Level). However, it is possible to create characters using the [[#Creating Prime Runners|Prime Runner]] rules (see below).&lt;br /&gt;
&lt;br /&gt;
==Character Slots==&lt;br /&gt;
&lt;br /&gt;
*Players are allotted 3 character slots. They may buy additional slots for 10 [[GMP]] each. When doing this, post a comment to your r/Shadowhavenchargen thread with how much GMP you spent.&lt;br /&gt;
*Extralife prime slots are exempt from this limit.&lt;br /&gt;
&lt;br /&gt;
===Creating Prime Runners===&lt;br /&gt;
&lt;br /&gt;
*Players may purchase prime gen character slots at the cost of 100 [[GMP]] for their first purchase. Any additional slots cost an additional 100 [[GMP]] which is cumulative. &#039;&#039;&#039;(ex.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
**2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
**3rd PG Character Slot - 300 [[GMP]], etc...&lt;br /&gt;
&lt;br /&gt;
*Prime Generation slots purchased through our charity events are exempt from this cumulative price. You must always mark on your characters wiki page the source of the prime gen whether that is something like our extra life events or if it was purchased.&lt;br /&gt;
&lt;br /&gt;
==Attributes at Character Generation==&lt;br /&gt;
&lt;br /&gt;
*Physical and Mental Attributes with an unaugmented value of 1 represent severe handicaps. Often, these lead to poor gameplay, overly narrow characters, and/or a quick demise. As such, characters are limited to a single unaugmented attribute of 1, calculated using the full-body average for any cyberlimbs. Only permanent attribute augmentations count. Additionally, players will be expected to provide at least some in-game justification at chargen for such a handicap (e.g., paraplegic, metagenic defect, severe brain damage, etc.)&amp;amp;mdash;these are not just numbers on a sheet. &lt;br /&gt;
**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;
===Full Body Average===&lt;br /&gt;
&lt;br /&gt;
*For the purposes of determining &amp;quot;full body average&amp;quot; for Agility and Strength when cyberlimbs are involved, the average is determined using each limb and your torso (natural attribute). Cyberskulls should be disabled when [[Chummer_Setup#Character_Options|setting up chummer]].&lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
*AI are not permitted for PC use.&lt;br /&gt;
*The optional rules for playable Free Insect Spirits (Dark Terrors page 32) will not be used. At all.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
*We allow Ghouls, Vampires (Including the Sukuyan variant in Hard Targets), Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you.&lt;br /&gt;
*Optional Infected Powers may not be bought at chargen. You may buy your first optional power immediately following your first run.&lt;br /&gt;
&lt;br /&gt;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
*We acknowledge that SURGED/Shifters/Extremely Body-Mod characters run up against other internet subcultures, but this community is not a place to explore such things. You should have an understanding of the lore, ramifications, and limitations of each type of character. Please contact Shadowhaven Chargen for resources regarding the nuanced lore of the SURGED, Shifters and Extreme Body-Modders. We would like your help in having these types of PCs represented in a way that enriches the Shadowhaven living campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Specializations==&lt;br /&gt;
&lt;br /&gt;
*You may purchase a specialization with skill points even if the rank (or ranks) in the skill were purchased with karma.&lt;br /&gt;
&lt;br /&gt;
==Initiations==&lt;br /&gt;
&lt;br /&gt;
*Initiations are not permitted at chargen.&lt;br /&gt;
&lt;br /&gt;
===Paradigm Shift===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift shall, rather than being a metamagic, be performed by paying the same amount of karma one would ordinarily have to pay to initiate. Thus, an uninitiated mage must pay 13 karma, while a IG 5 mage must pay 28. This does not increase initiate grade or the cost of future initiations. As part of this process, the mage will lose any current traditionalist benefits, if appropriate, and gain any new ones they qualify for based on IG and tradition, as appropriate. They will no longer benefit from their current lodge, and their reagents will be out-of-tradition and thus count for only half, barring special circumstances. Fetishes, spells, foci, and bound spirits (including Ally spirits) will remain. If there are any inconsistencies or questions about the process, contact a member of the council with your concerns.&lt;br /&gt;
*Note that this process does not require formal approval, though it should still be noted on your wiki page. This can only be performed during downtime, or with explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
*All PCs must have a fixer. You may create your own following our [[Contact Rules]], or select an [[:Category:Fixers|existing fixer]].&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
*ShadowHaven has minimum ages for PCs. With the exception of shifters, ShadowHaven PCs will have a minimum age of 18.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
*To prevent the chargen team from being overwhelmed, there is a 1 week waiting period between approvals of a player character. Once your character has been approved, we ask that you wait 1 week before submitting another character for review.&lt;br /&gt;
&lt;br /&gt;
==Sexual Themes==&lt;br /&gt;
&lt;br /&gt;
*We as a living community and leadership recognize that Shadowrun as a game and setting explores dark/mature themes. The ultimate bounds of what is acceptable will always be subjective based upon group and GM. In the case of our community, we strive for a standard that takes the setting material seriously and allows for the exploration of grittier themes while considering the comfort of the maximum amount of people.&lt;br /&gt;
&lt;br /&gt;
*To this end, submitted characters may not solely be vehicles for the exploration of sexual themes. This includes character art. Of note, cropped versions of hardcore or softcore pornography remain unacceptable after cropping due to their &amp;quot;bedroom eyes&amp;quot; quality. Discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
*Shifters by dint of what they are, will not be permitted either in backstory or play to explore/RP an intimate relationship with a metahuman. Cursory mention/RP of familial bonds/relationships with their own species is acceptable but should never be sexualized in any manner. As always, discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
==Advisements==&lt;br /&gt;
===Lifestyle Location Advisement===&lt;br /&gt;
&lt;br /&gt;
*If your character&#039;s primary lifestyle is located outside of the city the mission takes place in and you lack a rail pass that is connected to the mission city, you will likely incur transportation fees and fatigue before runs, at GM discretion. The cost of a plane ticket between two cities is half the distance between the two cities in kilometers plus 100 nuyen. &lt;br /&gt;
**Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
===Social Skills Advisement===&lt;br /&gt;
&lt;br /&gt;
The council has ruled to officially recommend, but not require, at least 4 etiquette dice. Having low dice pools in etiquette can lead to difficulties on runs. The council will be unsympathetic if negative events happen in a run due to a low etiquette dice pool.&lt;br /&gt;
&lt;br /&gt;
=Maintaining a Character=&lt;br /&gt;
==Burning Edge==&lt;br /&gt;
&lt;br /&gt;
*On the ShadowHaven, characters shall remain playable after burning edge on most runs. This does not mean there is no hardship in a near-death experience, but players should be able to run with their character again with scars from their experience that are not overwhelming should they choose to continue to run.&lt;br /&gt;
&lt;br /&gt;
[[On Burning Edge|You can find information here on how burning edge works on ShadowHaven.]]&lt;br /&gt;
&lt;br /&gt;
==Gaining Positive Qualities and Buying off Negative Qualities==&lt;br /&gt;
&lt;br /&gt;
*Players are allowed to purchase positive qualities and buy off negative qualities, outside of character generation. [https://www.reddit.com/r/ShadowHavenBBS/comments/etwdxu/quality_purchasing_thread_3/ However, you must post in the quality purchasing thread.]&lt;br /&gt;
*Most qualities do not need approval, you simply need to post that you bought it in the thread and a justification for why you bought it, but some do. &lt;br /&gt;
**Qualities that require approval are approved by members of the Thematics Team. They also have veto power over all quality purchases. Below are qualities that must be approved by members of the thematics team, which is subject to expansion, or by a GM after a run:&lt;br /&gt;
***Made Man (Page 148, Run Faster)&lt;br /&gt;
***Chosen Follower&lt;br /&gt;
***Any Infected Quality (Page 136-141, Run Faster)&lt;br /&gt;
***SURGE III (Page 101, 103, 109, 111-123, Run Faster)&lt;br /&gt;
***Solid/Legendary Rep (Page 149, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
&lt;br /&gt;
*Training time for attributes, skills, martial arts and specializations will be removed.&lt;br /&gt;
&lt;br /&gt;
*Due to removing training time, several qualities must change. See [[#Qualities_affecting_Training|Altered Qualities]] below.&lt;br /&gt;
&lt;br /&gt;
==Delivery Time==&lt;br /&gt;
&lt;br /&gt;
*Delivery time while in-play on a table remains unchanged. GMs are free to and encouraged to allow immediate or near-immediate purchases of items at or below 12 availability, including illegal items, assuming the PCs are not under undue time pressure. GMs are free to truncate any other delivery time on their table as they deem fit.&lt;br /&gt;
&lt;br /&gt;
*Delivery time while not in-play on a table is immediate. A successful or tied availability test indicates that the player may add the item to their character’s sheet immediately for the appropriate cost. In the event that a character fails a test, they must wait twice the normal delivery time for that item before they may try again to acquire that item through the same vector. In this case, a vector is a particular PC rolling negotiation against availability to acquire an item (Note, one can not roll negotiation to get gear for another PC outside of a run), or an NPC rolling their appropriate Gear Acquisition roll as outlined in our [[Contact Rules]]. For example, a character who wishes to acquire an item with a RAW delivery time of 2 days may roll their negotiation themselves to acquire an item. If they fail, they may not attempt to roll for that item themselves again for 4 days. They may, however, still have an appropriate contact attempt to acquire it before that time.For these purposes, time is tracked in real time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |RAW Delivery Times&lt;br /&gt;
|-&lt;br /&gt;
|Gear Cost&lt;br /&gt;
|Cool down&lt;br /&gt;
|-&lt;br /&gt;
|Up to 100 nuyen&lt;br /&gt;
|6 hours&lt;br /&gt;
|-&lt;br /&gt;
|101 nuyen to 1000 nuyen&lt;br /&gt;
|24 hours&lt;br /&gt;
|-&lt;br /&gt;
|1001 nuyen to 10000 nuyen&lt;br /&gt;
|2 days&lt;br /&gt;
|-&lt;br /&gt;
|10001 nuyen to 100000 nuyen&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|More than 100000 nuyen&lt;br /&gt;
|1 month&lt;br /&gt;
|}&lt;br /&gt;
==Initiations and Submersions==&lt;br /&gt;
&lt;br /&gt;
*Initiations remain linked to real-life passage of time, however, the timeframes shall differ from RAW. An Awakened character may initiate for the first time immediately after the completion first run, but not prior.&lt;br /&gt;
*This does not require a roll, and does not take any time, but costs the normal amount of karma.&lt;br /&gt;
*The second initiation for a full Magician or Mystic Adept may not be undertaken until 6 real-life weeks have passed from the first initiation, requires no time or roll, and costs the usual amount of karma. &lt;br /&gt;
**Each additional initiation adds an additional 2 weeks to this timer. There is no upper cap on how long one must wait before initiating again. Other types of Awakened must wait half as long as Magicians and Mystic Adepts, but must still pay the normal karma cost.&lt;br /&gt;
**This means the formula for how long after your previous initiation you must wait in order to initiate again for Mystic Adepts and Magicians is (4+2*(Current Initiate Grade)) weeks. &lt;br /&gt;
**For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
*Submersions, as per RAW, have no roll required, no time, and no cooldown.&lt;br /&gt;
&lt;br /&gt;
===Ordeals===&lt;br /&gt;
&lt;br /&gt;
*Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
*Karma discounts for ordeal runs (initiation/submersion) do not count against RVP. The discount is more than made up by the danger inherent in a solo run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Nine Paths of Enlightenment (Page 140, SG) , Asceticism (Page 141, SG), Familiar (Page 142, SG), Hermit (Page 142, SG), Sacrifice (Page 142, SG), and Thesis/Masterpiece (Page 142, SG) initiatory ordeals are banned.&lt;br /&gt;
*Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) require a run focused around them.&lt;br /&gt;
*Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. &lt;br /&gt;
**Geas must also be noted on the PC&#039;s wiki page in a separate section so GMs can easily interact with them.&lt;br /&gt;
&lt;br /&gt;
==Medical Needs and Downtime==&lt;br /&gt;
&lt;br /&gt;
*All health is restored at the end of a run, unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
*Cyberware, bioware, geneware, and other augmentations requiring surgery or vat time are installed instantly, without the need for healing.&lt;br /&gt;
&lt;br /&gt;
==Downtime Edge==&lt;br /&gt;
&lt;br /&gt;
*If edge is used during downtime, it can be regained after the start of the next run. (That is, you start with the lost edge but start regaining it with normal rest in play.) At the end of a run, all edge is regained.&lt;br /&gt;
&lt;br /&gt;
==Character Development Points==&lt;br /&gt;
&lt;br /&gt;
*Contacts can be purchased and upgraded via [[CDP]], a new system that encourages story driven character growth outside of core competencies. CDP (Character Development Points) are a new run reward separate from RVP. It can be used to upgrade knowledge skills and buy or upgrade contacts. It may not be used for any other purpose. GMs should feel free to suggest CDP expenditures to reflect lessons learned and contacts made during a run. Players can work together and contribute CDP to a public contact to globally boost that contact’s Connection Rating. For the purposes of awarding contacts on a run at GM discretion, the GM may convert RVP from the run rewards into CDP at an exchange rate of 1 [[RVP]] = 2 CDP. This may be used for Buying Contacts or Upgrading Contacts in accordance with the [[Contact_Rules#Buying_and_Upgrading_Contacts|contact rules]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 2 CDP per run, this can be increased with thematics approval for low payout (for example hooding) or failed runs.&lt;br /&gt;
&lt;br /&gt;
*CDP can alternatively be spent on knowledge skills, at a rate equivalent to karma. While not required, it is considered tradition to spend some CDP on knowledge skills which reflect the runs your character has been on, showing things learned over their career.&lt;br /&gt;
&lt;br /&gt;
==Resubmit Rules==&lt;br /&gt;
&lt;br /&gt;
===Voluntary Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*At any given time, a player may choose to resubmit an approved character for a respec or full rebuild. The resubmitted character must go through the approval process again. The character can keep run rewards from one previous run it was on, before the resubmit. It loses all other run rewards, initiations, metamagics, post-gen gear, etc. GMP invested into the character is not refunded. A character may be resubmitted as a prime-gen character should the player have an open prime slot.&lt;br /&gt;
&lt;br /&gt;
===Triggered Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*Occasionally, the rules on ShadowHaven may change. This could be due to the release of a new book, recognition that a mechanic is problematic, or introduction of new house rules or a new ruling. When this happens, council may allow full or partial resubmits for some or all characters. A player may (or---occasionally---must) elect to resubmit a character. The resubmitted character must go through the approval process again. The character may keep *all* prior run rewards (whether they are karma, nuyen, constrained purchases of gear, contacts, etc.). All GMP invested into the character may be freely reassigned to the same character. GMP does not need to be spent at the time of the resubmit, but it may not be transferred to another character, player, or spent on non-character purchases (such as an additional or prime-gen character slot). A character may not be resubmitted using a different character generation scheme (normal or prime-gen).&lt;br /&gt;
&lt;br /&gt;
*Any event which allows for Triggered Resubmits will be called out explicitly in the post. It will specify which characters are allowed or mandated to do so and any other constraints attached to the process.&lt;br /&gt;
&lt;br /&gt;
===Permitted Minor Changes===&lt;br /&gt;
&lt;br /&gt;
*Sometimes, purchases are made due to a misunderstanding of the mechanics behind it. Minor changes, such as requesting to change a Specialization out, or swap out a spell for a different spell, may be permitted. These are handled on a case by case basis. Please submit your request to the [https://www.reddit.com/r/ShadowHavenBBS/comments/etwc3s/topics_for_discussion_thread_7/ Topics for Discussion Thread] for the council to consider.&lt;br /&gt;
&lt;br /&gt;
=Houserules and Custom Mechanics=&lt;br /&gt;
==Banned Content==&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
The following qualities are not permitted for characters to have:&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
&lt;br /&gt;
*Apt Pupil (Forbidden Arcana, Page 32)&lt;br /&gt;
*Archivist (Forbidden Arcana, Page 32)&lt;br /&gt;
*Better to be Feared than Loved (Chrome Flesh, Page 54)&lt;br /&gt;
*Blood Crystal qualities (Forbidden Arcana, Page 132) are restricted to NPCs only&lt;br /&gt;
*Dracoform (Any) (Howling Shadows, 163-164)&lt;br /&gt;
*Elemental Focus (Hard Targets, Page 191)&lt;br /&gt;
*Friends in High Places (Run Faster, Page 147)&lt;br /&gt;
*Groveler (Kill Code, Page 96) shall not be permitted for use on the ShadowHaven in any capacity, in any universe, ever.&lt;br /&gt;
*Human Lifespan (The Complete Trog, Page 188): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
*Illusionist (Forbidden Arcana, Page 37)&lt;br /&gt;
*Latent Dracomorphosis (Howling Shadows, Page 164)&lt;br /&gt;
*Massive Network (No Future, Page 177)&lt;br /&gt;
*Networker (No Future, Page 177)&lt;br /&gt;
*Observant (Street Lethal, Page 129): Is assumed to be automatically possessed by all characters. [[#Other_Altered_Mechanics|See Below]].&lt;br /&gt;
*Puppet Master (Forbidden Arcana, Page 39)&lt;br /&gt;
*Revels in Murder (Chrome Flesh, Page 56)&lt;br /&gt;
*Stalwart Ally (Forbidden Arcana, Page 42)&lt;br /&gt;
*SURGE I and SURGE II (Run Faster, Page 103)&lt;br /&gt;
*Team Player (Kill Code, Page 97)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
&lt;br /&gt;
*Amnesia: Neural Deletion &amp;amp; Surface Loss (Run Faster, Page 152)&lt;br /&gt;
*Borrowed Time (Run Faster, Page 153)&lt;br /&gt;
*Code of Honor: Black Hat (Kill Code, Page 99)&lt;br /&gt;
*Consummate Professional (Assassin&#039;s Primer, Page 17)&lt;br /&gt;
*Dead Emotion (Chrome Flesh, Page 57)&lt;br /&gt;
*Dead SIN (Better Than Bad, Page 162)&lt;br /&gt;
*Earther (Run &amp;amp; Gun, Page 169)&lt;br /&gt;
*Echo Chamber (Kill Code, Page 78)&lt;br /&gt;
*Every Man For Himself (Street Lethal, Page 181)&lt;br /&gt;
*Escaped Custody (Kill Code, Page 99)&lt;br /&gt;
*Hung Out to Dry (Run Faster, Page 155)&lt;br /&gt;
*In Debt (Run Faster, Page 156)&lt;br /&gt;
*Information Auctioneer (Kill Code, Page 78)&lt;br /&gt;
*Lazy Fingers (Kill Code, Page 79)&lt;br /&gt;
*No Man Left Behind (Street Lethal, Page 181)&lt;br /&gt;
*One of Them (Chrome Flesh, Page 58)&lt;br /&gt;
*Pregnant (Bullets &amp;amp; Bandages, Page 12)&lt;br /&gt;
*Resonant Burnout (Kill Code, Page 99)&lt;br /&gt;
*So Jacked Up (Chrome Flesh, Page 59)&lt;br /&gt;
*Stay Out Of My Way (Street Lethal, Page 129)&lt;br /&gt;
*Stolen Gear (No Future, Page 177)&lt;br /&gt;
*This Is Your Last Chance (Street Lethal, Page 129)&lt;br /&gt;
*Tough and Targeted (Chrome Flesh, Page 59)&lt;br /&gt;
*Well, Actually... (Kill Code, Page 79)&lt;br /&gt;
*&#039;Ware Intolerance (Kill Code, Page 100)&lt;br /&gt;
*Wildcard Chimera (Dark Terrors, Page 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Awakened Content===&lt;br /&gt;
====Banned Spells====&lt;br /&gt;
Everything involving Blood, Bug, and Toxic Magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells and powers 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;
*Rot&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
*Shape [Material] (Page 118, Street Grimoire)&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
&lt;br /&gt;
====Banned Alchemical Preps====&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Adept Powers====&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
&lt;br /&gt;
====Banned Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
====Banned Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necro Magic&#039;&#039;&#039; (Page 82, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Draconic Tradition&#039;&#039;&#039; (Page 76, Forbidden Arcana) - Draconic Tradition is only permitted for the use by Drakes, which makes it de facto banned on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot&#039;&#039;&#039; (Page 91, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Traditions&#039;&#039;&#039; (Page 101, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Insect Shaman&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Toxic&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Expansion: Shedim&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predator Feast&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sacrifice&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot Summoning&#039;&#039;&#039; (Page 45, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Page 90, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
====Banned Arts====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Geomancy&#039;&#039;&#039; (Page 143, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
===Banned Emerged Content===&lt;br /&gt;
&lt;br /&gt;
====Banned Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Host Emulator Complex Form&#039;&#039;&#039; (KC 94) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Pinch Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Resonance Cache Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Search History Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
====Dissonant Ban====&lt;br /&gt;
&lt;br /&gt;
*Dissonant streams, powers, echos, forms, and etc. shall be NPC only, including those from page 132 through 134 of Kill Code&lt;br /&gt;
&lt;br /&gt;
====Banned Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Draining Spike&#039;&#039;&#039; echo (KC 101) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Refined Reagents Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Radical Reagent Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Group Resources&#039;&#039;&#039; (Page 43, Data Trails) &lt;br /&gt;
**The mechanics of the example groups on pages 35 through 43 in Data Trails are also not in use, [[:Category:Factions|see the factions page for the rules in play on the Haven for those listed factions.]]&lt;br /&gt;
*&#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
*All content relating to Submersion Groups, Tribes, and Flash Tribes from pages 106 through 117 of Kill Code.&lt;br /&gt;
*Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs).&lt;br /&gt;
&lt;br /&gt;
===Banned Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haywire&#039;&#039;&#039; (KC 38) shall not be permitted on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
*Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
*Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
*Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
*Renfield (Page 128, Hard Targets)&lt;br /&gt;
*The MOS (KC 58) shall not be permitted until it is evaluated in light of our custom deck rules.&lt;br /&gt;
*Fuchi Cyber-N Series (KC 60) is banned.&lt;br /&gt;
*Fuchi Cyber-EX Series (KC 60) is banned.&lt;br /&gt;
*The Co-Pilot line of programs (KC 71) shall not be permitted for use on the ShadowHaven in any capacity due to a critical inability to understand what they were trying to do.&lt;br /&gt;
*Surplus and Refurbished PI-Tacs (KC 73) are not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
*Personal Drone Rack (KC 73) will be reviewed should other items with hardpoints be published in the future.&lt;br /&gt;
*The &amp;quot;Mercury-Alpha&amp;quot; Battlefield Signal booster (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*The Micro-Dish Transmitter (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*Hardened Mil-Spec Armor of any kind (R&amp;amp;G 66) shall not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Ammo &amp;amp; Grenades====&lt;br /&gt;
&lt;br /&gt;
*Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Painade (Page 135, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
&lt;br /&gt;
*Horizon Little Buddy (Page 146, Rigger 5.0)&lt;br /&gt;
*Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
*Noizquito (Page 128, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
&lt;br /&gt;
*Chameleon Coating (Page 184,194 Stolen Souls) (We only use the Rigger 5 Chameleon Coating on ShadowHaven)&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf, or Ork) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*Smuggling Compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (Page 461, Core) (We only use the Rigger 5 weapon mount rules on ShadowHaven)&lt;br /&gt;
*Yerz Kit (Page 187, The Complete Trog) (Use ‘Yerzed Out’ from Page 171, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
&lt;br /&gt;
*Immunization (Chrome Flesh 164)&lt;br /&gt;
*All Gammaware grades&lt;br /&gt;
*All Omegaware grades&lt;br /&gt;
*One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
===Banned Lifestyle Options===&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Altered Content==&lt;br /&gt;
===Altered Qualities===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adept Healer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Adept Healer does not function on drain damage.&lt;br /&gt;
**Damage transferred by this ability will count as drain, and as such, cannot be transferred by further instances of this power, or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animal Familiar&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in attune animal, to function. If purchased at chargen it is assumed you already succeeded this test.&lt;br /&gt;
**A Familiar must be a mundane critter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Bombmaker&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Bombmaker is limited to a number of increases in drain equal to your alchemy skill rating divided by 4, rounded down: Once at rating 4, twice at rating 8, three times at rating 12.)&lt;br /&gt;
**Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Armorer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Armorer is required to learn the Alter Ballistics (p51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Bodyguard&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**As per page 48 of the Core Rules, &amp;quot;A Note on Rounding&amp;quot;, round the dice you can use on yourself up&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Improviser&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
**Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
**The 1/week limitation will be altered to 1/run for ease/simplicity of bookkeeping&lt;br /&gt;
**You must meet all the prerequisites to cast the spell, or otherwise be able to learn the spell (meaning no banned spells, and no spells that you wouldn&#039;t be able to take otherwise.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astral Bouncer&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**This will only identity the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, All Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all Mastery Qualities.&lt;br /&gt;
**This will only identity the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight)&lt;br /&gt;
**In addition to an Initiate Grade and Adept Powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an Initiate Power.&lt;br /&gt;
**Edge can not be determined.&lt;br /&gt;
**Physical and mental attributes can not be determined.&lt;br /&gt;
**It is up to GM Discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AVRSE&#039;&#039;&#039; (KC 76) shall apply a -4 penalty to all actions taken while in VR, regardless of location. VR is how you get your brain fried, chummer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barehanded Adept&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**This will not work with a spell learned with adept spell&lt;br /&gt;
**These spells will not work on yourself. Further, the target must be attacked.&lt;br /&gt;
**This will only work with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Better on the Net&#039;&#039;&#039; (KC 96) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Baby&#039;&#039;&#039; (KC 77) shall function as written, except that the penalty is -1 to all actions, and will always fade when you next would regain edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Forest Native&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**You do not require this quality to be from The Black Forest&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brittle&#039;&#039;&#039; [Attribute] negative quality (KC 99) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Breaker&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chosen Follower&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**The following options are removed from the list of benefits: ‘Learn two spells or rituals.’ &amp;amp; ‘Improve a magical active skill from rank 1 to rank 3.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;College Education&#039;&#039;&#039; (Page 145, Run Faster) &lt;br /&gt;
**This quality is incompatible with the Uneducated (Page 87, Core) Quality&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted only with a genuine Corporate Limited or Full SIN. On loss of the SIN, you lose the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Pariah&#039;&#039;&#039; (Page 129, Street Lethal) shall be permitted, but only with a current (7 karma version) or past (10 karma version) corp SIN from an AAA corporation. Records on File is required for the 10 point version. It is not actually required for your character to have had the Corporate SINner negative quality, merely that they have had it in their fluff at some point in the past.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Community Connection&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cyber-Snob&#039;&#039;&#039; (CF 57) shall be altered to allow Alphaware as the minimum grade so that it may be taken at chargen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Ally&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Only spirits that are not toxic or blood related which PCs normally have access to can be chosen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Data Hog negative quality&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers. Deckers are encouraged to examine “Wanted By GOD” instead, from Data Trails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Dealer&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dedicated Conjurer&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dependent&#039;&#039;&#039; &lt;br /&gt;
**Some addictions are better suited with the Dependent quality, and thus we recommend its use instead for alcohol, cigarettes, coffee, video games etc. Speak to your Chargen Minion to see if the Dependents or Addiction quality applies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Discombobulated&#039;&#039;&#039; (KC 77) shall instead apply a -2 penalty to all actions when acting outside of VR.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durable Preparations&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Durable Preparations stacks with Practiced Alchemist (p39, FA), effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Master&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Elemental Master will only work with the natural elements; Air, Earth, Fire, or Water. Electricity is not a valid choice.&lt;br /&gt;
**Elemental Master does not apply to damage received from drain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual-Natured Defender&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Dual-Natured Defender is a free action to activate, and free action to deactivate.&lt;br /&gt;
**Dual-Natured Defender only functions on your innate dual natured quality, such as that from being infected. Any other sources of Dual Natured, such as Channeling a Spirit, or being in an Astral Rift, are unaffected, and do not qualify you for the quality.&lt;br /&gt;
**The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
**Rather than simply cease Astral Perception, Dual-Natured Defender will temporarily cause you to not count as a Dual Natured being while active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frostbite&#039;&#039;&#039; (KC 78) shall only be permitted in abilities for which the character has at least 4 ranks. It also may not be applied to any skill in the Tasking group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Location Attunement&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted. After a month, the quality&#039;s benefits are lost, not quality itself, negating the need to repurchase it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hair Trigger&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hi-Rez&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Does not permit a character possessing the quality to make a Matrix Perception test to detect hidden icons as a free action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Door&#039;&#039;&#039; (KC 96) shall be permitted for use. It provides a stacking, cumulative +2 bonus to the Data Spike action when targeting Persona or IC. The bonus is gained upon filling a persona or IC&#039;s matrix condition with a Data Spike or Brute Force. This bonus is retained until the character takes a Simple or Complex Action other than Data Spike, or until a Data Spike action is taken that does not fill the condition monitor of a Persona or IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Hack&#039;&#039;&#039; (BTB 160) shall be permitted for use on the ShadowHaven, however, the user may not gain any benefits from teamwork from either sprites or agents for this action. The user also does not get any free actions to shift deck attributes or swap programs before this action. It is made as a sudden reflexive action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Know Your Limit&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Deflector&#039;&#039;&#039; (Page 38, Forbidden Arcana)&lt;br /&gt;
**Missile Deflector requires a successful Missile Parry (p310. CRB) interrupt, followed by the Counterstrike Adept Power (p170, SG) interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike Adept Power, when this ability is used, it will allow you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nasty Trog&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natural Hacker&#039;&#039;&#039; (KC 97) shall only be permitted for technomancer characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One With The Matrix&#039;&#039;&#039; (KC 97) shall only exist at the 8 karma level. The 2 and 10 karma versions are not permitted for use on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pacifist Adept&#039;&#039;&#039; (Page 39, Forbidden Arcana)&lt;br /&gt;
**The Notoriety restriction on Pacifist Adept is removed, due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder, or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prototype Materials&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**This quality can only be taken once, and does not require a run reward. It cannot be taken at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resonant Discordance&#039;&#039;&#039; (Page 161, Better Than Bad)&lt;br /&gt;
**Despite being a Mastery Quality, this does not require a Magic score. It may be taken by any Technomancer who has submerged at least once, by paying the appropriate karma cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restricted Gear&#039;&#039;&#039;&lt;br /&gt;
**May not be used to get Deltaware or Milspec armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenant Adept&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**If used, note the date used on your character&#039;s wiki page along with a link to the run where it was used on.&lt;br /&gt;
**Revenant Adept works until it&#039;s cleared all the damage that Regeneration can clear, you&#039;ve died, or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
**Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack, and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Modifications&#039;&#039;&#039; (Page 161, Better Than Bad) shall be permitted. It shall remain mundane only - only characters without a Magic or Resonance score may take the quality.&lt;br /&gt;
**This quality functions as written except with the following caveats: A character may shift the benefits of Special Modifications to a new weapon at the end of any given run, regardless of if the weapon was lost or destroyed. When doing so, one may change the benefits granted by the quality freely, even without changing the weapon they are applied to. It does not require any payment of lifestyle or similar. If a character has any ranks, they may change the fluff of the weapon within relatively close reason without expending a &amp;quot;slot&amp;quot;, but this cannot alter the concealability, apparent legality, or other mechanical attributes of the weapon. If a weapon does not deal elemental damage natively, it cannot be altered to deal elemental damage, however, if it does natively deal elemental damage of one type, one may spend one &amp;quot;slot&amp;quot; to change that type permanently to another type from the following list: electricity, acid, fire, water, cold. For spec mods specify that acid damage does not persist, applying damage and elemental effects for one round only. For simplicity, this does not alter the ammunition requirements. Hang a lampshade on it, if necessary. Disregard the entire last paragraph of the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silence is Golden&#039;&#039;&#039; (KC 77) functionally provides 2 noise reduction to all devices and personas within a 10 meter radius of the character with the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SINner&#039;&#039;&#039; (Page 84, Core)&lt;br /&gt;
**Instead of a tax on NuYen earned, the SINner quality shall act as an increase to lifestyle costs, similar to Dependent (Page 80, Core).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Jammer&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Hunter&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
**Spirit Hunter will cancel any sustained powers, and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skinwalker&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**The pelt for a mundane creature will cost 50% of the price of purchasing the critter itself, and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sloppy Code&#039;&#039;&#039; (KC 79) applies to tests to defend against Matrix Perception when running silent, not to Stealth tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spectral Warden&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprawl Tamer&#039;&#039;&#039; (Page 41, Forbidden Arcana)&lt;br /&gt;
**Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprite Combustion&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;State of Purity&#039;&#039;&#039; (BTB 160) shall be permitted for use on ShadowHaven. Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SURGE III&#039;&#039;&#039; (Page 103, Run Faster) ShadowHaven allows player characters to thematically be class 1, 2, or 3 surgelings (Run Faster, Page 101). However, this is done through the exlcusive use of the SURGE 3 quality and mechanics. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taint of Dissonance&#039;&#039;&#039; (KC 100) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Technical School Education&#039;&#039;&#039; (Page 150, Run Faster)&lt;br /&gt;
**Incompatible with the Uneducated (Page 87, Core) quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trog Traitor&#039;&#039;&#039; (Page 189, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trust Fund&#039;&#039;&#039; (Page 151, Run Faster) may be taken with a Corporate Limited SIN (Page 84, Core)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uneducated&#039;&#039;&#039; (Page 87, Core)&lt;br /&gt;
**This quality is incompatible with the College Education (Page 145, Run Faster) or the Technical School Education (Page 150, Run Faster) qualities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vexcraft&#039;&#039;&#039; (Page 42, Forbidden Arcana)&lt;br /&gt;
**Suppress focus is a simple action, and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
**Grounding focus is a complex action, and can be used from either the astral or physical, but requires both the focus to be eligible to target, and the owner to be eligible to target. This means you can only use this ability to damage a dual natured, or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
**Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Worship Leader&#039;&#039;&#039; (Page 42, Forbidden Arcana)&lt;br /&gt;
**The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Qualities affecting Training====&lt;br /&gt;
&lt;br /&gt;
*Dependents will remove all references to training time. All other impacts are in effect.&lt;br /&gt;
&lt;br /&gt;
*The Sensei quality will have the following changes.&lt;br /&gt;
**If the Sensei is a skill sensei, the karma cost for increases in the selected skill will be reduced by 3.&lt;br /&gt;
**If the Sensei is a skill group sensei, the karma cost for increases individual skills in the group in the selected skill group will be reduced by 1.The whole group can be improved at a cost reduction of 3.&lt;br /&gt;
**If this reduced the cost for a new rank to zero, you may increase the skill to the rank instantly, for free. This applies even in cases where other qualities interact with this house rule.&lt;br /&gt;
**Sensei does not require a contact. The “Sensei” NPC may be a contact already on your sheet, but may also be a described but non-contact NPC. The quality does *not* grant a free contact.&lt;br /&gt;
&lt;br /&gt;
*Day Job will follow the table below, increasing the karma cost for attributes, skills, martial arts and specializations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Day Job Karma Cost modifier&lt;br /&gt;
|-&lt;br /&gt;
!Fame:&lt;br /&gt;
!None/Local&lt;br /&gt;
!National/Megacorp&lt;br /&gt;
!Global&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 1&lt;br /&gt;
|1&lt;br /&gt;
|1.5 (Every odd numbered increase is +2 instead of +1)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 2&lt;br /&gt;
|2&lt;br /&gt;
|2.5 (Every odd numbered increase is +3 instead of +2)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 3&lt;br /&gt;
|3&lt;br /&gt;
|3.5 (Every odd numbered increase is +4 instead of +3)&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Note on Kill Code Qualities====&lt;br /&gt;
&lt;br /&gt;
Except where noted, all Qualities listed from Page 96 to 100 of Kill Code shall be permitted for any matrix PC, not just technomancers. This also applies to the positive and negative qualities on Page 76 to 79 of Kill Code&lt;br /&gt;
&lt;br /&gt;
===Altered Awakened Content===&lt;br /&gt;
====Altered Spells====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Comet&#039;&#039;&#039; (Page 50, Forbidden Arcana)&lt;br /&gt;
**Comet does not ignore armour specific elemental resistances (Specifically, fire resistance.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered Ballistics&#039;&#039;&#039; (Page 51, Forbidden Arcana)&lt;br /&gt;
**Alter Ballistics can also be used on arrows &amp;amp; bolts, as well as bullets, but not area of effect explosives such as rockets or grenades, or other “ballistic” weapons such as darts, thrown weapons, or tasers.&lt;br /&gt;
**Alter Ballistics requires Alchemical Armorer to learn, and can only be made into a preparation, not cast as a spell.&lt;br /&gt;
&lt;br /&gt;
=====Multi-Casting=====&lt;br /&gt;
&lt;br /&gt;
*To determine dicepools for multi-casting, take the dice pool and divide pool for a given spell by the number of times splitting, round up. Thus, if you cast 3 spells, each with a pool of 18 normally, you&#039;d get 6 dice each. If you cast 2 spells and one had a pool of 20, and the other a pool of 14, the first would cast with 10 dice and the second with 7.&lt;br /&gt;
&lt;br /&gt;
====Altered Adept Powers====&lt;br /&gt;
&lt;br /&gt;
*Mystic Aptitude (BTB 159) shall be permitted on ShadowHaven. When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Rapid Draw (SG 173) does not permit a free action attack. It does permit a weapon to be drawn as a free action, and if it is your action phase, you may follow up with any attack action you desire, unlike the normal constraints of a quick draw. The free-action draw is most likely to be relevant when you need a weapon in hand for a specific interrupt action.&lt;br /&gt;
&lt;br /&gt;
====Altered Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*The Guanyin mentor spirit (BTB 139) shall be permitted for use on the ShadowHaven, but it must be included as a listed quality on your wiki, and the wiki page must be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Altered Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancestor Shamans&#039;&#039;&#039; (Page 74, Forbidden Arcana)&lt;br /&gt;
**You receive the Channeling Metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditional Black Mage&#039;&#039;&#039; (Page 60, Forbidden Arcana)&lt;br /&gt;
**You do not receive Animal Familiar for free.&lt;br /&gt;
**You do not receive Dark Ally for free.&lt;br /&gt;
**&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditionalist Traditions&#039;&#039;&#039; (Pages 60-91, Forbidden Arcana)&lt;br /&gt;
**If you take a Traditionalist or other special path, it is a Paradigm Shift to leave said path. Your Initiation count cannot &#039;restart&#039;. If you missed the Initiation for the level 1 gain, it is missed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norse&#039;&#039;&#039; (Page 68, Forbidden Arcana)&lt;br /&gt;
**Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
**Cunning Woman: Can only be taken by a Magician, Mystic Adept, or Aspected Spellcaster.&lt;br /&gt;
**The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on Shadowhaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path Of Pariah&#039;&#039;&#039; (Page 85, Forbidden Arcana)&lt;br /&gt;
**Pariahs are allowed to pick a drain stat out of charisma, intuition, or logic. For their second initiation, disregard the requirement to take the opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elder God Magic&#039;&#039;&#039; (Page 78, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planar Magic&#039;&#039;&#039; (Page 87, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Romani&#039;&#039;&#039; (Page 90, Forbidden Arcana)&lt;br /&gt;
**Only traditionalists are allowed on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Altered Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Defense&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Defense does require the user to Astrally Perceive to be used. If you do not have an innate way to perceive astrally, you must take the astral perception adept power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Reflection&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Reflection requires the user to be Astrally Perceiving, similar to the Reflect Spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
**Must have line of sight to allies to work.&lt;br /&gt;
**For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage.&lt;br /&gt;
&lt;br /&gt;
====Altered Mage Archetypes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Elementalist&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may be Elementalists. You must choose to be an Elementalist at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hedge Witch/Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may become Hedge Witches/Wizards. You must choose to be a Hedge Witch/Wizard at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Null Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected Magicians, Full Magicians, and Mystic Adepts may be Null Wizards. You must choose to be a Null Wizard at character generation.&lt;br /&gt;
**The ‘summoning’ skill will be added to the list of skills they cannot take.&lt;br /&gt;
**A Null Wizard receives the ‘Spell Resistance’ adept power, at a rating equal to initiate grade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Seer&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, 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;
**Per Core page 69, Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so. The table in Street Grimoire does not superseded this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Explorer&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**An Explorer can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aware&#039;&#039;&#039; (Page 49, Forbidden Arcana)&lt;br /&gt;
**An Aware can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adepts and Ways====&lt;br /&gt;
&lt;br /&gt;
*Mystic Adepts will be held to the RAW restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channelling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they will have to follow The Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*This precludes them from accessing any other way and has a barrier to entry (in the form of the cost of joining the Way.)&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
**The 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;
&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 Increase Reflexes spell he is sustaining is taking its toll. In order to pass it off to his spirit, he orders it to disengage and move to behind the brick building. After the transaction is complete, he orders it to hide in a building a few blocks away.&lt;br /&gt;
====Magical Lodge Background Count====&lt;br /&gt;
&lt;br /&gt;
*Mage Lodges shall have a background count equal to Force / 3 rounded up.&lt;br /&gt;
&lt;br /&gt;
====Clarification on Astral Signatures====&lt;br /&gt;
&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of Astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of Astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
&lt;br /&gt;
===Altered Emerged Content===&lt;br /&gt;
====Altered Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bootleg Program Complex Form&#039;&#039;&#039; (KC 94) shall be permitted for use on the ShadowHaven. The defending party may elect to not roll their defense, making the test unopposed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mirrored Persona Complex Form&#039;&#039;&#039; (KC 95) shall be permitted on the ShadowHaven, but rather than the written text, it shall have Target: Self, Duration: Sustained, Fade Value: Level -2, and shall automatically negate the next failed defense test against a matrix action other than Matrix Perception targeting the sustaining technomancer.&lt;br /&gt;
&lt;br /&gt;
====Altered Sprite Powers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bodyguard&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but requires the sprite using it to be actively on the matrix in the same &amp;quot;location&amp;quot; as you - the same grid or host. When used, it will stop a single Attack action targetting the compiling technomancer&#039;s persona. The sprite must have 10 initiative on the clock, must have at least 1 task left, and is irreparably destroyed with no chance of resistance. Activating this is not an action on the part of the technomancer, and does not require awareness of the incoming attack IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but the redirected damage is unresisted, and cannot be healed by any means. Additionally, the sprite must be of at least the same level as the effect causing the fading, if relevant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Enhance&#039;&#039;&#039; optional sprite power (KC 101) may be taken and used by any sprite who qualifies, not just companion sprites. It still uses tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Altered Paragons====&lt;br /&gt;
&lt;br /&gt;
*The Archivist (KC 103) paragon&#039;s advantage shall give a +1 dice pool bonus and +1 limit bonus on Matrix Search actions, rather than the listed bonuses.&lt;br /&gt;
&lt;br /&gt;
*The Daedalus (KC 103) paragon&#039;s advantage shall give +1 die on Hardware tests, and +1 limit to Pilot [x-craft] skill tests - specifically, tests which roll an attribute and a Pilot skill together. It does not increase the limit for purposes other than the number of hits one can keep on these tests.&lt;br /&gt;
&lt;br /&gt;
*The advantage granted by the IC paragon (KC 104) shall not apply in any fashion against or in relation to IC.&lt;br /&gt;
&lt;br /&gt;
=====Note on Paragons=====&lt;br /&gt;
&lt;br /&gt;
A Paragon&#039;s favor may be lost in the course of a run. Typically this shall be due to the written cause in each Paragon, though a GM has discretion for other, related things to cause a loss of favor. If this occurs, it is lost until the end of the run, unless the GM wishes to offer and opportunity to regain it at their sole discretion. Favor is automatically regained at the start of the next run. While favor is lost, the technomancer loses the Advantages offered by their paragon, but still suffers the disadvantages.&lt;br /&gt;
&lt;br /&gt;
A technomancer may choose and change paragons freely during downtime, including &amp;quot;no paragon&amp;quot;, but may not change them during a run. The sole exception is that if they follow no Paragon, and have not for the entire run, they may gain one mid-run given 5 minutes alone in VR.&lt;br /&gt;
====Altered Streams====&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Overdrive (KC 90) shall be permitted, however, the final rating of any piece of cyberware shall be limited at one rating above the maximum normal, naturally installable rating, or at twice the current rating, whichever is lower. Thus, a set of Rating 2 or Rating 3 Wired Reflexes would be capped at Rating 4, while a set of Rating 1 Wired Reflexes would be capped at Rating 2.&lt;br /&gt;
&lt;br /&gt;
*Complex Form LOTO (KC 90) shall be permitted with the following modifications: LOTO can only target wireless on devices.&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Hyperthreading (KC 91) shall be permitted, however, one can not thread the same complex form multiple times in the same hyperthread. All tests shall be resolved using the pre-hyper thread statistics. (Most notably, this means that Diffusion of Matrix Attribute in a Hyperthread does not impact defenses against any Complex Form in that same Hyperthread).&lt;br /&gt;
&lt;br /&gt;
*The RAW Technoshaman Daemon (KC 91) shall instead function as follows: Technoshamans shall reduce Registration time for sprites by 2 hours, to a minimum of 1. This reduction does not apply to the Pet Sprite Complex Form. In addition, Technoshamans shall gain 1 additional task on any successful test to Compile or Register a sprite.&lt;br /&gt;
&lt;br /&gt;
====Altered Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aegis&#039;&#039;&#039; echo (KC 101) shall be permitted. The boxes are healed 24 hours after the most recent &amp;quot;Aegis&amp;quot; box was filled, and may not be healed by any other means.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Neural Synergy&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven as-is, except that it shall be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Predictive Analytics&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven. It shall not stack with any other source of initiative dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Van Der Waals Effect&#039;&#039;&#039; echo (KC 102) shall be permitted. Rather than as written, treat it as a Magnetic System (CF 84) implanted separately in each of the character&#039;s limbs, as well as both front and back of their torso. The Mechanics Team would also like to remind people at this time that this is not what the Van Der Waals effect is, does, or resembles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Will of the Resonance&#039;&#039;&#039; echo (KC 102) shall be permitted on the ShadowHaven as-is, except that it shall additionally be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
====Techno Errata====&lt;br /&gt;
&lt;br /&gt;
The Fading for Complex Forms is -3 from the values printed in the Core Rulebook and in Data Trails. Thus, as examples, the correct Fading for Puppeteer is L+1 and the correct Fading for Derezz is L-1. Both Chummer and Herolab have incorporated this errata. Fading values in any other book (e.g., Kill Code) are unchanged. Remember that, per RAW, Fading can never be lower than 2.&lt;br /&gt;
&lt;br /&gt;
There is also a priority table change (P. 65, core. - Priority Table) for Technomancers, change the number of Complex Forms in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Increase from 5 Complex Forms to 7 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Increase from 2 Complex Forms to 4 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Increase from 1 Complex Forms to 3 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
In the Magic or Resonance column in the priority table (P. 65, core. - Priority Table) for Technomancers, change the number and type of skills in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Change from &#039;two Rating 5 Resonance skills&#039; to &#039;three Rating 5 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Change from &#039;two Rating 4 Resonance skills&#039; to &#039;three Rating 4 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Change from none to &#039;three Rating 2 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
The Cost for Submersions are 10+(grade x 3) Karma.&lt;br /&gt;
&lt;br /&gt;
===Altered Critter Powers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook) shall have its text replaced with the following:&lt;br /&gt;
**Type: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
&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;Adapsin&#039;&#039;&#039; (Page 160, Chrome Flesh) For simplicity&#039;s sake, Adapsin will provide immediate essence reduction of already implanted &#039;ware. This will leave an essence hole, without true essence recovery. This is solely to save the step of &amp;quot;Yo, street doc, rip out all my &#039;ware and put it back in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomizer&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**An Atomizer has an Accuracy of 3, and Concealability of +0, uses the skill Exotic Weapon (Atomizer) with a range array of 0.1/0.25/0.5/1 meters. The Atomizer takes a Complex Action to reload, and requires a Simple Action to fire.&lt;br /&gt;
**The preparation used with an Atomizer will trigger on a valid target after firing (i.e., a living aura, similar to a contact prep).&lt;br /&gt;
**The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e., if the Atomizer is broken, the spell will drop.)&lt;br /&gt;
**An Atomizer cannot take accessories or modifications.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antenna Grill&#039;&#039;&#039; (Page 184, The Complete Trog)&lt;br /&gt;
**Requires implanted cyberdeck/commlink or a living persona.&lt;br /&gt;
**Can only be taken by characters with tusks (Orks, Trolls, people with implanted tusks, etc.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AR Enhanced&#039;&#039;&#039; (Page 138, Cutting Aces) &lt;br /&gt;
**Creation of your own is permitted only on-table at GM discretion and shall not be carried off the table on which they were created. AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for seperately at the listed prices. Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.&lt;br /&gt;
*The &#039;&#039;&#039;Ares Armatus&#039;&#039;&#039; (Page 184, Hard Targets) uses the Exotic Ranged Weapon (Lasers) skill.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology Blood Drinker Combat Axe&#039;&#039;&#039; (Page 130, Street Lethal) shall be permitted as-is. It shall have a reach score of 0.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Barrens Special&#039;&#039;&#039; (Page 29, Street Lethal)&lt;br /&gt;
**The Barrens Special shall be permitted, but will not have any alterations from the listed statblock. All uses of it should conform to the printed statblock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blight&#039;&#039;&#039; (page 157 and 158, Better than Bad) &lt;br /&gt;
**Blight shall be a Contact, Injection Vector toxin which, upon hitting a spirit, shall remove its Immunity to Normal Weapons for [12 - Spirit&#039;s Force hours, minimum 1 hour]. The speed, penetration, and power are unchanged. Blight has no effect on non-spirit entities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical Glands&#039;&#039;&#039; (Page 112, Chrome Flesh)&lt;br /&gt;
**Gradual Release has been banned&lt;br /&gt;
***Permitted drugs for use in Chemical Glands are:&lt;br /&gt;
****All drugs in the Core Rulebook are permitted. BTLs, as noted below, are excepted.&lt;br /&gt;
****All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.&lt;br /&gt;
****No magical compounds, awakened drugs, or BTLs.&lt;br /&gt;
****No contact vector only drugs.&lt;br /&gt;
****All drugs in Boston Lockdown are permitted, with the following exception: Numb.&lt;br /&gt;
*The &#039;&#039;&#039;Collapsible Scythe&#039;&#039;&#039; (Page 183, Hard Targets) uses the Blades skill and falls under the &amp;quot;Polearms&amp;quot; specialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepweed&#039;&#039;&#039; (Page 411, Core Rulebook) shall have an addiction rating of 4 and an addiction threshold of 2.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Door Gunner tac-app&#039;&#039;&#039; (KC 71) shall be permitted for use. The mounted weapon must have a Smartgun System (not a smartlink), be wireless on, and be a valid target for remote control. Since it can only be used for mounted weapons, the &amp;quot;necessary skill&amp;quot; is always Gunnery.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement&#039;&#039;&#039; (Street Lethal, Page 130) shall be permitted with the following changes.&lt;br /&gt;
**Remove the &amp;quot;hardened&amp;quot; tag. This means when it is used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor. The EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement shall not expand with sufficient force to harm anyone. While expanded, it has Structure 10, Armor 10, and is treated as being 10cm for the purposes of barrier rules. While deployed, this barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed, and may not re-extend. While useless, it provides no armor bonus, but still uses the original armor value for the purpose of calculating encumbrance. It may be repaired with an Armorer + Logic [Mental] (12, 30 minutes) extended test, or by a contact with the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Motion Mace&#039;&#039;&#039; (Page 21, Street Lethal)&lt;br /&gt;
**The Fluid Motion Mace shall disregard the penalties listed outside their statblock, for simplicity&#039;s sake. This means that it has no minimum strength requirement to avoid penalties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghost Box&#039;&#039;&#039; (Page 141, Cutting Aces)&lt;br /&gt;
**This does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater like affect in the eye. The most using this device will give is social modifiers.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;GMC Armadillo&#039;&#039;&#039; comes with a single &amp;quot;pod&amp;quot; of your choice. Purchasing a new &amp;quot;pod&amp;quot; has no availability and costs 6k nuyen. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;pod&amp;quot; takes approximately 1 hour if untrained, or 15 minutes with ranks in automotive mechanic. It is largely assisted and requires only normal exertion.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Grey Mana Integration&#039;&#039;&#039; armor modification (BTB 156) shall be permitted on the Shadowhaven with the following changes:&lt;br /&gt;
**Rather than requiring a Chemical Seal for ratings 4 to 6, Ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated - that is to say, while wearing the entire suit of armor, including helmet. If not wearing the helmet, they provide the benefits of a Rating 3 system. &lt;br /&gt;
**When targeted by a beneficial or other unresisted magical effect, Grey Mana Integration opposes the spellcasting roll with it&#039;s rating in dice, reducing the hits on the test as appropriate. &lt;br /&gt;
**The penalties for Awakened for Grey Mana Integration and Grey Mana Tattoos apply any time a background count would penalize them - treat it as a localized, stacking, inacclimacable background count. &lt;br /&gt;
**While Grey Mana Integration is obvious, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Mana Tattoos&#039;&#039;&#039; (BTB 156) are permitted for use on ShadowHaven and follow the rules listed above. While Grey Mana Tattoos are obvious on the astral, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GreyWare&#039;&#039;&#039; (BTB 159) shall be permitted on the ShadowHaven. It shall be permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, whatever you wish to fluff it as within reason), and no cyberware may have any wireless functionality to speak of. For example, a GreyWare smartlink can still provide a bonus to accuracy if you plug into your gun, however, it can never provide bonus dice. Any wireless bonuses are similarly denied, and a GreyWare implanted commlink is not going to be able to make commcalls... you be the judge of how useful that may be.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon-Flynn Defense-com Commlink Weapons&#039;&#039;&#039; (Street Lethal, Page 131) shall be permitted. It is a Perception + Intuition [Mental] (3) test to identify that these are weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horn Compartment&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**In order to take this option one must have a horn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Happiness&#039;&#039;&#039; (Page 38, Street Lethal)&lt;br /&gt;
**The Krime Happiness shall be permitted, to mass jubilation. Thanks to patented Troll Tough™ belt technology, the belt cannot be cut during a runaway firing situation (unless the GM deems fit, such as if cutting it would be to your disadvantage), but after the first full combat turn of nonstop fire, one may drop it. This won&#039;t stop it from firing, but will render its fire ineffective at anything other than collateral damage (GM discretion.) It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammo.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Pack&#039;&#039;&#039; (Page 45, Street Lethal) shall be permitted, except it acts as a rating 2 area jammer and has no effect on Device rating. If the noise created by the KRIME pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming “KRIME!” at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.&lt;br /&gt;
**Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to your person until you manage to remove the backpack (3 complex actions) or it ceases firing. This is not likely to be a happy experience. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Trollbow&#039;&#039;&#039; (Page 24, Street Lethal)&lt;br /&gt;
**The Krime Trollbow (SL 24) shall use the stats from the book, correcting for the erroneous &amp;quot;reach&amp;quot; entry on the table for the ranged components. The stats are reproduced as follows.&lt;br /&gt;
***It will use Archery to fire, with an accuracy of 4, DV of (Rating + 2) physical, and AP of -(rating/4) for the ranged component.&lt;br /&gt;
***The melee component shall use the Blades skill, with an Accuracy of 3, a reach of 1, a DV of (Strength + 1) physical, and an AP of -1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Whammy&#039;&#039;&#039; (Page 40, Street Lethal) shall act as listed, and additionally, shall be able to take a Complex Action in order to both fire the shotgun and swing the hammer at a single Barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morrissey Alta&#039;&#039;&#039; (Page 32, Street Lethal)&lt;br /&gt;
**The Morrissey Alta shall be Restricted, not Forbidden.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject Dazzler&#039;&#039;&#039; (Page 47, Street Lethal) shall cap at a Blinding Glare for unprotected eyes, and shall never inflict blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you did not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler - or anyone broadly in their direction - is to suffer the glare penalties or to take the Blind Fire penalty.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject PEP&#039;&#039;&#039; (Page 44, Street Lethal) shall be permitted, but it is a matter of official record that the explanation of &amp;quot;It shoots lasers to plasmatize your skin, then explodes that plasma&amp;quot; is marketing bullshit. How does it work? No clue, but not like that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Narcoject Trackstopper&#039;&#039;&#039; (Page 44, Street Lethal)&lt;br /&gt;
**The Narcoject Trackstopper shall be permitted, but with some hefty changes. It will apply the listed agility penalty as RAW to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from your body.&lt;br /&gt;
**In addition to allowing the foam to dissipate on its own, or using the special solvent, you may also attack the foam, which has 4 condition monitor boxes for each application you have successfully been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if your limbs are incapacitated by foam applications, you may still attack the foam with unarmed attacks, using an agility score of 1. This is likely to go poorly for you unless you are trained in unarmed, but c&#039;est la vie.&lt;br /&gt;
**Being incapacitated by the foam does not preclude defense tests, though it may well make Agile Defender less desirable.&lt;br /&gt;
**The ammo capacity is 6(m), with a full reload of 6 shots taking up about a third of the backpack mechanism. Despite allusions to it, a single shot may not be split across multiple targets.&lt;br /&gt;
**It can also be used to barricade doors or entries. A single application of foam can block off about one square meter, vertically, of hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and it&#039;s soak values) before carrying through into the door... assuming you&#039;re clever enough to turn the doorknob when you bash into it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Arms Praetorian&#039;&#039;&#039; (Page 134, Cutting Aces)&lt;br /&gt;
**Accuracy code should read 4(5), not 4(6).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Onotari HL-13&#039;&#039;&#039; (Page 38, Street Lethal) shall use Automatics rather than Firearms for its configuration roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Osmium Mace&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**Requires two hands to wield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Remote Cyberhand&#039;&#039;&#039; (Page 130, Rigger 5.0) shall use the following stats when operating as a drone: Handling 5, Speed 1(G), Acceleration 1, Body 1, Armor 1, Pilot 2, Sensor 1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Renraku Red Samurai Katana&#039;&#039;&#039; (Page 132, Street Lethal) shall be permitted, however, PC possession shall incur the Wanted negative quality automatically, with a bounty of 50,000 nuyen. This may be bought off with 20 karma, 40,000 nuyen, or any combination thereof (2000 nuyen to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause you to retain the bounty until your death.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Shaman Tuxedo&#039;&#039;&#039; (Page 143, Cutting Aces) shall be modified thusly&lt;br /&gt;
**The price will be modified to 16000 nuyen.&lt;br /&gt;
**The availability will be modified to 16&lt;br /&gt;
**The Shaman Tuxedo must be something that makes your status as a mage extremely obvious, including your tradition.&lt;br /&gt;
**You must continue to wear the Shaman Tuxedo for as long as you have the summoned spirit. Removing any part of the Shaman Tuxedo while you have a currently summoned spirit summoned with the Shaman Tuxedo will cause them to instantly lose all remaining services.&lt;br /&gt;
**The Shaman Tuxedo only works for spirits appropriate for your tradition. Any spirits outside of your normal tradition are not an option, even if you have a quality like Chain Breaker which makes them an option for summoning. (e.g. A Hermetic mage may not have a Shaman Tuxedo to provide its bonus for Task Spirits)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subliminal Subacoustics&#039;&#039;&#039; (Page 146, Cutting Aces)&lt;br /&gt;
**Emotions that fit are GM discretion, and their decision is final.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tailored Perfume/Cologne&#039;&#039;&#039; (Page 143, Cutting Aces) &lt;br /&gt;
**The use of these are permitted, but only one application can be used effectively. If an additional, unique Tailored Perfumes/Colognes are applied while another is still active, all effects from all Tailored Perfumes/Colognes are negated. Additional applications of the same perfume or cologne do not have any effect.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Ultimax Rain Forest Carbine&#039;&#039;&#039; (Page 32, Gun H(e)aven 3) shall use the missions FAQ errata [http://files.meetup.com/363658/Shadowrun%205%20Missions%20FAQ%20Update%20v1.1.1.pdf linked here].&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Urban Explorer Daedalus&#039;&#039;&#039; (Page 47, Street Lethal) cannot be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vault of Ages&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**A Vault of Ages can hold (Rating x 2) preparations, each of which can have a maximum force of (Rating x 2)&lt;br /&gt;
**Vaults of Ages have a maximum rating of 5&lt;br /&gt;
**A Vault of Ages a size dependant on rating, as defined by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rating&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Size&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Belt Pouch&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Satchel&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Backpack&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Duffel Bag&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Minifridge/Safe (Vehicle Portable)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Wuxing-Armstech PTL-02&#039;&#039;&#039; (Page 133, Street Lethal) shall be permitted, but note that it only functions underwater.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Looper Rounds&#039;&#039;&#039; (KC 49) shall be permitted, but rather than using the text written, refer to the following: Looper Rounds are available for 200 nuyen for every 10 rounds, and have an availability of 12R. When they strike a valid device - a sensor, a visual device, or an audio device - they loop the last five seconds over again for the next minute. They are programmed to account for things such as clocks, but crowds or complex changes of scene will reveal the deception. Physical examination of the device will note the round attached, and direct matrix examination with Matrix Perception will note the effects after they have run their course. In order to affect worn gear, a called shot at -6 is necessary. They have a maximum accuracy of 2, require 1 net hit to attach, deal no damage of any kind, and may not be used against any device paid for with essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ArrowLink&#039;&#039;&#039; (KC 52) shall be permitted. The existing types, cost and availability, and rules for attaching and removing the arrow or cord shall remain in place. However, instead of ignoring noise, the ArrowLink provides a direct connection through touchlink technology to the target struck. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything meaningfully larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them. They are available for Bows, Trollbows, Pistol Crossbows, and Light/Medium/Heavy Crossbows. In order to benefit from the direct connection, one must plug a device into the cord at the firer&#039;s end, and they can not provide any connection to a targeted device paid for by essence (Devices on the firer&#039;s end may be paid for with essence, if desired.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Faceless&#039;&#039;&#039; (KC 57) shall be permitted. Double the cost and availability of the base item (thus, it is Rating*4F and Rating*1000 nuyen.) The modifications for Generic and Specific faces remain as written. It exists from rating 1 to 6. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with Essence. Generic Face versions may function as plain Faceless, and Specific Face versions may function as Generic Face or Faceless. The Specific Face version may be changed with 10 minutes work by anyone with ranks in Computer or Software. As an additional note, these are subject to the [[#Upgrades|Upgrade Rules]] for rating, as well as Base-&amp;gt;Generic Face-&amp;gt;Specific Face. This also means they can be purchased even when their availability is above 20, though the necessary rolls to do so must still be made.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Clouds&#039;&#039;&#039; (KC 57) shall be permitted. Rather than a spray can, they shall be an inhaler. They affect only one person for 3 combat turns. They are not affected by wind and must be triggered physically by the person benefiting from them. They do not stack with themselves - only the greatest bonus to a single action applies. Disregard the &amp;quot;Custom Case&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Chips&#039;&#039;&#039; (KC 59) shall be permitted. &amp;quot;Armor Defeating&amp;quot; will apply to Attack, &amp;quot;Slick WIlly&amp;quot; to Sleaze, &amp;quot;Data Dynamo&amp;quot; to Data Processing, and &amp;quot;Fortified&amp;quot; to Firewall. They have no impact on one&#039;s mental attributes. The damage is resisted with Body alone and is treated as Fading for the purposes of healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Security Decks&#039;&#039;&#039; (KC 61) shall be permitted as-is. Note that the Encryption program is not factored into the attribute array.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Warrior&#039;&#039;&#039; (KC 62-63) shall be permitted as-is. Note that a bonus to the limit on sleaze tests does not alter the actual Sleaze attribute.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The EVO Sublime&#039;&#039;&#039; (KC 62-63) shall be permitted. Disregard the requirement that it be implanted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Destiny Blade&#039;&#039;&#039; (KC 63) shall be permitted as-is. Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kitbashed Sleeper&#039;&#039;&#039; (KC 63) shall be permitted as-is. As usual for a technomancer using a device, they do not benefit from their Living Persona&#039;s attributes, though they can still use Resonance actions per its rules. The number of irreparable matrix boxes must be tracked on your character&#039;s wiki page after each run. The deck is still irreparably broken and unusable after it&#039;s natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of it&#039;s ultimately consumable nature.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cry Wolf&#039;&#039;&#039; (KC 65) shall be permitted. It shall cost the same as a normal Hacking Program and have the same availability, except that it is Forbidden. When someone running Cry Wolf would normally be struck by Convergence, they instead are alerted, and Convergence will strike again in 1d6 combat turns. This second Convergence may not be averted with Cry Wolf. After Convergence is delayed, the Cry Wolf program is deleted irrevocably. Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from it&#039;s effects for 24 hours after it triggers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DataJack Plus&#039;&#039;&#039; (KC 65) shall be permitted. It only functions when connected to a deck or RCC, it does not include any free programs, and it cannot run an Agent or Virtual Machine. Functionally, it increases the program slots of the deck by it&#039;s rating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EARRS&#039;&#039;&#039; (KC 66) shall be permitted, but the -10 penalty shall apply to all non-matrix, non-resonance actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The MCT Biolink&#039;&#039;&#039; (KC 67) shall be permitted. It provides DNI and a wireless connection as per a datajack, but has no capacity to direct connect to devices. It may be turned on and off as desired with a Complex Action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shiawase Cyber-6 RCC&#039;&#039;&#039; (KC 68) shall be permitted. Instead of it&#039;s normal special rules, refer to the following: While a Rigger&#039;s persona is running through this RCC in VR - whether jumped into a drone or not - any drones slaved to the RCC or jumped into by the Rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the Rigger is increased by 4 damage before resistance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SpinRad Global Skirmisher RCC&#039;&#039;&#039; (KC 68) shall be permitted. It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon Flow commlink&#039;&#039;&#039; (KC 68) shall be permitted. It provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wuxing Frequency&#039;&#039;&#039; commlink (KC 68) shall be permitted. Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Saeder-Krupp Last Chance Link&#039;&#039;&#039; (KC 69) shall be permitted, Disregard irritation if worn by a PC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mobile CNC tac-app&#039;&#039;&#039; (KC 72) shall be permitted for use. Rather than what is written, it provides 6 bonus dice, allocated as desired amongst people connected to the PI-Tac&#039;s network, for Navigation tests and Combat Maneuvers. It also provides 2 Noise Reduction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield Wall tac-app&#039;&#039;&#039; (KC 72) shall be permitted. Rather than what is written, it shall provide +3 firewall to any linked device for the purposes of defending against any Attack action or any matrix or resonance action that could cause Matrix Damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tactical Program Dongle&#039;&#039;&#039; (KC 72) shall be permitted. It provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs 200 nuyen. A PI-Tac may only have one dongle attached. I have no idea why this exists.&lt;br /&gt;
&lt;br /&gt;
*The stat block for &#039;&#039;&#039;Gyrojet&#039;&#039;&#039; ammunition in the official errata for Run &amp;amp; Gun shall be ignored. The FN-AAL Gyrojet Pistol shall be allowed to use any type of ammunition, but it shall not be shareable between other classes of firearms (i.e., Gyrojet ammunition will not work in a Heavy Pistol, and vice versa). There are no changes to the stats or mechanics of the weapon itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PPP Vitals&#039;&#039;&#039; cannot be used with “heavy armor,” defined as base armors having Armor Rating 13 or more (like what’s described by the Hang Time adept power on page 171 of Street Grimoire). It will stack with any base armor of Rating 12 or lower.&lt;br /&gt;
&lt;br /&gt;
====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;
====Military/Future Weapons====&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons are banned in their entirety, with no player use permitted. GMs may make use of them with approval per our [[GM_Rules#Needs_Approval|GM Rules]], but players may not obtain/retain such items or use them outside the scope of the single run.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology-Dassault Blood Hawk Mk 1&#039;&#039;&#039; (Page 53, Street Lethal) shall be GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you&#039;re tricky enough, but you can&#039;t keep it.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System&#039;&#039;&#039; (Page 55, Street Lethal) shall be permitted, but instead of using the existing statblock, or vehicle rules at all, use the rules below.&lt;br /&gt;
**While wearing the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System, you may spend a complex action to move up to 50 meters in any direction, as long as you are attempting to both launch from and land on solid ground. Make a Freefall + Body [Physical] (3) test, and scatter from your intended target (3-hits)d6 meters. Direction is determined as usual. This action does not use up any of your own movement speed.&lt;br /&gt;
**Additionally, it may be used as a free action to arrest a fall of greater than 25m, negating all falling damage. You must be aware of your impending impact.&lt;br /&gt;
**In either case, you may only spend a single action to fire the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System per combat turn, and may not &amp;quot;combine&amp;quot; actions. You may move, or arrest your fall, not both.&lt;br /&gt;
**Using it as a complex action takes on point of fuel, while using it as a free action takes two point. It has twenty points of fuel. Refueling it takes one uninterrupted minute to swap out the propane-tank sized fuel tank, but doesn&#039;t require you to remove the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System.&lt;br /&gt;
**It cannot be used while encumbered, has no wireless functionality, and is extremely loud and bright in use. Subtlety is not an option.&lt;br /&gt;
**On a glitch to activate the jetpack, the jetpack will fire, but the harness will fail, causing your jetpack to go flying without you. Hope you didn&#039;t need that.&lt;br /&gt;
**On a critical glitch to activate the jetpack, the GM should roll scatter (or choose a direction.) You move 50 meters in that direction at a great rate of knots. If you strike something that would stop you, take physical damage equal to the distance remaining to be traveled at AP-4. If you do not strike anything, you end up prone, but unhurt.&lt;br /&gt;
**&#039;&#039;&#039;The Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System shall cost 50,000 nuyen, and have an availability of 18F. Refuels shall cost 250 nuyen, and have an availability of 16F.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maker Mags&#039;&#039;&#039; (Page 75, Street Lethal) shall be permitted, but cannot be used to make Depleted Uranium rounds, to reduce Thematics team migraines. The extended magazine is treated as the +2 concealability version from Hard Targets. Maker grenades shall not be permitted. It is worth noting that you may, as usual, purchase multiple of an item with a single availability roll, increasing the delivery time based on the total cost of the purchase.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
&lt;br /&gt;
*The Haven will assume that PC vehicles are built for the PC&#039;s metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.&lt;br /&gt;
**In those rare cases where another PC has to take the wheel of someone else&#039;s car and make a driving test, if the second PC is a different metatype, they will take penalties deemed appropriate by the GM. They will also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a Troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties)&lt;br /&gt;
&lt;br /&gt;
====Cyberlimb Armor Limitations====&lt;br /&gt;
&lt;br /&gt;
*Cyberlimbs shall limit armor to 1 for hands and feet, 2 for partial limbs and partial skulls, and 3 for full limbs and full skulls.&lt;br /&gt;
&lt;br /&gt;
===Better Than Bad&#039;s New Uses for Karma and Street Cred===&lt;br /&gt;
&lt;br /&gt;
The &#039;New Uses for Karma and Street Cred&#039; on page 164 of Better than Bad are in effect, except where noted below.&lt;br /&gt;
&lt;br /&gt;
*The rules for purchasing additional loyalty and connection with contacts on page 164 are not in effect, superseded by our own [[Contact Rules]].&lt;br /&gt;
&lt;br /&gt;
*The uses for Reputation Score are not in effect, as Reputation Score is not a game concept that exists. If the writer&#039;s intent was &#039;Faction Rep&#039;, as Mechanics Team suspects, this is also superseded by our own rules.&lt;br /&gt;
&lt;br /&gt;
===Addiction Rules===&lt;br /&gt;
&lt;br /&gt;
*Each time you take an addictive substance, you will immediately make an addiction test. &lt;br /&gt;
**For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) &lt;br /&gt;
**For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) &lt;br /&gt;
**For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools for the above. &lt;br /&gt;
*If you fail the test, you immediately suffer the effects of a failed addiction test. As it is not an action, you may not Smackdown the test.&lt;br /&gt;
&lt;br /&gt;
===BTL and Drug Stacking===&lt;br /&gt;
&lt;br /&gt;
*BTLs do not stack with drugs, cause drug interactions like drugs, and overdose like drugs. Incidentally, drugs do not stack, they overlap - you cannot, for example, take Kamikaze twice and gain +4 strength.&lt;br /&gt;
&lt;br /&gt;
===Critter Rules===&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;
====Techno-Critters====&lt;br /&gt;
&lt;br /&gt;
*Techno-critters, being almost impossible to train, shall remain in use as NPCs only. While it&#039;s possible, but extremely difficult, to train a technocritter to the same degree as a normal animal, it is virtually impossible to train them to use any of their Resonance or Matrix abilities in any fashion, a fact GMs are encouraged to keep in mind when using these.&lt;br /&gt;
&lt;br /&gt;
====Animal Availability====&lt;br /&gt;
&lt;br /&gt;
*[[Animal_Availability|See Here]]&lt;br /&gt;
&lt;br /&gt;
===Melee attacks and Immunity to Normal Weapons===&lt;br /&gt;
&lt;br /&gt;
*Immunity to normal weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks&lt;br /&gt;
&lt;br /&gt;
===Movement Power===&lt;br /&gt;
&lt;br /&gt;
*For living targets, The Movement Power shall add Force to or subtract Force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score shall be 0, but even with a score of 0 for determining movement rate, a character shall be able to move at a walking rate of 1 meter and a running rate of 2 meters.&lt;br /&gt;
*Behavior when used on Vehicles remain unchanged.&lt;br /&gt;
*Additionally, the clause about &amp;quot;only functioning in terrain the creature controls&amp;quot; shall be stricken, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altered Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reckless Hacking&#039;&#039;&#039; (KC 37) shall function as written, except that glitches and critical glitches function at the discretion of the GM (as usual), and any action which is performed while Recklessly Hacking builds Overwatch Score and is considered illegal, even if it normally would not. Reckless Hacking may only performed for opposed actions. A Reckless Data Processing or Firewall action, whether successful or not, alerts the owner of the device akin to a failed Attack action, though it does not grant a mark, cause any damage, or give away your location. It may never substitute for ownership, or for a number of marks greater than 3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Calibration&#039;&#039;&#039; (KC 37) shall function as written, except that it will be a complex action. For clarity&#039;s sake, &amp;quot;One per persona&amp;quot; means that you require a mark on the persona of each person you are attempting to perform the action on, you may perform it on a number of personas up to your data processing score, and their initiative - meat or matrix - will increase by 1 point for every 2 full hits you receive on your test. The bonus initiative goes away at the end of the combat turn. Calibration and Leadership function similarly. A character can only benefit from a single source providing Calibration or Leadership tests in a given combat turn, and a character providing Calibration or Leadership tests may not benefit from any Calibration or Leadership tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Denial of Service&#039;&#039;&#039; (KC 37) shall function as follows: With a simple action, make a Cybercombat + Logic [Attack] vs. Willpower + Firewall opposed test, targetting a device you have at least one mark on. The net hits on this test are applied as a dice pool malus to any actions performed using that device until the start of the next combat turn. If performed multiple times on the same device, only the greatest penalty applies. This action is not subject to the normal rules about making multiple attacks - if you wish, you can spend two simple actions in the same Action Phase to perform it twice with your full dice pool, or spend a simple action to perform Denial of Service and another Simple Action to perform a different attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I Am The Firewall&#039;&#039;&#039; (KC 38) shall function as follows: As a complex action on your turn, perform a Computer + Intuition &amp;lt;nowiki&amp;gt;[Data Processing]&amp;lt;/nowiki&amp;gt; test. The hits on this test are bonus dice on defense tests performed by all teammates from whom you are receiving an AR feed. The bonus dice last until the end of the next initiative pass, and apply to any physical defense tests. You may receive an AR feed from a number of teammates not exceeding your Data Processing attribute. You must share a feed with your decker. Under assumed competence, we will assume you are almost always sharing unless you state otherwise, as long as you have a device capable of giving an image feed. If you are not sharing a feed, to do so, use the Send Message action to send a decker your feed, which they can accept with no action. This requires some form of primary sensory input on their person, typically a camera (or cybereyes.) You must have a primary sense link to receive the benefits. This can be accomplished with either image link, sound link or a sim module connected with a DNI. You may also perform this action as an interrupt action, costing 5 initiative, and affecting only one teammate from whom you are receiving a feed for the same duration. Since this requires a conception of how the real world works, this action may not be undertaken by agents or sprites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Popup&#039;&#039;&#039; (KC 39) shall function as written, except that the penalty shall apply until the end of the combat turn, and it may target any persona with some form of sensory enhancement, including Smartlink or DNI, which is not in VR. One must still be able to see the persona, which typically - but does not always - require wireless to be on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squelch&#039;&#039;&#039; (KC 39) shall function as written. It prevents all use of the Send Message matrix action. It does not prohibit any other matrix action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subvert Infrastructure&#039;&#039;&#039; (KC 39) shall function as written. The target of the matrix action is the host you have the mark on and to which the devices being controlled are slaved. Simple Devices are to be most non-drone, non-vehicle devices with a DR of 1, with GM discretion making the final call on any given device. A device controlled by Subvert Infrastructure will make a single action (free, simple, or complex) that it is capable of and that is not an attack per combat turn, as ordered by the person performing the action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watchdog&#039;&#039;&#039; (KC 40) shall function as written. The mark placed by this does flow up to the master of the device, however, the special option and effects of the Watchdog action against the target marked do not.&lt;br /&gt;
&lt;br /&gt;
===Altered Martial Arts===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Vines&#039;&#039;&#039; shall be accessible by the Cowboy Way and Whip Fighting in addition to the techniques already listed within these styles respectively.&lt;br /&gt;
*&#039;&#039;&#039;Mana Strike&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Strike.&lt;br /&gt;
*&#039;&#039;&#039;Mana Choke&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Choke.&lt;br /&gt;
**Damage is resisted as drain. Body + Willpower for Adepts and Mundanes, Willpower + Drain Attribute for Magicians and Mystic Adepts. This damage cannot be healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
===Other Altered Mechanics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&lt;br /&gt;
&lt;br /&gt;
**When taking the Dive Attack action you also take damage equal to the number of meters fallen, as appropriate. This rule will apply to GMs as well.&lt;br /&gt;
*The &#039;&#039;&#039;Observant&#039;&#039;&#039; 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;
&lt;br /&gt;
====Exponential diminishing returns for Multiple Simultaneous Explosions====&lt;br /&gt;
&lt;br /&gt;
*The damage and AP from multiple simultaneous explosions is computed as per RAW except that the DV of explosions beyond the second are halved again for each additional explosion. So the first explosion causes full damage, the the next causes half, the following half again, etc., until you reach zero (note: round down). Each explosion improves the best AP by 1 for every additional explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
&lt;br /&gt;
One may utilize any of their choice of Intuition or Reaction for 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;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
Repairing vehicles and drones will cost an amount based on the base price of the vehicle (before modifications), number of damaged boxes, and number of total boxes. The exact formula per box is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(5% of the Cost of the Vehicle before modifications) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means it will cost 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a gm can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.&lt;br /&gt;
&lt;br /&gt;
====Resisting Mind Magic====&lt;br /&gt;
&lt;br /&gt;
Any PCs, as well as any non-Grunt NPCs the GM deems fit, shall be excepted from the normal penalty to resist ongoing Mental Manipulation spells. NPCs with a Professional Rating are always subject to the aforementioned penalties.&lt;br /&gt;
&lt;br /&gt;
====Health and Edge Between Runs====&lt;br /&gt;
&lt;br /&gt;
Your PC will fully recover health and edge between runs unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
====WFTM / WFTP====&lt;br /&gt;
&lt;br /&gt;
After a run, you may convert karma into Nuyen (Working For the Man), or vice versa (Working For the People) at a ratio of 2000nY to 1 karma. This can be done up to 5 times per run. For example, your initial rewards for a run are 7 Karma and 10,000nY. You Work For the Man, converting 5 karma into 10,000nY, making your final rewards 2 Karma and 20,000nY.&lt;br /&gt;
&lt;br /&gt;
In any case, you must document this on the page for the run in the rewards section. If you have a quality that taxes income, apply to tax to the initial amount you earn.&lt;br /&gt;
====Burning out as a Mage====&lt;br /&gt;
&lt;br /&gt;
Any character whose current Magic Score reaches 0 is treated as burnt out. They permanently lose access to all magical abilities, the ability to raise their magic score, and any other features deriving from Magic. This brings Magic in line with Resonance. Any characters whose Magic score was 0 prior to Jan 31, 2018 are grandfathered, and may still raise their Magic score, assuming their maximum magic is above 0.&lt;br /&gt;
&lt;br /&gt;
====Optional Rules In Effect====&lt;br /&gt;
&lt;br /&gt;
*Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[#Other_Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
*We use the optional Drone Modification rules (Rigger 5.0, 122)&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
&lt;br /&gt;
*Numinous perception is not a discrete sense - it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants, or that there&#039;s a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
&lt;br /&gt;
====Initiative Stacking====&lt;br /&gt;
The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Edge&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Edge to Seize the Initiative or Blitz will function with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5d6 initiative dice. These also work in the Astral and Matrix.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Qualities&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative.)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Pain is Gain applies only to matrix initiative.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Lightning Reflexes will not stack with any drugs, adept powers, spells, cyberware, bioware, or generware. The defense die stacks normally. Lightning Reflexes will, uniquely, work in the Astral, but not Matrix VR.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Spells&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Adept Powers&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Other Magic&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or generware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Cyberware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Bioware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Geneware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Reaction Optimization, the poor thing, will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;As a reminder, drugs will not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Final Notes&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix and Rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Additional base dice, like those possessed by all shapeshifters and certain HMHVV Infected, are just that - base dice. They functionally stack with everything.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Custom Mechanics==&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
*The default is for players to choose their contacts from the already made [[:Category:Public Contacts|public contacts]]. We additionally allow as an option to create and stat out your own contact. [[Contact_Rules|Shadowhaven uses a custom contact system you can read about here]].&lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&#039;&#039;&#039;Note:&#039;&#039;&#039; If you create your own contact you can belay stating out the aspects. If the GM asks/lets you use it, the assumed dice pool is &amp;lt;code&amp;gt; Connection + Loyalty + Archetype Modifier + 2&amp;lt;/code&amp;gt;. It is best to fill out the Aspects, as you usually will be able to make use of more than 1 available aspect.}}&lt;br /&gt;
===Gear Aquisition===&lt;br /&gt;
&lt;br /&gt;
*You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). The exception to this is:&lt;br /&gt;
**You can&#039;t purchase Foci over Availability 19, even though they are otherwise upgradable and have a rating.&lt;br /&gt;
*Items beyond availability 19 may be obtained as run rewards with Thematics approval.&lt;br /&gt;
*The awakened or emerged may only gain a chance to purchase deltaware as a run reward for Semi-Prime or Prime runs.&lt;br /&gt;
**For mundane PCs, there are no restrictions on getting deltaware.&lt;br /&gt;
&lt;br /&gt;
====Acquiring gear under availability 12====&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
&lt;br /&gt;
You can upgrade (paying only the difference in cost) anything that has a rating, as well as cyberdecks and rigger control consoles and any cyberware or bioware. You must still make the availability roll for the upgrade.&lt;br /&gt;
&lt;br /&gt;
When upgrading a SIN using our upgrade rules, one may also upgrade the licenses attached to that SIN without making an availability test for each license. Only one test, for the base SIN, is required.&lt;br /&gt;
&lt;br /&gt;
===Misc. Lifestyle Rules===&lt;br /&gt;
&lt;br /&gt;
*Your lifestyle costs are due in full every 4 runs, rather than being tied to the passage of time.&lt;br /&gt;
**Optionally, you may choose to pay 25% of the full costs each run if you prefer. &lt;br /&gt;
***Of note is that Chummer may not calculate this correctly with modifications to the lifestyle cost, such as a DocWagon subscription, as by default setting it up to only pay 25% your lifestyle cost will only discount your base lifestyle.&lt;br /&gt;
&lt;br /&gt;
*Runners may share residences but when it comes to lifestyle costs every runner must pay the full 100% of their lifestyle costs. Lifestyles are not simply just an apartment but they factor many other things into it as well from food, entertainment, and other essentials. So while we allow people to room with other runners you will receive no discount.&lt;br /&gt;
&lt;br /&gt;
====Traveler Lifestyle (Page 218, Run Faster)====&lt;br /&gt;
&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>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=46235</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=46235"/>
		<updated>2020-08-09T00:57:57Z</updated>

		<summary type="html">&lt;p&gt;Teksura: Undo revision 46234 by Teksura (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=X-Card and Roleplay Safety Systems=&lt;br /&gt;
The [[Charter#1:_The_Right_Not_to_be_Forced_to_Continue_and_Abandon_or_Cease_Uncomfortable_Scenes_.28Global_X-Card.29|X-Card]] and similar roleplay safety systems shall be honored when used and treated with respect and dignity. See [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Approved Books==&lt;br /&gt;
&lt;br /&gt;
We don’t use anything that is German Exclusive Content. We also do not use the 2050 books. For specific instructions on setting up Chummer, see [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
*Assassin’s Primer&lt;br /&gt;
*Battle of Manhattan&lt;br /&gt;
*Better Than Bad&lt;br /&gt;
*Bloody Business&lt;br /&gt;
*Book of the Lost&lt;br /&gt;
*Bullets and Bandages†&lt;br /&gt;
*Chrome Flesh&lt;br /&gt;
*Cutting Aces&lt;br /&gt;
*Data Trails&lt;br /&gt;
*Dark Terrors&lt;br /&gt;
*Forbidden Arcana&lt;br /&gt;
*Gun Heaven 3&lt;br /&gt;
*Hard Targets&lt;br /&gt;
*Howling Shadows&lt;br /&gt;
*Kill Code&lt;br /&gt;
*Lockdown&lt;br /&gt;
*No Future&lt;br /&gt;
*Rigger 5.0&lt;br /&gt;
*Run and Gun&lt;br /&gt;
*Run Faster&lt;br /&gt;
*Sail Away, Sweet Sister&lt;br /&gt;
*Shadow Spells&lt;br /&gt;
*Shadowrun 5th edition&lt;br /&gt;
*Shadows in Focus: Butte&lt;br /&gt;
*Shadows in Focus: Metrópole&lt;br /&gt;
*Shadows in Focus: San Francisco&lt;br /&gt;
*Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
*Splintered State&lt;br /&gt;
*Stolen Souls&lt;br /&gt;
*Street Grimoire&lt;br /&gt;
*Street Lethal&lt;br /&gt;
*The Complete Trog&lt;br /&gt;
*The Seattle Gambit&lt;br /&gt;
*The Vladivostok Gauntlet&lt;br /&gt;
&lt;br /&gt;
† Only sections titled &amp;quot;New Qualities&amp;quot; on page 11-12, &amp;quot;New Drugs, Toxins, and Pathogens&amp;quot; on pages 19-21, &amp;quot;New Spells and Powers&amp;quot; on page 21-22, and &amp;quot;New Gear&amp;quot; on pages 22-23.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
*Priority and Sum-To-Ten are the permitted character generation types. Karma Generation is not allowed. Most characters will be built using Standard rules (As opposed to Prime Runner/Street Level). However, it is possible to create characters using the [[#Creating Prime Runners|Prime Runner]] rules (see below).&lt;br /&gt;
&lt;br /&gt;
==Character Slots==&lt;br /&gt;
&lt;br /&gt;
*Players are allotted 3 character slots. They may buy additional slots for 10 [[GMP]] each. When doing this, post a comment to your r/Shadowhavenchargen thread with how much GMP you spent.&lt;br /&gt;
*Extralife prime slots are exempt from this limit.&lt;br /&gt;
&lt;br /&gt;
===Creating Prime Runners===&lt;br /&gt;
&lt;br /&gt;
*Players may purchase prime gen character slots at the cost of 100 [[GMP]] for their first purchase. Any additional slots cost an additional 100 [[GMP]] which is cumulative. &#039;&#039;&#039;(ex.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
**2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
**3rd PG Character Slot - 300 [[GMP]], etc...&lt;br /&gt;
&lt;br /&gt;
*Prime Generation slots purchased through our charity events are exempt from this cumulative price. You must always mark on your characters wiki page the source of the prime gen whether that is something like our extra life events or if it was purchased.&lt;br /&gt;
&lt;br /&gt;
==Attributes at Character Generation==&lt;br /&gt;
&lt;br /&gt;
*Physical and Mental Attributes with an unaugmented value of 1 represent severe handicaps. Often, these lead to poor gameplay, overly narrow characters, and/or a quick demise. As such, characters are limited to a single unaugmented attribute of 1, calculated using the full-body average for any cyberlimbs. Only permanent attribute augmentations count. Additionally, players will be expected to provide at least some in-game justification at chargen for such a handicap (e.g., paraplegic, metagenic defect, severe brain damage, etc.)&amp;amp;mdash;these are not just numbers on a sheet. &lt;br /&gt;
**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;
===Full Body Average===&lt;br /&gt;
&lt;br /&gt;
*For the purposes of determining &amp;quot;full body average&amp;quot; for Agility and Strength when cyberlimbs are involved, the average is determined using each limb and your torso (natural attribute). Cyberskulls should be disabled when [[Chummer_Setup#Character_Options|setting up chummer]].&lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
*AI are not permitted for PC use.&lt;br /&gt;
*The optional rules for playable Free Insect Spirits (Dark Terrors page 32) will not be used. At all.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
*We allow Ghouls, Vampires (Including the Sukuyan variant in Hard Targets), Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you.&lt;br /&gt;
*Optional Infected Powers may not be bought at chargen. You may buy your first optional power immediately following your first run.&lt;br /&gt;
&lt;br /&gt;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
*We acknowledge that SURGED/Shifters/Extremely Body-Mod characters run up against other internet subcultures, but this community is not a place to explore such things. You should have an understanding of the lore, ramifications, and limitations of each type of character. Please contact Shadowhaven Chargen for resources regarding the nuanced lore of the SURGED, Shifters and Extreme Body-Modders. We would like your help in having these types of PCs represented in a way that enriches the Shadowhaven living campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Specializations==&lt;br /&gt;
&lt;br /&gt;
*You may purchase a specialization with skill points even if the rank (or ranks) in the skill were purchased with karma.&lt;br /&gt;
&lt;br /&gt;
==Initiations==&lt;br /&gt;
&lt;br /&gt;
*Initiations are not permitted at chargen.&lt;br /&gt;
&lt;br /&gt;
===Paradigm Shift===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift shall, rather than being a metamagic, be performed by paying the same amount of karma one would ordinarily have to pay to initiate. Thus, an uninitiated mage must pay 13 karma, while a IG 5 mage must pay 28. This does not increase initiate grade or the cost of future initiations. As part of this process, the mage will lose any current traditionalist benefits, if appropriate, and gain any new ones they qualify for based on IG and tradition, as appropriate. They will no longer benefit from their current lodge, and their reagents will be out-of-tradition and thus count for only half, barring special circumstances. Fetishes, spells, foci, and bound spirits (including Ally spirits) will remain. If there are any inconsistencies or questions about the process, contact a member of the council with your concerns.&lt;br /&gt;
*Note that this process does not require formal approval, though it should still be noted on your wiki page. This can only be performed during downtime, or with explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
*All PCs must have a fixer. You may create your own following our [[Contact Rules]], or select an [[:Category:Fixers|existing fixer]].&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
*ShadowHaven has minimum ages for PCs. With the exception of shifters, ShadowHaven PCs will have a minimum age of 18.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
*To prevent the chargen team from being overwhelmed, there is a 1 week waiting period between approvals of a player character. Once your character has been approved, we ask that you wait 1 week before submitting another character for review.&lt;br /&gt;
&lt;br /&gt;
==Sexual Themes==&lt;br /&gt;
&lt;br /&gt;
*We as a living community and leadership recognize that Shadowrun as a game and setting explores dark/mature themes. The ultimate bounds of what is acceptable will always be subjective based upon group and GM. In the case of our community, we strive for a standard that takes the setting material seriously and allows for the exploration of grittier themes while considering the comfort of the maximum amount of people.&lt;br /&gt;
&lt;br /&gt;
*To this end, submitted characters may not solely be vehicles for the exploration of sexual themes. This includes character art. Of note, cropped versions of hardcore or softcore pornography remain unacceptable after cropping due to their &amp;quot;bedroom eyes&amp;quot; quality. Discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
*Shifters by dint of what they are, will not be permitted either in backstory or play to explore/RP an intimate relationship with a metahuman. Cursory mention/RP of familial bonds/relationships with their own species is acceptable but should never be sexualized in any manner. As always, discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
==Advisements==&lt;br /&gt;
===Lifestyle Location Advisement===&lt;br /&gt;
&lt;br /&gt;
*If your character&#039;s primary lifestyle is located outside of the city the mission takes place in and you lack a rail pass that is connected to the mission city, you will likely incur transportation fees and fatigue before runs, at GM discretion. The cost of a plane ticket between two cities is half the distance between the two cities in kilometers plus 100 nuyen. &lt;br /&gt;
**Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
===Social Skills Advisement===&lt;br /&gt;
&lt;br /&gt;
The council has ruled to officially recommend, but not require, at least 4 etiquette dice. Having low dice pools in etiquette can lead to difficulties on runs. The council will be unsympathetic if negative events happen in a run due to a low etiquette dice pool.&lt;br /&gt;
&lt;br /&gt;
=Maintaining a Character=&lt;br /&gt;
==Burning Edge==&lt;br /&gt;
&lt;br /&gt;
*On the ShadowHaven, characters shall remain playable after burning edge on most runs. This does not mean there is no hardship in a near-death experience, but players should be able to run with their character again with scars from their experience that are not overwhelming should they choose to continue to run.&lt;br /&gt;
&lt;br /&gt;
[[On Burning Edge|You can find information here on how burning edge works on ShadowHaven.]]&lt;br /&gt;
&lt;br /&gt;
==Gaining Positive Qualities and Buying off Negative Qualities==&lt;br /&gt;
&lt;br /&gt;
*Players are allowed to purchase positive qualities and buy off negative qualities, outside of character generation. [https://www.reddit.com/r/ShadowHavenBBS/comments/etwdxu/quality_purchasing_thread_3/ However, you must post in the quality purchasing thread.]&lt;br /&gt;
*Most qualities do not need approval, you simply need to post that you bought it in the thread and a justification for why you bought it, but some do. &lt;br /&gt;
**Qualities that require approval are approved by members of the Thematics Team. They also have veto power over all quality purchases. Below are qualities that must be approved by members of the thematics team, which is subject to expansion, or by a GM after a run:&lt;br /&gt;
***Made Man (Page 148, Run Faster)&lt;br /&gt;
***Chosen Follower&lt;br /&gt;
***Any Infected Quality (Page 136-141, Run Faster)&lt;br /&gt;
***SURGE III (Page 101, 103, 109, 111-123, Run Faster)&lt;br /&gt;
***Solid/Legendary Rep (Page 149, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
&lt;br /&gt;
*Training time for attributes, skills, martial arts and specializations will be removed.&lt;br /&gt;
&lt;br /&gt;
*Due to removing training time, several qualities must change. See [[#Qualities_affecting_Training|Altered Qualities]] below.&lt;br /&gt;
&lt;br /&gt;
==Delivery Time==&lt;br /&gt;
&lt;br /&gt;
*Delivery time while in-play on a table remains unchanged. GMs are free to and encouraged to allow immediate or near-immediate purchases of items at or below 12 availability, including illegal items, assuming the PCs are not under undue time pressure. GMs are free to truncate any other delivery time on their table as they deem fit.&lt;br /&gt;
&lt;br /&gt;
*Delivery time while not in-play on a table is immediate. A successful or tied availability test indicates that the player may add the item to their character’s sheet immediately for the appropriate cost. In the event that a character fails a test, they must wait twice the normal delivery time for that item before they may try again to acquire that item through the same vector. In this case, a vector is a particular PC rolling negotiation against availability to acquire an item (Note, one can not roll negotiation to get gear for another PC outside of a run), or an NPC rolling their appropriate Gear Acquisition roll as outlined in our [[Contact Rules]]. For example, a character who wishes to acquire an item with a RAW delivery time of 2 days may roll their negotiation themselves to acquire an item. If they fail, they may not attempt to roll for that item themselves again for 4 days. They may, however, still have an appropriate contact attempt to acquire it before that time.For these purposes, time is tracked in real time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |RAW Delivery Times&lt;br /&gt;
|-&lt;br /&gt;
|Gear Cost&lt;br /&gt;
|Cool down&lt;br /&gt;
|-&lt;br /&gt;
|Up to 100 nuyen&lt;br /&gt;
|6 hours&lt;br /&gt;
|-&lt;br /&gt;
|101 nuyen to 1000 nuyen&lt;br /&gt;
|24 hours&lt;br /&gt;
|-&lt;br /&gt;
|1001 nuyen to 10000 nuyen&lt;br /&gt;
|2 days&lt;br /&gt;
|-&lt;br /&gt;
|10001 nuyen to 100000 nuyen&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|More than 100000 nuyen&lt;br /&gt;
|1 month&lt;br /&gt;
|}&lt;br /&gt;
==Initiations and Submersions==&lt;br /&gt;
&lt;br /&gt;
*Initiations remain linked to real-life passage of time, however, the timeframes shall differ from RAW. An Awakened character may initiate for the first time immediately after the completion first run, but not prior.&lt;br /&gt;
*This does not require a roll, and does not take any time, but costs the normal amount of karma.&lt;br /&gt;
*The second initiation for a full Magician or Mystic Adept may not be undertaken until 6 real-life weeks have passed from the first initiation, requires no time or roll, and costs the usual amount of karma. &lt;br /&gt;
**Each additional initiation adds an additional 2 weeks to this timer. There is no upper cap on how long one must wait before initiating again. Other types of Awakened must wait half as long as Magicians and Mystic Adepts, but must still pay the normal karma cost.&lt;br /&gt;
**This means the formula for how long after your previous initiation you must wait in order to initiate again for Mystic Adepts and Magicians is (4+2*(Current Initiate Grade)) weeks. &lt;br /&gt;
**For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
*Submersions, as per RAW, have no roll required, no time, and no cooldown.&lt;br /&gt;
&lt;br /&gt;
===Ordeals===&lt;br /&gt;
&lt;br /&gt;
*Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
*Karma discounts for ordeal runs (initiation/submersion) do not count against RVP. The discount is more than made up by the danger inherent in a solo run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Nine Paths of Enlightenment (Page 140, SG) , Asceticism (Page 141, SG), Familiar (Page 142, SG), Hermit (Page 142, SG), Sacrifice (Page 142, SG), and Thesis/Masterpiece (Page 142, SG) initiatory ordeals are banned.&lt;br /&gt;
*Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) require a run focused around them.&lt;br /&gt;
*Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. &lt;br /&gt;
**Geas must also be noted on the PC&#039;s wiki page in a separate section so GMs can easily interact with them.&lt;br /&gt;
&lt;br /&gt;
==Medical Needs and Downtime==&lt;br /&gt;
&lt;br /&gt;
*All health is restored at the end of a run, unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
*Cyberware, bioware, geneware, and other augmentations requiring surgery or vat time are installed instantly, without the need for healing.&lt;br /&gt;
&lt;br /&gt;
==Downtime Edge==&lt;br /&gt;
&lt;br /&gt;
*If edge is used during downtime, it can be regained after the start of the next run. (That is, you start with the lost edge but start regaining it with normal rest in play.) At the end of a run, all edge is regained.&lt;br /&gt;
&lt;br /&gt;
==Character Development Points==&lt;br /&gt;
&lt;br /&gt;
*Contacts can be purchased and upgraded via [[CDP]], a new system that encourages story driven character growth outside of core competencies. CDP (Character Development Points) are a new run reward separate from RVP. It can be used to upgrade knowledge skills and buy or upgrade contacts. It may not be used for any other purpose. GMs should feel free to suggest CDP expenditures to reflect lessons learned and contacts made during a run. Players can work together and contribute CDP to a public contact to globally boost that contact’s Connection Rating. For the purposes of awarding contacts on a run at GM discretion, the GM may convert RVP from the run rewards into CDP at an exchange rate of 1 [[RVP]] = 2 CDP. This may be used for Buying Contacts or Upgrading Contacts in accordance with the [[Contact_Rules#Buying_and_Upgrading_Contacts|contact rules]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 2 CDP per run, this can be increased with thematics approval for low payout (for example hooding) or failed runs.&lt;br /&gt;
&lt;br /&gt;
*CDP can alternatively be spent on knowledge skills, at a rate equivalent to karma. While not required, it is considered tradition to spend some CDP on knowledge skills which reflect the runs your character has been on, showing things learned over their career.&lt;br /&gt;
&lt;br /&gt;
==Resubmit Rules==&lt;br /&gt;
&lt;br /&gt;
===Voluntary Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*At any given time, a player may choose to resubmit an approved character for a respec or full rebuild. The resubmitted character must go through the approval process again. The character can keep run rewards from one previous run it was on, before the resubmit. It loses all other run rewards, initiations, metamagics, post-gen gear, etc. GMP invested into the character is not refunded. A character may be resubmitted as a prime-gen character should the player have an open prime slot.&lt;br /&gt;
&lt;br /&gt;
===Triggered Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*Occasionally, the rules on ShadowHaven may change. This could be due to the release of a new book, recognition that a mechanic is problematic, or introduction of new house rules or a new ruling. When this happens, council may allow full or partial resubmits for some or all characters. A player may (or---occasionally---must) elect to resubmit a character. The resubmitted character must go through the approval process again. The character may keep *all* prior run rewards (whether they are karma, nuyen, constrained purchases of gear, contacts, etc.). All GMP invested into the character may be freely reassigned to the same character. GMP does not need to be spent at the time of the resubmit, but it may not be transferred to another character, player, or spent on non-character purchases (such as an additional or prime-gen character slot). A character may not be resubmitted using a different character generation scheme (normal or prime-gen).&lt;br /&gt;
&lt;br /&gt;
*Any event which allows for Triggered Resubmits will be called out explicitly in the post. It will specify which characters are allowed or mandated to do so and any other constraints attached to the process.&lt;br /&gt;
&lt;br /&gt;
===Permitted Minor Changes===&lt;br /&gt;
&lt;br /&gt;
*Sometimes, purchases are made due to a misunderstanding of the mechanics behind it. Minor changes, such as requesting to change a Specialization out, or swap out a spell for a different spell, may be permitted. These are handled on a case by case basis. Please submit your request to the [https://www.reddit.com/r/ShadowHavenBBS/comments/etwc3s/topics_for_discussion_thread_7/ Topics for Discussion Thread] for the council to consider.&lt;br /&gt;
&lt;br /&gt;
=Houserules and Custom Mechanics=&lt;br /&gt;
==Banned Content==&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
The following qualities are not permitted for characters to have:&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
&lt;br /&gt;
*Apt Pupil (Forbidden Arcana, Page 32)&lt;br /&gt;
*Archivist (Forbidden Arcana, Page 32)&lt;br /&gt;
*Better to be Feared than Loved (Chrome Flesh, Page 54)&lt;br /&gt;
*Blood Crystal qualities (Forbidden Arcana, Page 132) are restricted to NPCs only&lt;br /&gt;
*Dracoform (Any) (Howling Shadows, 163-164)&lt;br /&gt;
*Elemental Focus (Hard Targets, Page 191)&lt;br /&gt;
*Friends in High Places (Run Faster, Page 147)&lt;br /&gt;
*Groveler (Kill Code, Page 96) shall not be permitted for use on the ShadowHaven in any capacity, in any universe, ever.&lt;br /&gt;
*Human Lifespan (The Complete Trog, Page 188): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
*Illusionist (Forbidden Arcana, Page 37)&lt;br /&gt;
*Latent Dracomorphosis (Howling Shadows, Page 164)&lt;br /&gt;
*Massive Network (No Future, Page 177)&lt;br /&gt;
*Networker (No Future, Page 177)&lt;br /&gt;
*Observant (Street Lethal, Page 129): Is assumed to be automatically possessed by all characters. [[#Other_Altered_Mechanics|See Below]].&lt;br /&gt;
*Puppet Master (Forbidden Arcana, Page 39)&lt;br /&gt;
*Revels in Murder (Chrome Flesh, Page 56)&lt;br /&gt;
*Stalwart Ally (Forbidden Arcana, Page 42)&lt;br /&gt;
*SURGE I and SURGE II (Run Faster, Page 103)&lt;br /&gt;
*Team Player (Kill Code, Page 97)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
&lt;br /&gt;
*Amnesia: Neural Deletion &amp;amp; Surface Loss (Run Faster, Page 152)&lt;br /&gt;
*Borrowed Time (Run Faster, Page 153)&lt;br /&gt;
*Code of Honor: Black Hat (Kill Code, Page 99)&lt;br /&gt;
*Consummate Professional (Assassin&#039;s Primer, Page 17)&lt;br /&gt;
*Dead Emotion (Chrome Flesh, Page 57)&lt;br /&gt;
*Dead SIN (Better Than Bad, Page 162)&lt;br /&gt;
*Earther (Run &amp;amp; Gun, Page 169)&lt;br /&gt;
*Echo Chamber (Kill Code, Page 78)&lt;br /&gt;
*Every Man For Himself (Street Lethal, Page 181)&lt;br /&gt;
*Escaped Custody (Kill Code, Page 99)&lt;br /&gt;
*Hung Out to Dry (Run Faster, Page 155)&lt;br /&gt;
*In Debt (Run Faster, Page 156)&lt;br /&gt;
*Information Auctioneer (Kill Code, Page 78)&lt;br /&gt;
*Lazy Fingers (Kill Code, Page 79)&lt;br /&gt;
*No Man Left Behind (Street Lethal, Page 181)&lt;br /&gt;
*One of Them (Chrome Flesh, Page 58)&lt;br /&gt;
*Pregnant (Bullets &amp;amp; Bandages, Page 12)&lt;br /&gt;
*Resonant Burnout (Kill Code, Page 99)&lt;br /&gt;
*So Jacked Up (Chrome Flesh, Page 59)&lt;br /&gt;
*Stay Out Of My Way (Street Lethal, Page 129)&lt;br /&gt;
*Stolen Gear (No Future, Page 177)&lt;br /&gt;
*This Is Your Last Chance (Street Lethal, Page 129)&lt;br /&gt;
*Tough and Targeted (Chrome Flesh, Page 59)&lt;br /&gt;
*Well, Actually... (Kill Code, Page 79)&lt;br /&gt;
*&#039;Ware Intolerance (Kill Code, Page 100)&lt;br /&gt;
*Wildcard Chimera (Dark Terrors, Page 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Awakened Content===&lt;br /&gt;
====Banned Spells====&lt;br /&gt;
Everything involving Blood, Bug, and Toxic Magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells and powers 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;
*Rot&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
*Shape [Material] (Page 118, Street Grimoire)&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
&lt;br /&gt;
====Banned Alchemical Preps====&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Adept Powers====&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
&lt;br /&gt;
====Banned Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
====Banned Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necro Magic&#039;&#039;&#039; (Page 82, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Draconic Tradition&#039;&#039;&#039; (Page 76, Forbidden Arcana) - Draconic Tradition is only permitted for the use by Drakes, which makes it de facto banned on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot&#039;&#039;&#039; (Page 91, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Traditions&#039;&#039;&#039; (Page 101, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Insect Shaman&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Toxic&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Expansion: Shedim&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predator Feast&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sacrifice&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot Summoning&#039;&#039;&#039; (Page 45, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Page 90, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
====Banned Arts====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Geomancy&#039;&#039;&#039; (Page 143, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
===Banned Emerged Content===&lt;br /&gt;
&lt;br /&gt;
====Banned Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Host Emulator Complex Form&#039;&#039;&#039; (KC 94) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Pinch Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Resonance Cache Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Search History Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
====Dissonant Ban====&lt;br /&gt;
&lt;br /&gt;
*Dissonant streams, powers, echos, forms, and etc. shall be NPC only, including those from page 132 through 134 of Kill Code&lt;br /&gt;
&lt;br /&gt;
====Banned Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Draining Spike&#039;&#039;&#039; echo (KC 101) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Refined Reagents Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Radical Reagent Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Group Resources&#039;&#039;&#039; (Page 43, Data Trails) &lt;br /&gt;
**The mechanics of the example groups on pages 35 through 43 in Data Trails are also not in use, [[:Category:Factions|see the factions page for the rules in play on the Haven for those listed factions.]]&lt;br /&gt;
*&#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
*All content relating to Submersion Groups, Tribes, and Flash Tribes from pages 106 through 117 of Kill Code.&lt;br /&gt;
*Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs).&lt;br /&gt;
&lt;br /&gt;
===Banned Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haywire&#039;&#039;&#039; (KC 38) shall not be permitted on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
*Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
*Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
*Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
*Renfield (Page 128, Hard Targets)&lt;br /&gt;
*The MOS (KC 58) shall not be permitted until it is evaluated in light of our custom deck rules.&lt;br /&gt;
*Fuchi Cyber-N Series (KC 60) is banned.&lt;br /&gt;
*Fuchi Cyber-EX Series (KC 60) is banned.&lt;br /&gt;
*The Co-Pilot line of programs (KC 71) shall not be permitted for use on the ShadowHaven in any capacity due to a critical inability to understand what they were trying to do.&lt;br /&gt;
*Surplus and Refurbished PI-Tacs (KC 73) are not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
*Personal Drone Rack (KC 73) will be reviewed should other items with hardpoints be published in the future.&lt;br /&gt;
*The &amp;quot;Mercury-Alpha&amp;quot; Battlefield Signal booster (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*The Micro-Dish Transmitter (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*Hardened Mil-Spec Armor of any kind (R&amp;amp;G 66) shall not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Ammo &amp;amp; Grenades====&lt;br /&gt;
&lt;br /&gt;
*Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Painade (Page 135, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
&lt;br /&gt;
*Horizon Little Buddy (Page 146, Rigger 5.0)&lt;br /&gt;
*Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
*Noizquito (Page 128, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
&lt;br /&gt;
*Chameleon Coating (Page 184,194 Stolen Souls) (We only use the Rigger 5 Chameleon Coating on ShadowHaven)&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf, or Ork) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*Smuggling Compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (Page 461, Core) (We only use the Rigger 5 weapon mount rules on ShadowHaven)&lt;br /&gt;
*Yerz Kit (Page 187, The Complete Trog) (Use ‘Yerzed Out’ from Page 171, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
&lt;br /&gt;
*Immunization (Chrome Flesh 164)&lt;br /&gt;
*All Gammaware grades&lt;br /&gt;
*All Omegaware grades&lt;br /&gt;
*One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
===Banned Lifestyle Options===&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Altered Content==&lt;br /&gt;
===Altered Qualities===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adept Healer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Adept Healer does not function on drain damage.&lt;br /&gt;
**Damage transferred by this ability will count as drain, and as such, cannot be transferred by further instances of this power, or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animal Familiar&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in attune animal, to function. If purchased at chargen it is assumed you already succeeded this test.&lt;br /&gt;
**A Familiar must be a mundane critter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Bombmaker&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Bombmaker is limited to a number of increases in drain equal to your alchemy skill rating divided by 4, rounded down: Once at rating 4, twice at rating 8, three times at rating 12.)&lt;br /&gt;
**Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Armorer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Armorer is required to learn the Alter Ballistics (p51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Bodyguard&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**As per page 48 of the Core Rules, &amp;quot;A Note on Rounding&amp;quot;, round the dice you can use on yourself up&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Improviser&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
**Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
**The 1/week limitation will be altered to 1/run for ease/simplicity of bookkeeping&lt;br /&gt;
**You must meet all the prerequisites to cast the spell, or otherwise be able to learn the spell (meaning no banned spells, and no spells that you wouldn&#039;t be able to take otherwise.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astral Bouncer&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**This will only identity the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, All Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all Mastery Qualities.&lt;br /&gt;
**This will only identity the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight)&lt;br /&gt;
**In addition to an Initiate Grade and Adept Powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an Initiate Power.&lt;br /&gt;
**Edge can not be determined.&lt;br /&gt;
**Physical and mental attributes can not be determined.&lt;br /&gt;
**It is up to GM Discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AVRSE&#039;&#039;&#039; (KC 76) shall apply a -4 penalty to all actions taken while in VR, regardless of location. VR is how you get your brain fried, chummer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barehanded Adept&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**This will not work with a spell learned with adept spell&lt;br /&gt;
**These spells will not work on yourself. Further, the target must be attacked.&lt;br /&gt;
**This will only work with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Better on the Net&#039;&#039;&#039; (KC 96) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Baby&#039;&#039;&#039; (KC 77) shall function as written, except that the penalty is -1 to all actions, and will always fade when you next would regain edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Forest Native&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**You do not require this quality to be from The Black Forest&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brittle&#039;&#039;&#039; [Attribute] negative quality (KC 99) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Breaker&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chosen Follower&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**The following options are removed from the list of benefits: ‘Learn two spells or rituals.’ &amp;amp; ‘Improve a magical active skill from rank 1 to rank 3.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;College Education&#039;&#039;&#039; (Page 145, Run Faster) &lt;br /&gt;
**This quality is incompatible with the Uneducated (Page 87, Core) Quality&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted only with a genuine Corporate Limited or Full SIN. On loss of the SIN, you lose the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Pariah&#039;&#039;&#039; (Page 129, Street Lethal) shall be permitted, but only with a current (7 karma version) or past (10 karma version) corp SIN from an AAA corporation. Records on File is required for the 10 point version. It is not actually required for your character to have had the Corporate SINner negative quality, merely that they have had it in their fluff at some point in the past.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Community Connection&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cyber-Snob&#039;&#039;&#039; (CF 57) shall be altered to allow Alphaware as the minimum grade so that it may be taken at chargen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Ally&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Only spirits that are not toxic or blood related which PCs normally have access to can be chosen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Data Hog negative quality&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers. Deckers are encouraged to examine “Wanted By GOD” instead, from Data Trails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Dealer&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dedicated Conjurer&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dependent&#039;&#039;&#039; &lt;br /&gt;
**Some addictions are better suited with the Dependent quality, and thus we recommend its use instead for alcohol, cigarettes, coffee, video games etc. Speak to your Chargen Minion to see if the Dependents or Addiction quality applies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Discombobulated&#039;&#039;&#039; (KC 77) shall instead apply a -2 penalty to all actions when acting outside of VR.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durable Preparations&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Durable Preparations stacks with Practiced Alchemist (p39, FA), effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Master&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Elemental Master will only work with the natural elements; Air, Earth, Fire, or Water. Electricity is not a valid choice.&lt;br /&gt;
**Elemental Master does not apply to damage received from drain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual-Natured Defender&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Dual-Natured Defender is a free action to activate, and free action to deactivate.&lt;br /&gt;
**Dual-Natured Defender only functions on your innate dual natured quality, such as that from being infected. Any other sources of Dual Natured, such as Channeling a Spirit, or being in an Astral Rift, are unaffected, and do not qualify you for the quality.&lt;br /&gt;
**The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
**Rather than simply cease Astral Perception, Dual-Natured Defender will temporarily cause you to not count as a Dual Natured being while active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frostbite&#039;&#039;&#039; (KC 78) shall only be permitted in abilities for which the character has at least 4 ranks. It also may not be applied to any skill in the Tasking group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Location Attunement&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted. After a month, the quality&#039;s benefits are lost, not quality itself, negating the need to repurchase it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hair Trigger&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hi-Rez&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Does not permit a character possessing the quality to make a Matrix Perception test to detect hidden icons as a free action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Door&#039;&#039;&#039; (KC 96) shall be permitted for use. It provides a stacking, cumulative +2 bonus to the Data Spike action when targeting Persona or IC. The bonus is gained upon filling a persona or IC&#039;s matrix condition with a Data Spike or Brute Force. This bonus is retained until the character takes a Simple or Complex Action other than Data Spike, or until a Data Spike action is taken that does not fill the condition monitor of a Persona or IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Hack&#039;&#039;&#039; (BTB 160) shall be permitted for use on the ShadowHaven, however, the user may not gain any benefits from teamwork from either sprites or agents for this action. The user also does not get any free actions to shift deck attributes or swap programs before this action. It is made as a sudden reflexive action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Know Your Limit&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Deflector&#039;&#039;&#039; (Page 38, Forbidden Arcana)&lt;br /&gt;
**Missile Deflector requires a successful Missile Parry (p310. CRB) interrupt, followed by the Counterstrike Adept Power (p170, SG) interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike Adept Power, when this ability is used, it will allow you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nasty Trog&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natural Hacker&#039;&#039;&#039; (KC 97) shall only be permitted for technomancer characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One With The Matrix&#039;&#039;&#039; (KC 97) shall only exist at the 8 karma level. The 2 and 10 karma versions are not permitted for use on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pacifist Adept&#039;&#039;&#039; (Page 39, Forbidden Arcana)&lt;br /&gt;
**The Notoriety restriction on Pacifist Adept is removed, due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder, or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prototype Materials&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**This quality can only be taken once, and does not require a run reward. It cannot be taken at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resonant Discordance&#039;&#039;&#039; (Page 161, Better Than Bad)&lt;br /&gt;
**Despite being a Mastery Quality, this does not require a Magic score. It may be taken by any Technomancer who has submerged at least once, by paying the appropriate karma cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restricted Gear&#039;&#039;&#039;&lt;br /&gt;
**May not be used to get Deltaware or Milspec armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenant Adept&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**If used, note the date used on your character&#039;s wiki page along with a link to the run where it was used on.&lt;br /&gt;
**Revenant Adept works until it&#039;s cleared all the damage that Regeneration can clear, you&#039;ve died, or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
**Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack, and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Modifications&#039;&#039;&#039; (Page 161, Better Than Bad) shall be permitted. It shall remain mundane only - only characters without a Magic or Resonance score may take the quality.&lt;br /&gt;
**This quality functions as written except with the following caveats: A character may shift the benefits of Special Modifications to a new weapon at the end of any given run, regardless of if the weapon was lost or destroyed. When doing so, one may change the benefits granted by the quality freely, even without changing the weapon they are applied to. It does not require any payment of lifestyle or similar. If a character has any ranks, they may change the fluff of the weapon within relatively close reason without expending a &amp;quot;slot&amp;quot;, but this cannot alter the concealability, apparent legality, or other mechanical attributes of the weapon. If a weapon does not deal elemental damage natively, it cannot be altered to deal elemental damage, however, if it does natively deal elemental damage of one type, one may spend one &amp;quot;slot&amp;quot; to change that type permanently to another type from the following list: electricity, acid, fire, water, cold. For spec mods specify that acid damage does not persist, applying damage and elemental effects for one round only. For simplicity, this does not alter the ammunition requirements. Hang a lampshade on it, if necessary. Disregard the entire last paragraph of the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silence is Golden&#039;&#039;&#039; (KC 77) functionally provides 2 noise reduction to all devices and personas within a 10 meter radius of the character with the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SINner&#039;&#039;&#039; (Page 84, Core)&lt;br /&gt;
**Instead of a tax on NuYen earned, the SINner quality shall act as an increase to lifestyle costs, similar to Dependent (Page 80, Core).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Jammer&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Hunter&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
**Spirit Hunter will cancel any sustained powers, and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skinwalker&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**The pelt for a mundane creature will cost 50% of the price of purchasing the critter itself, and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sloppy Code&#039;&#039;&#039; (KC 79) applies to tests to defend against Matrix Perception when running silent, not to Stealth tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spectral Warden&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprawl Tamer&#039;&#039;&#039; (Page 41, Forbidden Arcana)&lt;br /&gt;
**Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprite Combustion&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;State of Purity&#039;&#039;&#039; (BTB 160) shall be permitted for use on ShadowHaven. Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taint of Dissonance&#039;&#039;&#039; (KC 100) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Technical School Education&#039;&#039;&#039; (Page 150, Run Faster)&lt;br /&gt;
**Incompatible with the Uneducated (Page 87, Core) quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trog Traitor&#039;&#039;&#039; (Page 189, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trust Fund&#039;&#039;&#039; (Page 151, Run Faster) may be taken with a Corporate Limited SIN (Page 84, Core)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uneducated&#039;&#039;&#039; (Page 87, Core)&lt;br /&gt;
**This quality is incompatible with the College Education (Page 145, Run Faster) or the Technical School Education (Page 150, Run Faster) qualities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vexcraft&#039;&#039;&#039; (Page 42, Forbidden Arcana)&lt;br /&gt;
**Suppress focus is a simple action, and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
**Grounding focus is a complex action, and can be used from either the astral or physical, but requires both the focus to be eligible to target, and the owner to be eligible to target. This means you can only use this ability to damage a dual natured, or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
**Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Worship Leader&#039;&#039;&#039; (Page 42, Forbidden Arcana)&lt;br /&gt;
**The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Qualities affecting Training====&lt;br /&gt;
&lt;br /&gt;
*Dependents will remove all references to training time. All other impacts are in effect.&lt;br /&gt;
&lt;br /&gt;
*The Sensei quality will have the following changes.&lt;br /&gt;
**If the Sensei is a skill sensei, the karma cost for increases in the selected skill will be reduced by 3.&lt;br /&gt;
**If the Sensei is a skill group sensei, the karma cost for increases individual skills in the group in the selected skill group will be reduced by 1.The whole group can be improved at a cost reduction of 3.&lt;br /&gt;
**If this reduced the cost for a new rank to zero, you may increase the skill to the rank instantly, for free. This applies even in cases where other qualities interact with this house rule.&lt;br /&gt;
**Sensei does not require a contact. The “Sensei” NPC may be a contact already on your sheet, but may also be a described but non-contact NPC. The quality does *not* grant a free contact.&lt;br /&gt;
&lt;br /&gt;
*Day Job will follow the table below, increasing the karma cost for attributes, skills, martial arts and specializations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Day Job Karma Cost modifier&lt;br /&gt;
|-&lt;br /&gt;
!Fame:&lt;br /&gt;
!None/Local&lt;br /&gt;
!National/Megacorp&lt;br /&gt;
!Global&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 1&lt;br /&gt;
|1&lt;br /&gt;
|1.5 (Every odd numbered increase is +2 instead of +1)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 2&lt;br /&gt;
|2&lt;br /&gt;
|2.5 (Every odd numbered increase is +3 instead of +2)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 3&lt;br /&gt;
|3&lt;br /&gt;
|3.5 (Every odd numbered increase is +4 instead of +3)&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Note on Kill Code Qualities====&lt;br /&gt;
&lt;br /&gt;
Except where noted, all Qualities listed from Page 96 to 100 of Kill Code shall be permitted for any matrix PC, not just technomancers. This also applies to the positive and negative qualities on Page 76 to 79 of Kill Code&lt;br /&gt;
&lt;br /&gt;
===Altered Awakened Content===&lt;br /&gt;
====Altered Spells====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Comet&#039;&#039;&#039; (Page 50, Forbidden Arcana)&lt;br /&gt;
**Comet does not ignore armour specific elemental resistances (Specifically, fire resistance.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered Ballistics&#039;&#039;&#039; (Page 51, Forbidden Arcana)&lt;br /&gt;
**Alter Ballistics can also be used on arrows &amp;amp; bolts, as well as bullets, but not area of effect explosives such as rockets or grenades, or other “ballistic” weapons such as darts, thrown weapons, or tasers.&lt;br /&gt;
**Alter Ballistics requires Alchemical Armorer to learn, and can only be made into a preparation, not cast as a spell.&lt;br /&gt;
&lt;br /&gt;
=====Multi-Casting=====&lt;br /&gt;
&lt;br /&gt;
*To determine dicepools for multi-casting, take the dice pool and divide pool for a given spell by the number of times splitting, round up. Thus, if you cast 3 spells, each with a pool of 18 normally, you&#039;d get 6 dice each. If you cast 2 spells and one had a pool of 20, and the other a pool of 14, the first would cast with 10 dice and the second with 7.&lt;br /&gt;
&lt;br /&gt;
====Altered Adept Powers====&lt;br /&gt;
&lt;br /&gt;
*Mystic Aptitude (BTB 159) shall be permitted on ShadowHaven. When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Rapid Draw (SG 173) does not permit a free action attack. It does permit a weapon to be drawn as a free action, and if it is your action phase, you may follow up with any attack action you desire, unlike the normal constraints of a quick draw. The free-action draw is most likely to be relevant when you need a weapon in hand for a specific interrupt action.&lt;br /&gt;
&lt;br /&gt;
====Altered Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*The Guanyin mentor spirit (BTB 139) shall be permitted for use on the ShadowHaven, but it must be included as a listed quality on your wiki, and the wiki page must be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Altered Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancestor Shamans&#039;&#039;&#039; (Page 74, Forbidden Arcana)&lt;br /&gt;
**You receive the Channeling Metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditional Black Mage&#039;&#039;&#039; (Page 60, Forbidden Arcana)&lt;br /&gt;
**You do not receive Animal Familiar for free.&lt;br /&gt;
**You do not receive Dark Ally for free.&lt;br /&gt;
**&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditionalist Traditions&#039;&#039;&#039; (Pages 60-91, Forbidden Arcana)&lt;br /&gt;
**If you take a Traditionalist or other special path, it is a Paradigm Shift to leave said path. Your Initiation count cannot &#039;restart&#039;. If you missed the Initiation for the level 1 gain, it is missed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norse&#039;&#039;&#039; (Page 68, Forbidden Arcana)&lt;br /&gt;
**Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
**Cunning Woman: Can only be taken by a Magician, Mystic Adept, or Aspected Spellcaster.&lt;br /&gt;
**The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on Shadowhaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path Of Pariah&#039;&#039;&#039; (Page 85, Forbidden Arcana)&lt;br /&gt;
**Pariahs are allowed to pick a drain stat out of charisma, intuition, or logic. For their second initiation, disregard the requirement to take the opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elder God Magic&#039;&#039;&#039; (Page 78, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planar Magic&#039;&#039;&#039; (Page 87, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Romani&#039;&#039;&#039; (Page 90, Forbidden Arcana)&lt;br /&gt;
**Only traditionalists are allowed on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Altered Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Defense&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Defense does require the user to Astrally Perceive to be used. If you do not have an innate way to perceive astrally, you must take the astral perception adept power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Reflection&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Reflection requires the user to be Astrally Perceiving, similar to the Reflect Spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
**Must have line of sight to allies to work.&lt;br /&gt;
**For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage.&lt;br /&gt;
&lt;br /&gt;
====Altered Mage Archetypes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Elementalist&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may be Elementalists. You must choose to be an Elementalist at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hedge Witch/Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may become Hedge Witches/Wizards. You must choose to be a Hedge Witch/Wizard at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Null Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected Magicians, Full Magicians, and Mystic Adepts may be Null Wizards. You must choose to be a Null Wizard at character generation.&lt;br /&gt;
**The ‘summoning’ skill will be added to the list of skills they cannot take.&lt;br /&gt;
**A Null Wizard receives the ‘Spell Resistance’ adept power, at a rating equal to initiate grade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Seer&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, 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;
**Per Core page 69, Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so. The table in Street Grimoire does not superseded this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Explorer&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**An Explorer can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aware&#039;&#039;&#039; (Page 49, Forbidden Arcana)&lt;br /&gt;
**An Aware can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adepts and Ways====&lt;br /&gt;
&lt;br /&gt;
*Mystic Adepts will be held to the RAW restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channelling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they will have to follow The Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*This precludes them from accessing any other way and has a barrier to entry (in the form of the cost of joining the Way.)&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
**The 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;
&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 Increase Reflexes spell he is sustaining is taking its toll. In order to pass it off to his spirit, he orders it to disengage and move to behind the brick building. After the transaction is complete, he orders it to hide in a building a few blocks away.&lt;br /&gt;
====Magical Lodge Background Count====&lt;br /&gt;
&lt;br /&gt;
*Mage Lodges shall have a background count equal to Force / 3 rounded up.&lt;br /&gt;
&lt;br /&gt;
====Clarification on Astral Signatures====&lt;br /&gt;
&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of Astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of Astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
&lt;br /&gt;
===Altered Emerged Content===&lt;br /&gt;
====Altered Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bootleg Program Complex Form&#039;&#039;&#039; (KC 94) shall be permitted for use on the ShadowHaven. The defending party may elect to not roll their defense, making the test unopposed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mirrored Persona Complex Form&#039;&#039;&#039; (KC 95) shall be permitted on the ShadowHaven, but rather than the written text, it shall have Target: Self, Duration: Sustained, Fade Value: Level -2, and shall automatically negate the next failed defense test against a matrix action other than Matrix Perception targeting the sustaining technomancer.&lt;br /&gt;
&lt;br /&gt;
====Altered Sprite Powers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bodyguard&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but requires the sprite using it to be actively on the matrix in the same &amp;quot;location&amp;quot; as you - the same grid or host. When used, it will stop a single Attack action targetting the compiling technomancer&#039;s persona. The sprite must have 10 initiative on the clock, must have at least 1 task left, and is irreparably destroyed with no chance of resistance. Activating this is not an action on the part of the technomancer, and does not require awareness of the incoming attack IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but the redirected damage is unresisted, and cannot be healed by any means. Additionally, the sprite must be of at least the same level as the effect causing the fading, if relevant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Enhance&#039;&#039;&#039; optional sprite power (KC 101) may be taken and used by any sprite who qualifies, not just companion sprites. It still uses tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Altered Paragons====&lt;br /&gt;
&lt;br /&gt;
*The Archivist (KC 103) paragon&#039;s advantage shall give a +1 dice pool bonus and +1 limit bonus on Matrix Search actions, rather than the listed bonuses.&lt;br /&gt;
&lt;br /&gt;
*The Daedalus (KC 103) paragon&#039;s advantage shall give +1 die on Hardware tests, and +1 limit to Pilot [x-craft] skill tests - specifically, tests which roll an attribute and a Pilot skill together. It does not increase the limit for purposes other than the number of hits one can keep on these tests.&lt;br /&gt;
&lt;br /&gt;
*The advantage granted by the IC paragon (KC 104) shall not apply in any fashion against or in relation to IC.&lt;br /&gt;
&lt;br /&gt;
=====Note on Paragons=====&lt;br /&gt;
&lt;br /&gt;
A Paragon&#039;s favor may be lost in the course of a run. Typically this shall be due to the written cause in each Paragon, though a GM has discretion for other, related things to cause a loss of favor. If this occurs, it is lost until the end of the run, unless the GM wishes to offer and opportunity to regain it at their sole discretion. Favor is automatically regained at the start of the next run. While favor is lost, the technomancer loses the Advantages offered by their paragon, but still suffers the disadvantages.&lt;br /&gt;
&lt;br /&gt;
A technomancer may choose and change paragons freely during downtime, including &amp;quot;no paragon&amp;quot;, but may not change them during a run. The sole exception is that if they follow no Paragon, and have not for the entire run, they may gain one mid-run given 5 minutes alone in VR.&lt;br /&gt;
====Altered Streams====&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Overdrive (KC 90) shall be permitted, however, the final rating of any piece of cyberware shall be limited at one rating above the maximum normal, naturally installable rating, or at twice the current rating, whichever is lower. Thus, a set of Rating 2 or Rating 3 Wired Reflexes would be capped at Rating 4, while a set of Rating 1 Wired Reflexes would be capped at Rating 2.&lt;br /&gt;
&lt;br /&gt;
*Complex Form LOTO (KC 90) shall be permitted with the following modifications: LOTO can only target wireless on devices.&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Hyperthreading (KC 91) shall be permitted, however, one can not thread the same complex form multiple times in the same hyperthread. All tests shall be resolved using the pre-hyper thread statistics. (Most notably, this means that Diffusion of Matrix Attribute in a Hyperthread does not impact defenses against any Complex Form in that same Hyperthread).&lt;br /&gt;
&lt;br /&gt;
*The RAW Technoshaman Daemon (KC 91) shall instead function as follows: Technoshamans shall reduce Registration time for sprites by 2 hours, to a minimum of 1. This reduction does not apply to the Pet Sprite Complex Form. In addition, Technoshamans shall gain 1 additional task on any successful test to Compile or Register a sprite.&lt;br /&gt;
&lt;br /&gt;
====Altered Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aegis&#039;&#039;&#039; echo (KC 101) shall be permitted. The boxes are healed 24 hours after the most recent &amp;quot;Aegis&amp;quot; box was filled, and may not be healed by any other means.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Neural Synergy&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven as-is, except that it shall be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Predictive Analytics&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven. It shall not stack with any other source of initiative dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Van Der Waals Effect&#039;&#039;&#039; echo (KC 102) shall be permitted. Rather than as written, treat it as a Magnetic System (CF 84) implanted separately in each of the character&#039;s limbs, as well as both front and back of their torso. The Mechanics Team would also like to remind people at this time that this is not what the Van Der Waals effect is, does, or resembles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Will of the Resonance&#039;&#039;&#039; echo (KC 102) shall be permitted on the ShadowHaven as-is, except that it shall additionally be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
====Techno Errata====&lt;br /&gt;
&lt;br /&gt;
The Fading for Complex Forms is -3 from the values printed in the Core Rulebook and in Data Trails. Thus, as examples, the correct Fading for Puppeteer is L+1 and the correct Fading for Derezz is L-1. Both Chummer and Herolab have incorporated this errata. Fading values in any other book (e.g., Kill Code) are unchanged. Remember that, per RAW, Fading can never be lower than 2.&lt;br /&gt;
&lt;br /&gt;
There is also a priority table change (P. 65, core. - Priority Table) for Technomancers, change the number of Complex Forms in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Increase from 5 Complex Forms to 7 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Increase from 2 Complex Forms to 4 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Increase from 1 Complex Forms to 3 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
In the Magic or Resonance column in the priority table (P. 65, core. - Priority Table) for Technomancers, change the number and type of skills in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Change from &#039;two Rating 5 Resonance skills&#039; to &#039;three Rating 5 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Change from &#039;two Rating 4 Resonance skills&#039; to &#039;three Rating 4 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Change from none to &#039;three Rating 2 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
The Cost for Submersions are 10+(grade x 3) Karma.&lt;br /&gt;
&lt;br /&gt;
===Altered Critter Powers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook) shall have its text replaced with the following:&lt;br /&gt;
**Type: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
&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;Adapsin&#039;&#039;&#039; (Page 160, Chrome Flesh) For simplicity&#039;s sake, Adapsin will provide immediate essence reduction of already implanted &#039;ware. This will leave an essence hole, without true essence recovery. This is solely to save the step of &amp;quot;Yo, street doc, rip out all my &#039;ware and put it back in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomizer&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**An Atomizer has an Accuracy of 3, and Concealability of +0, uses the skill Exotic Weapon (Atomizer) with a range array of 0.1/0.25/0.5/1 meters. The Atomizer takes a Complex Action to reload, and requires a Simple Action to fire.&lt;br /&gt;
**The preparation used with an Atomizer will trigger on a valid target after firing (i.e., a living aura, similar to a contact prep).&lt;br /&gt;
**The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e., if the Atomizer is broken, the spell will drop.)&lt;br /&gt;
**An Atomizer cannot take accessories or modifications.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antenna Grill&#039;&#039;&#039; (Page 184, The Complete Trog)&lt;br /&gt;
**Requires implanted cyberdeck/commlink or a living persona.&lt;br /&gt;
**Can only be taken by characters with tusks (Orks, Trolls, people with implanted tusks, etc.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AR Enhanced&#039;&#039;&#039; (Page 138, Cutting Aces) &lt;br /&gt;
**Creation of your own is permitted only on-table at GM discretion and shall not be carried off the table on which they were created. AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for seperately at the listed prices. Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.&lt;br /&gt;
*The &#039;&#039;&#039;Ares Armatus&#039;&#039;&#039; (Page 184, Hard Targets) uses the Exotic Ranged Weapon (Lasers) skill.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology Blood Drinker Combat Axe&#039;&#039;&#039; (Page 130, Street Lethal) shall be permitted as-is. It shall have a reach score of 0.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Barrens Special&#039;&#039;&#039; (Page 29, Street Lethal)&lt;br /&gt;
**The Barrens Special shall be permitted, but will not have any alterations from the listed statblock. All uses of it should conform to the printed statblock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blight&#039;&#039;&#039; (page 157 and 158, Better than Bad) &lt;br /&gt;
**Blight shall be a Contact, Injection Vector toxin which, upon hitting a spirit, shall remove its Immunity to Normal Weapons for [12 - Spirit&#039;s Force hours, minimum 1 hour]. The speed, penetration, and power are unchanged. Blight has no effect on non-spirit entities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical Glands&#039;&#039;&#039; (Page 112, Chrome Flesh)&lt;br /&gt;
**Gradual Release has been banned&lt;br /&gt;
***Permitted drugs for use in Chemical Glands are:&lt;br /&gt;
****All drugs in the Core Rulebook are permitted. BTLs, as noted below, are excepted.&lt;br /&gt;
****All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.&lt;br /&gt;
****No magical compounds, awakened drugs, or BTLs.&lt;br /&gt;
****No contact vector only drugs.&lt;br /&gt;
****All drugs in Boston Lockdown are permitted, with the following exception: Numb.&lt;br /&gt;
*The &#039;&#039;&#039;Collapsible Scythe&#039;&#039;&#039; (Page 183, Hard Targets) uses the Blades skill and falls under the &amp;quot;Polearms&amp;quot; specialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepweed&#039;&#039;&#039; (Page 411, Core Rulebook) shall have an addiction rating of 4 and an addiction threshold of 2.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Door Gunner tac-app&#039;&#039;&#039; (KC 71) shall be permitted for use. The mounted weapon must have a Smartgun System (not a smartlink), be wireless on, and be a valid target for remote control. Since it can only be used for mounted weapons, the &amp;quot;necessary skill&amp;quot; is always Gunnery.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement&#039;&#039;&#039; (Street Lethal, Page 130) shall be permitted with the following changes.&lt;br /&gt;
**Remove the &amp;quot;hardened&amp;quot; tag. This means when it is used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor. The EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement shall not expand with sufficient force to harm anyone. While expanded, it has Structure 10, Armor 10, and is treated as being 10cm for the purposes of barrier rules. While deployed, this barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed, and may not re-extend. While useless, it provides no armor bonus, but still uses the original armor value for the purpose of calculating encumbrance. It may be repaired with an Armorer + Logic [Mental] (12, 30 minutes) extended test, or by a contact with the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Motion Mace&#039;&#039;&#039; (Page 21, Street Lethal)&lt;br /&gt;
**The Fluid Motion Mace shall disregard the penalties listed outside their statblock, for simplicity&#039;s sake. This means that it has no minimum strength requirement to avoid penalties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghost Box&#039;&#039;&#039; (Page 141, Cutting Aces)&lt;br /&gt;
**This does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater like affect in the eye. The most using this device will give is social modifiers.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;GMC Armadillo&#039;&#039;&#039; comes with a single &amp;quot;pod&amp;quot; of your choice. Purchasing a new &amp;quot;pod&amp;quot; has no availability and costs 6k nuyen. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;pod&amp;quot; takes approximately 1 hour if untrained, or 15 minutes with ranks in automotive mechanic. It is largely assisted and requires only normal exertion.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Grey Mana Integration&#039;&#039;&#039; armor modification (BTB 156) shall be permitted on the Shadowhaven with the following changes:&lt;br /&gt;
**Rather than requiring a Chemical Seal for ratings 4 to 6, Ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated - that is to say, while wearing the entire suit of armor, including helmet. If not wearing the helmet, they provide the benefits of a Rating 3 system. &lt;br /&gt;
**When targeted by a beneficial or other unresisted magical effect, Grey Mana Integration opposes the spellcasting roll with it&#039;s rating in dice, reducing the hits on the test as appropriate. &lt;br /&gt;
**The penalties for Awakened for Grey Mana Integration and Grey Mana Tattoos apply any time a background count would penalize them - treat it as a localized, stacking, inacclimacable background count. &lt;br /&gt;
**While Grey Mana Integration is obvious, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Mana Tattoos&#039;&#039;&#039; (BTB 156) are permitted for use on ShadowHaven and follow the rules listed above. While Grey Mana Tattoos are obvious on the astral, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GreyWare&#039;&#039;&#039; (BTB 159) shall be permitted on the ShadowHaven. It shall be permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, whatever you wish to fluff it as within reason), and no cyberware may have any wireless functionality to speak of. For example, a GreyWare smartlink can still provide a bonus to accuracy if you plug into your gun, however, it can never provide bonus dice. Any wireless bonuses are similarly denied, and a GreyWare implanted commlink is not going to be able to make commcalls... you be the judge of how useful that may be.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon-Flynn Defense-com Commlink Weapons&#039;&#039;&#039; (Street Lethal, Page 131) shall be permitted. It is a Perception + Intuition [Mental] (3) test to identify that these are weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horn Compartment&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**In order to take this option one must have a horn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Happiness&#039;&#039;&#039; (Page 38, Street Lethal)&lt;br /&gt;
**The Krime Happiness shall be permitted, to mass jubilation. Thanks to patented Troll Tough™ belt technology, the belt cannot be cut during a runaway firing situation (unless the GM deems fit, such as if cutting it would be to your disadvantage), but after the first full combat turn of nonstop fire, one may drop it. This won&#039;t stop it from firing, but will render its fire ineffective at anything other than collateral damage (GM discretion.) It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammo.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Pack&#039;&#039;&#039; (Page 45, Street Lethal) shall be permitted, except it acts as a rating 2 area jammer and has no effect on Device rating. If the noise created by the KRIME pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming “KRIME!” at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.&lt;br /&gt;
**Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to your person until you manage to remove the backpack (3 complex actions) or it ceases firing. This is not likely to be a happy experience. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Trollbow&#039;&#039;&#039; (Page 24, Street Lethal)&lt;br /&gt;
**The Krime Trollbow (SL 24) shall use the stats from the book, correcting for the erroneous &amp;quot;reach&amp;quot; entry on the table for the ranged components. The stats are reproduced as follows.&lt;br /&gt;
***It will use Archery to fire, with an accuracy of 4, DV of (Rating + 2) physical, and AP of -(rating/4) for the ranged component.&lt;br /&gt;
***The melee component shall use the Blades skill, with an Accuracy of 3, a reach of 1, a DV of (Strength + 1) physical, and an AP of -1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Whammy&#039;&#039;&#039; (Page 40, Street Lethal) shall act as listed, and additionally, shall be able to take a Complex Action in order to both fire the shotgun and swing the hammer at a single Barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morrissey Alta&#039;&#039;&#039; (Page 32, Street Lethal)&lt;br /&gt;
**The Morrissey Alta shall be Restricted, not Forbidden.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject Dazzler&#039;&#039;&#039; (Page 47, Street Lethal) shall cap at a Blinding Glare for unprotected eyes, and shall never inflict blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you did not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler - or anyone broadly in their direction - is to suffer the glare penalties or to take the Blind Fire penalty.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject PEP&#039;&#039;&#039; (Page 44, Street Lethal) shall be permitted, but it is a matter of official record that the explanation of &amp;quot;It shoots lasers to plasmatize your skin, then explodes that plasma&amp;quot; is marketing bullshit. How does it work? No clue, but not like that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Narcoject Trackstopper&#039;&#039;&#039; (Page 44, Street Lethal)&lt;br /&gt;
**The Narcoject Trackstopper shall be permitted, but with some hefty changes. It will apply the listed agility penalty as RAW to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from your body.&lt;br /&gt;
**In addition to allowing the foam to dissipate on its own, or using the special solvent, you may also attack the foam, which has 4 condition monitor boxes for each application you have successfully been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if your limbs are incapacitated by foam applications, you may still attack the foam with unarmed attacks, using an agility score of 1. This is likely to go poorly for you unless you are trained in unarmed, but c&#039;est la vie.&lt;br /&gt;
**Being incapacitated by the foam does not preclude defense tests, though it may well make Agile Defender less desirable.&lt;br /&gt;
**The ammo capacity is 6(m), with a full reload of 6 shots taking up about a third of the backpack mechanism. Despite allusions to it, a single shot may not be split across multiple targets.&lt;br /&gt;
**It can also be used to barricade doors or entries. A single application of foam can block off about one square meter, vertically, of hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and it&#039;s soak values) before carrying through into the door... assuming you&#039;re clever enough to turn the doorknob when you bash into it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Arms Praetorian&#039;&#039;&#039; (Page 134, Cutting Aces)&lt;br /&gt;
**Accuracy code should read 4(5), not 4(6).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Onotari HL-13&#039;&#039;&#039; (Page 38, Street Lethal) shall use Automatics rather than Firearms for its configuration roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Osmium Mace&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**Requires two hands to wield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Remote Cyberhand&#039;&#039;&#039; (Page 130, Rigger 5.0) shall use the following stats when operating as a drone: Handling 5, Speed 1(G), Acceleration 1, Body 1, Armor 1, Pilot 2, Sensor 1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Renraku Red Samurai Katana&#039;&#039;&#039; (Page 132, Street Lethal) shall be permitted, however, PC possession shall incur the Wanted negative quality automatically, with a bounty of 50,000 nuyen. This may be bought off with 20 karma, 40,000 nuyen, or any combination thereof (2000 nuyen to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause you to retain the bounty until your death.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Shaman Tuxedo&#039;&#039;&#039; (Page 143, Cutting Aces) shall be modified thusly&lt;br /&gt;
**The price will be modified to 16000 nuyen.&lt;br /&gt;
**The availability will be modified to 16&lt;br /&gt;
**The Shaman Tuxedo must be something that makes your status as a mage extremely obvious, including your tradition.&lt;br /&gt;
**You must continue to wear the Shaman Tuxedo for as long as you have the summoned spirit. Removing any part of the Shaman Tuxedo while you have a currently summoned spirit summoned with the Shaman Tuxedo will cause them to instantly lose all remaining services.&lt;br /&gt;
**The Shaman Tuxedo only works for spirits appropriate for your tradition. Any spirits outside of your normal tradition are not an option, even if you have a quality like Chain Breaker which makes them an option for summoning. (e.g. A Hermetic mage may not have a Shaman Tuxedo to provide its bonus for Task Spirits)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subliminal Subacoustics&#039;&#039;&#039; (Page 146, Cutting Aces)&lt;br /&gt;
**Emotions that fit are GM discretion, and their decision is final.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tailored Perfume/Cologne&#039;&#039;&#039; (Page 143, Cutting Aces) &lt;br /&gt;
**The use of these are permitted, but only one application can be used effectively. If an additional, unique Tailored Perfumes/Colognes are applied while another is still active, all effects from all Tailored Perfumes/Colognes are negated. Additional applications of the same perfume or cologne do not have any effect.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Ultimax Rain Forest Carbine&#039;&#039;&#039; (Page 32, Gun H(e)aven 3) shall use the missions FAQ errata [http://files.meetup.com/363658/Shadowrun%205%20Missions%20FAQ%20Update%20v1.1.1.pdf linked here].&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Urban Explorer Daedalus&#039;&#039;&#039; (Page 47, Street Lethal) cannot be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vault of Ages&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**A Vault of Ages can hold (Rating x 2) preparations, each of which can have a maximum force of (Rating x 2)&lt;br /&gt;
**Vaults of Ages have a maximum rating of 5&lt;br /&gt;
**A Vault of Ages a size dependant on rating, as defined by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rating&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Size&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Belt Pouch&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Satchel&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Backpack&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Duffel Bag&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Minifridge/Safe (Vehicle Portable)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Wuxing-Armstech PTL-02&#039;&#039;&#039; (Page 133, Street Lethal) shall be permitted, but note that it only functions underwater.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Looper Rounds&#039;&#039;&#039; (KC 49) shall be permitted, but rather than using the text written, refer to the following: Looper Rounds are available for 200 nuyen for every 10 rounds, and have an availability of 12R. When they strike a valid device - a sensor, a visual device, or an audio device - they loop the last five seconds over again for the next minute. They are programmed to account for things such as clocks, but crowds or complex changes of scene will reveal the deception. Physical examination of the device will note the round attached, and direct matrix examination with Matrix Perception will note the effects after they have run their course. In order to affect worn gear, a called shot at -6 is necessary. They have a maximum accuracy of 2, require 1 net hit to attach, deal no damage of any kind, and may not be used against any device paid for with essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ArrowLink&#039;&#039;&#039; (KC 52) shall be permitted. The existing types, cost and availability, and rules for attaching and removing the arrow or cord shall remain in place. However, instead of ignoring noise, the ArrowLink provides a direct connection through touchlink technology to the target struck. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything meaningfully larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them. They are available for Bows, Trollbows, Pistol Crossbows, and Light/Medium/Heavy Crossbows. In order to benefit from the direct connection, one must plug a device into the cord at the firer&#039;s end, and they can not provide any connection to a targeted device paid for by essence (Devices on the firer&#039;s end may be paid for with essence, if desired.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Faceless&#039;&#039;&#039; (KC 57) shall be permitted. Double the cost and availability of the base item (thus, it is Rating*4F and Rating*1000 nuyen.) The modifications for Generic and Specific faces remain as written. It exists from rating 1 to 6. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with Essence. Generic Face versions may function as plain Faceless, and Specific Face versions may function as Generic Face or Faceless. The Specific Face version may be changed with 10 minutes work by anyone with ranks in Computer or Software. As an additional note, these are subject to the [[#Upgrades|Upgrade Rules]] for rating, as well as Base-&amp;gt;Generic Face-&amp;gt;Specific Face. This also means they can be purchased even when their availability is above 20, though the necessary rolls to do so must still be made.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Clouds&#039;&#039;&#039; (KC 57) shall be permitted. Rather than a spray can, they shall be an inhaler. They affect only one person for 3 combat turns. They are not affected by wind and must be triggered physically by the person benefiting from them. They do not stack with themselves - only the greatest bonus to a single action applies. Disregard the &amp;quot;Custom Case&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Chips&#039;&#039;&#039; (KC 59) shall be permitted. &amp;quot;Armor Defeating&amp;quot; will apply to Attack, &amp;quot;Slick WIlly&amp;quot; to Sleaze, &amp;quot;Data Dynamo&amp;quot; to Data Processing, and &amp;quot;Fortified&amp;quot; to Firewall. They have no impact on one&#039;s mental attributes. The damage is resisted with Body alone and is treated as Fading for the purposes of healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Security Decks&#039;&#039;&#039; (KC 61) shall be permitted as-is. Note that the Encryption program is not factored into the attribute array.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Warrior&#039;&#039;&#039; (KC 62-63) shall be permitted as-is. Note that a bonus to the limit on sleaze tests does not alter the actual Sleaze attribute.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The EVO Sublime&#039;&#039;&#039; (KC 62-63) shall be permitted. Disregard the requirement that it be implanted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Destiny Blade&#039;&#039;&#039; (KC 63) shall be permitted as-is. Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kitbashed Sleeper&#039;&#039;&#039; (KC 63) shall be permitted as-is. As usual for a technomancer using a device, they do not benefit from their Living Persona&#039;s attributes, though they can still use Resonance actions per its rules. The number of irreparable matrix boxes must be tracked on your character&#039;s wiki page after each run. The deck is still irreparably broken and unusable after it&#039;s natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of it&#039;s ultimately consumable nature.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cry Wolf&#039;&#039;&#039; (KC 65) shall be permitted. It shall cost the same as a normal Hacking Program and have the same availability, except that it is Forbidden. When someone running Cry Wolf would normally be struck by Convergence, they instead are alerted, and Convergence will strike again in 1d6 combat turns. This second Convergence may not be averted with Cry Wolf. After Convergence is delayed, the Cry Wolf program is deleted irrevocably. Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from it&#039;s effects for 24 hours after it triggers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DataJack Plus&#039;&#039;&#039; (KC 65) shall be permitted. It only functions when connected to a deck or RCC, it does not include any free programs, and it cannot run an Agent or Virtual Machine. Functionally, it increases the program slots of the deck by it&#039;s rating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EARRS&#039;&#039;&#039; (KC 66) shall be permitted, but the -10 penalty shall apply to all non-matrix, non-resonance actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The MCT Biolink&#039;&#039;&#039; (KC 67) shall be permitted. It provides DNI and a wireless connection as per a datajack, but has no capacity to direct connect to devices. It may be turned on and off as desired with a Complex Action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shiawase Cyber-6 RCC&#039;&#039;&#039; (KC 68) shall be permitted. Instead of it&#039;s normal special rules, refer to the following: While a Rigger&#039;s persona is running through this RCC in VR - whether jumped into a drone or not - any drones slaved to the RCC or jumped into by the Rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the Rigger is increased by 4 damage before resistance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SpinRad Global Skirmisher RCC&#039;&#039;&#039; (KC 68) shall be permitted. It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon Flow commlink&#039;&#039;&#039; (KC 68) shall be permitted. It provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wuxing Frequency&#039;&#039;&#039; commlink (KC 68) shall be permitted. Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Saeder-Krupp Last Chance Link&#039;&#039;&#039; (KC 69) shall be permitted, Disregard irritation if worn by a PC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mobile CNC tac-app&#039;&#039;&#039; (KC 72) shall be permitted for use. Rather than what is written, it provides 6 bonus dice, allocated as desired amongst people connected to the PI-Tac&#039;s network, for Navigation tests and Combat Maneuvers. It also provides 2 Noise Reduction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield Wall tac-app&#039;&#039;&#039; (KC 72) shall be permitted. Rather than what is written, it shall provide +3 firewall to any linked device for the purposes of defending against any Attack action or any matrix or resonance action that could cause Matrix Damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tactical Program Dongle&#039;&#039;&#039; (KC 72) shall be permitted. It provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs 200 nuyen. A PI-Tac may only have one dongle attached. I have no idea why this exists.&lt;br /&gt;
&lt;br /&gt;
*The stat block for &#039;&#039;&#039;Gyrojet&#039;&#039;&#039; ammunition in the official errata for Run &amp;amp; Gun shall be ignored. The FN-AAL Gyrojet Pistol shall be allowed to use any type of ammunition, but it shall not be shareable between other classes of firearms (i.e., Gyrojet ammunition will not work in a Heavy Pistol, and vice versa). There are no changes to the stats or mechanics of the weapon itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PPP Vitals&#039;&#039;&#039; cannot be used with “heavy armor,” defined as base armors having Armor Rating 13 or more (like what’s described by the Hang Time adept power on page 171 of Street Grimoire). It will stack with any base armor of Rating 12 or lower.&lt;br /&gt;
&lt;br /&gt;
====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;
====Military/Future Weapons====&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons are banned in their entirety, with no player use permitted. GMs may make use of them with approval per our [[GM_Rules#Needs_Approval|GM Rules]], but players may not obtain/retain such items or use them outside the scope of the single run.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology-Dassault Blood Hawk Mk 1&#039;&#039;&#039; (Page 53, Street Lethal) shall be GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you&#039;re tricky enough, but you can&#039;t keep it.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System&#039;&#039;&#039; (Page 55, Street Lethal) shall be permitted, but instead of using the existing statblock, or vehicle rules at all, use the rules below.&lt;br /&gt;
**While wearing the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System, you may spend a complex action to move up to 50 meters in any direction, as long as you are attempting to both launch from and land on solid ground. Make a Freefall + Body [Physical] (3) test, and scatter from your intended target (3-hits)d6 meters. Direction is determined as usual. This action does not use up any of your own movement speed.&lt;br /&gt;
**Additionally, it may be used as a free action to arrest a fall of greater than 25m, negating all falling damage. You must be aware of your impending impact.&lt;br /&gt;
**In either case, you may only spend a single action to fire the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System per combat turn, and may not &amp;quot;combine&amp;quot; actions. You may move, or arrest your fall, not both.&lt;br /&gt;
**Using it as a complex action takes on point of fuel, while using it as a free action takes two point. It has twenty points of fuel. Refueling it takes one uninterrupted minute to swap out the propane-tank sized fuel tank, but doesn&#039;t require you to remove the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System.&lt;br /&gt;
**It cannot be used while encumbered, has no wireless functionality, and is extremely loud and bright in use. Subtlety is not an option.&lt;br /&gt;
**On a glitch to activate the jetpack, the jetpack will fire, but the harness will fail, causing your jetpack to go flying without you. Hope you didn&#039;t need that.&lt;br /&gt;
**On a critical glitch to activate the jetpack, the GM should roll scatter (or choose a direction.) You move 50 meters in that direction at a great rate of knots. If you strike something that would stop you, take physical damage equal to the distance remaining to be traveled at AP-4. If you do not strike anything, you end up prone, but unhurt.&lt;br /&gt;
**&#039;&#039;&#039;The Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System shall cost 50,000 nuyen, and have an availability of 18F. Refuels shall cost 250 nuyen, and have an availability of 16F.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maker Mags&#039;&#039;&#039; (Page 75, Street Lethal) shall be permitted, but cannot be used to make Depleted Uranium rounds, to reduce Thematics team migraines. The extended magazine is treated as the +2 concealability version from Hard Targets. Maker grenades shall not be permitted. It is worth noting that you may, as usual, purchase multiple of an item with a single availability roll, increasing the delivery time based on the total cost of the purchase.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
&lt;br /&gt;
*The Haven will assume that PC vehicles are built for the PC&#039;s metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.&lt;br /&gt;
**In those rare cases where another PC has to take the wheel of someone else&#039;s car and make a driving test, if the second PC is a different metatype, they will take penalties deemed appropriate by the GM. They will also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a Troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties)&lt;br /&gt;
&lt;br /&gt;
====Cyberlimb Armor Limitations====&lt;br /&gt;
&lt;br /&gt;
*Cyberlimbs shall limit armor to 1 for hands and feet, 2 for partial limbs and partial skulls, and 3 for full limbs and full skulls.&lt;br /&gt;
&lt;br /&gt;
===Better Than Bad&#039;s New Uses for Karma and Street Cred===&lt;br /&gt;
&lt;br /&gt;
The &#039;New Uses for Karma and Street Cred&#039; on page 164 of Better than Bad are in effect, except where noted below.&lt;br /&gt;
&lt;br /&gt;
*The rules for purchasing additional loyalty and connection with contacts on page 164 are not in effect, superseded by our own [[Contact Rules]].&lt;br /&gt;
&lt;br /&gt;
*The uses for Reputation Score are not in effect, as Reputation Score is not a game concept that exists. If the writer&#039;s intent was &#039;Faction Rep&#039;, as Mechanics Team suspects, this is also superseded by our own rules.&lt;br /&gt;
&lt;br /&gt;
===Addiction Rules===&lt;br /&gt;
&lt;br /&gt;
*Each time you take an addictive substance, you will immediately make an addiction test. &lt;br /&gt;
**For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) &lt;br /&gt;
**For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) &lt;br /&gt;
**For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools for the above. &lt;br /&gt;
*If you fail the test, you immediately suffer the effects of a failed addiction test. As it is not an action, you may not Smackdown the test.&lt;br /&gt;
&lt;br /&gt;
===BTL and Drug Stacking===&lt;br /&gt;
&lt;br /&gt;
*BTLs do not stack with drugs, cause drug interactions like drugs, and overdose like drugs. Incidentally, drugs do not stack, they overlap - you cannot, for example, take Kamikaze twice and gain +4 strength.&lt;br /&gt;
&lt;br /&gt;
===Critter Rules===&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;
====Techno-Critters====&lt;br /&gt;
&lt;br /&gt;
*Techno-critters, being almost impossible to train, shall remain in use as NPCs only. While it&#039;s possible, but extremely difficult, to train a technocritter to the same degree as a normal animal, it is virtually impossible to train them to use any of their Resonance or Matrix abilities in any fashion, a fact GMs are encouraged to keep in mind when using these.&lt;br /&gt;
&lt;br /&gt;
====Animal Availability====&lt;br /&gt;
&lt;br /&gt;
*[[Animal_Availability|See Here]]&lt;br /&gt;
&lt;br /&gt;
===Melee attacks and Immunity to Normal Weapons===&lt;br /&gt;
&lt;br /&gt;
*Immunity to normal weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks&lt;br /&gt;
&lt;br /&gt;
===Movement Power===&lt;br /&gt;
&lt;br /&gt;
*For living targets, The Movement Power shall add Force to or subtract Force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score shall be 0, but even with a score of 0 for determining movement rate, a character shall be able to move at a walking rate of 1 meter and a running rate of 2 meters.&lt;br /&gt;
*Behavior when used on Vehicles remain unchanged.&lt;br /&gt;
*Additionally, the clause about &amp;quot;only functioning in terrain the creature controls&amp;quot; shall be stricken, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altered Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reckless Hacking&#039;&#039;&#039; (KC 37) shall function as written, except that glitches and critical glitches function at the discretion of the GM (as usual), and any action which is performed while Recklessly Hacking builds Overwatch Score and is considered illegal, even if it normally would not. Reckless Hacking may only performed for opposed actions. A Reckless Data Processing or Firewall action, whether successful or not, alerts the owner of the device akin to a failed Attack action, though it does not grant a mark, cause any damage, or give away your location. It may never substitute for ownership, or for a number of marks greater than 3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Calibration&#039;&#039;&#039; (KC 37) shall function as written, except that it will be a complex action. For clarity&#039;s sake, &amp;quot;One per persona&amp;quot; means that you require a mark on the persona of each person you are attempting to perform the action on, you may perform it on a number of personas up to your data processing score, and their initiative - meat or matrix - will increase by 1 point for every 2 full hits you receive on your test. The bonus initiative goes away at the end of the combat turn. Calibration and Leadership function similarly. A character can only benefit from a single source providing Calibration or Leadership tests in a given combat turn, and a character providing Calibration or Leadership tests may not benefit from any Calibration or Leadership tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Denial of Service&#039;&#039;&#039; (KC 37) shall function as follows: With a simple action, make a Cybercombat + Logic [Attack] vs. Willpower + Firewall opposed test, targetting a device you have at least one mark on. The net hits on this test are applied as a dice pool malus to any actions performed using that device until the start of the next combat turn. If performed multiple times on the same device, only the greatest penalty applies. This action is not subject to the normal rules about making multiple attacks - if you wish, you can spend two simple actions in the same Action Phase to perform it twice with your full dice pool, or spend a simple action to perform Denial of Service and another Simple Action to perform a different attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I Am The Firewall&#039;&#039;&#039; (KC 38) shall function as follows: As a complex action on your turn, perform a Computer + Intuition &amp;lt;nowiki&amp;gt;[Data Processing]&amp;lt;/nowiki&amp;gt; test. The hits on this test are bonus dice on defense tests performed by all teammates from whom you are receiving an AR feed. The bonus dice last until the end of the next initiative pass, and apply to any physical defense tests. You may receive an AR feed from a number of teammates not exceeding your Data Processing attribute. You must share a feed with your decker. Under assumed competence, we will assume you are almost always sharing unless you state otherwise, as long as you have a device capable of giving an image feed. If you are not sharing a feed, to do so, use the Send Message action to send a decker your feed, which they can accept with no action. This requires some form of primary sensory input on their person, typically a camera (or cybereyes.) You must have a primary sense link to receive the benefits. This can be accomplished with either image link, sound link or a sim module connected with a DNI. You may also perform this action as an interrupt action, costing 5 initiative, and affecting only one teammate from whom you are receiving a feed for the same duration. Since this requires a conception of how the real world works, this action may not be undertaken by agents or sprites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Popup&#039;&#039;&#039; (KC 39) shall function as written, except that the penalty shall apply until the end of the combat turn, and it may target any persona with some form of sensory enhancement, including Smartlink or DNI, which is not in VR. One must still be able to see the persona, which typically - but does not always - require wireless to be on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squelch&#039;&#039;&#039; (KC 39) shall function as written. It prevents all use of the Send Message matrix action. It does not prohibit any other matrix action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subvert Infrastructure&#039;&#039;&#039; (KC 39) shall function as written. The target of the matrix action is the host you have the mark on and to which the devices being controlled are slaved. Simple Devices are to be most non-drone, non-vehicle devices with a DR of 1, with GM discretion making the final call on any given device. A device controlled by Subvert Infrastructure will make a single action (free, simple, or complex) that it is capable of and that is not an attack per combat turn, as ordered by the person performing the action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watchdog&#039;&#039;&#039; (KC 40) shall function as written. The mark placed by this does flow up to the master of the device, however, the special option and effects of the Watchdog action against the target marked do not.&lt;br /&gt;
&lt;br /&gt;
===Altered Martial Arts===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Vines&#039;&#039;&#039; shall be accessible by the Cowboy Way and Whip Fighting in addition to the techniques already listed within these styles respectively.&lt;br /&gt;
*&#039;&#039;&#039;Mana Strike&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Strike.&lt;br /&gt;
*&#039;&#039;&#039;Mana Choke&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Choke.&lt;br /&gt;
**Damage is resisted as drain. Body + Willpower for Adepts and Mundanes, Willpower + Drain Attribute for Magicians and Mystic Adepts. This damage cannot be healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
===Other Altered Mechanics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&lt;br /&gt;
&lt;br /&gt;
**When taking the Dive Attack action you also take damage equal to the number of meters fallen, as appropriate. This rule will apply to GMs as well.&lt;br /&gt;
*The &#039;&#039;&#039;Observant&#039;&#039;&#039; 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;
&lt;br /&gt;
====Exponential diminishing returns for Multiple Simultaneous Explosions====&lt;br /&gt;
&lt;br /&gt;
*The damage and AP from multiple simultaneous explosions is computed as per RAW except that the DV of explosions beyond the second are halved again for each additional explosion. So the first explosion causes full damage, the the next causes half, the following half again, etc., until you reach zero (note: round down). Each explosion improves the best AP by 1 for every additional explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
&lt;br /&gt;
One may utilize any of their choice of Intuition or Reaction for 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;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
Repairing vehicles and drones will cost an amount based on the base price of the vehicle (before modifications), number of damaged boxes, and number of total boxes. The exact formula per box is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(5% of the Cost of the Vehicle before modifications) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means it will cost 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a gm can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.&lt;br /&gt;
&lt;br /&gt;
====Resisting Mind Magic====&lt;br /&gt;
&lt;br /&gt;
Any PCs, as well as any non-Grunt NPCs the GM deems fit, shall be excepted from the normal penalty to resist ongoing Mental Manipulation spells. NPCs with a Professional Rating are always subject to the aforementioned penalties.&lt;br /&gt;
&lt;br /&gt;
====Health and Edge Between Runs====&lt;br /&gt;
&lt;br /&gt;
Your PC will fully recover health and edge between runs unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
====WFTM / WFTP====&lt;br /&gt;
&lt;br /&gt;
After a run, you may convert karma into Nuyen (Working For the Man), or vice versa (Working For the People) at a ratio of 2000nY to 1 karma. This can be done up to 5 times per run. For example, your initial rewards for a run are 7 Karma and 10,000nY. You Work For the Man, converting 5 karma into 10,000nY, making your final rewards 2 Karma and 20,000nY.&lt;br /&gt;
&lt;br /&gt;
In any case, you must document this on the page for the run in the rewards section. If you have a quality that taxes income, apply to tax to the initial amount you earn.&lt;br /&gt;
====Burning out as a Mage====&lt;br /&gt;
&lt;br /&gt;
Any character whose current Magic Score reaches 0 is treated as burnt out. They permanently lose access to all magical abilities, the ability to raise their magic score, and any other features deriving from Magic. This brings Magic in line with Resonance. Any characters whose Magic score was 0 prior to Jan 31, 2018 are grandfathered, and may still raise their Magic score, assuming their maximum magic is above 0.&lt;br /&gt;
&lt;br /&gt;
====Optional Rules In Effect====&lt;br /&gt;
&lt;br /&gt;
*Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[#Other_Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
*We use the optional Drone Modification rules (Rigger 5.0, 122)&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
&lt;br /&gt;
*Numinous perception is not a discrete sense - it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants, or that there&#039;s a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
&lt;br /&gt;
====Initiative Stacking====&lt;br /&gt;
The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Edge&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Edge to Seize the Initiative or Blitz will function with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5d6 initiative dice. These also work in the Astral and Matrix.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Qualities&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative.)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Pain is Gain applies only to matrix initiative.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Lightning Reflexes will not stack with any drugs, adept powers, spells, cyberware, bioware, or generware. The defense die stacks normally. Lightning Reflexes will, uniquely, work in the Astral, but not Matrix VR.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Spells&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Adept Powers&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Other Magic&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or generware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Cyberware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Bioware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Geneware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Reaction Optimization, the poor thing, will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;As a reminder, drugs will not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Final Notes&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix and Rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Additional base dice, like those possessed by all shapeshifters and certain HMHVV Infected, are just that - base dice. They functionally stack with everything.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Custom Mechanics==&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
*The default is for players to choose their contacts from the already made [[:Category:Public Contacts|public contacts]]. We additionally allow as an option to create and stat out your own contact. [[Contact_Rules|Shadowhaven uses a custom contact system you can read about here]].&lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&#039;&#039;&#039;Note:&#039;&#039;&#039; If you create your own contact you can belay stating out the aspects. If the GM asks/lets you use it, the assumed dice pool is &amp;lt;code&amp;gt; Connection + Loyalty + Archetype Modifier + 2&amp;lt;/code&amp;gt;. It is best to fill out the Aspects, as you usually will be able to make use of more than 1 available aspect.}}&lt;br /&gt;
===Gear Aquisition===&lt;br /&gt;
&lt;br /&gt;
*You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). The exception to this is:&lt;br /&gt;
**You can&#039;t purchase Foci over Availability 19, even though they are otherwise upgradable and have a rating.&lt;br /&gt;
*Items beyond availability 19 may be obtained as run rewards with Thematics approval.&lt;br /&gt;
*The awakened or emerged may only gain a chance to purchase deltaware as a run reward for Semi-Prime or Prime runs.&lt;br /&gt;
**For mundane PCs, there are no restrictions on getting deltaware.&lt;br /&gt;
&lt;br /&gt;
====Acquiring gear under availability 12====&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
&lt;br /&gt;
You can upgrade (paying only the difference in cost) anything that has a rating, as well as cyberdecks and rigger control consoles and any cyberware or bioware. You must still make the availability roll for the upgrade.&lt;br /&gt;
&lt;br /&gt;
When upgrading a SIN using our upgrade rules, one may also upgrade the licenses attached to that SIN without making an availability test for each license. Only one test, for the base SIN, is required.&lt;br /&gt;
&lt;br /&gt;
===Misc. Lifestyle Rules===&lt;br /&gt;
&lt;br /&gt;
*Your lifestyle costs are due in full every 4 runs, rather than being tied to the passage of time.&lt;br /&gt;
**Optionally, you may choose to pay 25% of the full costs each run if you prefer. &lt;br /&gt;
***Of note is that Chummer may not calculate this correctly with modifications to the lifestyle cost, such as a DocWagon subscription, as by default setting it up to only pay 25% your lifestyle cost will only discount your base lifestyle.&lt;br /&gt;
&lt;br /&gt;
*Runners may share residences but when it comes to lifestyle costs every runner must pay the full 100% of their lifestyle costs. Lifestyles are not simply just an apartment but they factor many other things into it as well from food, entertainment, and other essentials. So while we allow people to room with other runners you will receive no discount.&lt;br /&gt;
&lt;br /&gt;
====Traveler Lifestyle (Page 218, Run Faster)====&lt;br /&gt;
&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>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Player_Rules&amp;diff=46234</id>
		<title>Player Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Player_Rules&amp;diff=46234"/>
		<updated>2020-08-09T00:54:53Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Positive Qualities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=X-Card and Roleplay Safety Systems=&lt;br /&gt;
The [[Charter#1:_The_Right_Not_to_be_Forced_to_Continue_and_Abandon_or_Cease_Uncomfortable_Scenes_.28Global_X-Card.29|X-Card]] and similar roleplay safety systems shall be honored when used and treated with respect and dignity. See [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Approved Books==&lt;br /&gt;
&lt;br /&gt;
We don’t use anything that is German Exclusive Content. We also do not use the 2050 books. For specific instructions on setting up Chummer, see [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
*Assassin’s Primer&lt;br /&gt;
*Battle of Manhattan&lt;br /&gt;
*Better Than Bad&lt;br /&gt;
*Bloody Business&lt;br /&gt;
*Book of the Lost&lt;br /&gt;
*Bullets and Bandages†&lt;br /&gt;
*Chrome Flesh&lt;br /&gt;
*Cutting Aces&lt;br /&gt;
*Data Trails&lt;br /&gt;
*Dark Terrors&lt;br /&gt;
*Forbidden Arcana&lt;br /&gt;
*Gun Heaven 3&lt;br /&gt;
*Hard Targets&lt;br /&gt;
*Howling Shadows&lt;br /&gt;
*Kill Code&lt;br /&gt;
*Lockdown&lt;br /&gt;
*No Future&lt;br /&gt;
*Rigger 5.0&lt;br /&gt;
*Run and Gun&lt;br /&gt;
*Run Faster&lt;br /&gt;
*Sail Away, Sweet Sister&lt;br /&gt;
*Shadow Spells&lt;br /&gt;
*Shadowrun 5th edition&lt;br /&gt;
*Shadows in Focus: Butte&lt;br /&gt;
*Shadows in Focus: Metrópole&lt;br /&gt;
*Shadows in Focus: San Francisco&lt;br /&gt;
*Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
*Splintered State&lt;br /&gt;
*Stolen Souls&lt;br /&gt;
*Street Grimoire&lt;br /&gt;
*Street Lethal&lt;br /&gt;
*The Complete Trog&lt;br /&gt;
*The Seattle Gambit&lt;br /&gt;
*The Vladivostok Gauntlet&lt;br /&gt;
&lt;br /&gt;
† Only sections titled &amp;quot;New Qualities&amp;quot; on page 11-12, &amp;quot;New Drugs, Toxins, and Pathogens&amp;quot; on pages 19-21, &amp;quot;New Spells and Powers&amp;quot; on page 21-22, and &amp;quot;New Gear&amp;quot; on pages 22-23.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
*Priority and Sum-To-Ten are the permitted character generation types. Karma Generation is not allowed. Most characters will be built using Standard rules (As opposed to Prime Runner/Street Level). However, it is possible to create characters using the [[#Creating Prime Runners|Prime Runner]] rules (see below).&lt;br /&gt;
&lt;br /&gt;
==Character Slots==&lt;br /&gt;
&lt;br /&gt;
*Players are allotted 3 character slots. They may buy additional slots for 10 [[GMP]] each. When doing this, post a comment to your r/Shadowhavenchargen thread with how much GMP you spent.&lt;br /&gt;
*Extralife prime slots are exempt from this limit.&lt;br /&gt;
&lt;br /&gt;
===Creating Prime Runners===&lt;br /&gt;
&lt;br /&gt;
*Players may purchase prime gen character slots at the cost of 100 [[GMP]] for their first purchase. Any additional slots cost an additional 100 [[GMP]] which is cumulative. &#039;&#039;&#039;(ex.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**1st PG Character Slot - 100 [[GMP]]&lt;br /&gt;
**2nd PG Character Slot - 200 [[GMP]]&lt;br /&gt;
**3rd PG Character Slot - 300 [[GMP]], etc...&lt;br /&gt;
&lt;br /&gt;
*Prime Generation slots purchased through our charity events are exempt from this cumulative price. You must always mark on your characters wiki page the source of the prime gen whether that is something like our extra life events or if it was purchased.&lt;br /&gt;
&lt;br /&gt;
==Attributes at Character Generation==&lt;br /&gt;
&lt;br /&gt;
*Physical and Mental Attributes with an unaugmented value of 1 represent severe handicaps. Often, these lead to poor gameplay, overly narrow characters, and/or a quick demise. As such, characters are limited to a single unaugmented attribute of 1, calculated using the full-body average for any cyberlimbs. Only permanent attribute augmentations count. Additionally, players will be expected to provide at least some in-game justification at chargen for such a handicap (e.g., paraplegic, metagenic defect, severe brain damage, etc.)&amp;amp;mdash;these are not just numbers on a sheet. &lt;br /&gt;
**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;
===Full Body Average===&lt;br /&gt;
&lt;br /&gt;
*For the purposes of determining &amp;quot;full body average&amp;quot; for Agility and Strength when cyberlimbs are involved, the average is determined using each limb and your torso (natural attribute). Cyberskulls should be disabled when [[Chummer_Setup#Character_Options|setting up chummer]].&lt;br /&gt;
&lt;br /&gt;
==Metatypes==&lt;br /&gt;
&lt;br /&gt;
*AI are not permitted for PC use.&lt;br /&gt;
*The optional rules for playable Free Insect Spirits (Dark Terrors page 32) will not be used. At all.&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
&lt;br /&gt;
*We allow Ghouls, Vampires (Including the Sukuyan variant in Hard Targets), Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you.&lt;br /&gt;
*Optional Infected Powers may not be bought at chargen. You may buy your first optional power immediately following your first run.&lt;br /&gt;
&lt;br /&gt;
==SURGED, Shifters and Extreme Body-Modders==&lt;br /&gt;
&lt;br /&gt;
*We acknowledge that SURGED/Shifters/Extremely Body-Mod characters run up against other internet subcultures, but this community is not a place to explore such things. You should have an understanding of the lore, ramifications, and limitations of each type of character. Please contact Shadowhaven Chargen for resources regarding the nuanced lore of the SURGED, Shifters and Extreme Body-Modders. We would like your help in having these types of PCs represented in a way that enriches the Shadowhaven living campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Specializations==&lt;br /&gt;
&lt;br /&gt;
*You may purchase a specialization with skill points even if the rank (or ranks) in the skill were purchased with karma.&lt;br /&gt;
&lt;br /&gt;
==Initiations==&lt;br /&gt;
&lt;br /&gt;
*Initiations are not permitted at chargen.&lt;br /&gt;
&lt;br /&gt;
===Paradigm Shift===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift shall, rather than being a metamagic, be performed by paying the same amount of karma one would ordinarily have to pay to initiate. Thus, an uninitiated mage must pay 13 karma, while a IG 5 mage must pay 28. This does not increase initiate grade or the cost of future initiations. As part of this process, the mage will lose any current traditionalist benefits, if appropriate, and gain any new ones they qualify for based on IG and tradition, as appropriate. They will no longer benefit from their current lodge, and their reagents will be out-of-tradition and thus count for only half, barring special circumstances. Fetishes, spells, foci, and bound spirits (including Ally spirits) will remain. If there are any inconsistencies or questions about the process, contact a member of the council with your concerns.&lt;br /&gt;
*Note that this process does not require formal approval, though it should still be noted on your wiki page. This can only be performed during downtime, or with explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
==Required Contacts==&lt;br /&gt;
&lt;br /&gt;
*All PCs must have a fixer. You may create your own following our [[Contact Rules]], or select an [[:Category:Fixers|existing fixer]].&lt;br /&gt;
&lt;br /&gt;
==Minimum Age of PCs== &lt;br /&gt;
&lt;br /&gt;
*ShadowHaven has minimum ages for PCs. With the exception of shifters, ShadowHaven PCs will have a minimum age of 18.&lt;br /&gt;
&lt;br /&gt;
==Submission Cool Down==&lt;br /&gt;
&lt;br /&gt;
*To prevent the chargen team from being overwhelmed, there is a 1 week waiting period between approvals of a player character. Once your character has been approved, we ask that you wait 1 week before submitting another character for review.&lt;br /&gt;
&lt;br /&gt;
==Sexual Themes==&lt;br /&gt;
&lt;br /&gt;
*We as a living community and leadership recognize that Shadowrun as a game and setting explores dark/mature themes. The ultimate bounds of what is acceptable will always be subjective based upon group and GM. In the case of our community, we strive for a standard that takes the setting material seriously and allows for the exploration of grittier themes while considering the comfort of the maximum amount of people.&lt;br /&gt;
&lt;br /&gt;
*To this end, submitted characters may not solely be vehicles for the exploration of sexual themes. This includes character art. Of note, cropped versions of hardcore or softcore pornography remain unacceptable after cropping due to their &amp;quot;bedroom eyes&amp;quot; quality. Discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
*Shifters by dint of what they are, will not be permitted either in backstory or play to explore/RP an intimate relationship with a metahuman. Cursory mention/RP of familial bonds/relationships with their own species is acceptable but should never be sexualized in any manner. As always, discretion lies with Chargen staff.&lt;br /&gt;
&lt;br /&gt;
==Advisements==&lt;br /&gt;
===Lifestyle Location Advisement===&lt;br /&gt;
&lt;br /&gt;
*If your character&#039;s primary lifestyle is located outside of the city the mission takes place in and you lack a rail pass that is connected to the mission city, you will likely incur transportation fees and fatigue before runs, at GM discretion. The cost of a plane ticket between two cities is half the distance between the two cities in kilometers plus 100 nuyen. &lt;br /&gt;
**Seattle is connected, via rail, to San Fransisco.&lt;br /&gt;
&lt;br /&gt;
===Social Skills Advisement===&lt;br /&gt;
&lt;br /&gt;
The council has ruled to officially recommend, but not require, at least 4 etiquette dice. Having low dice pools in etiquette can lead to difficulties on runs. The council will be unsympathetic if negative events happen in a run due to a low etiquette dice pool.&lt;br /&gt;
&lt;br /&gt;
=Maintaining a Character=&lt;br /&gt;
==Burning Edge==&lt;br /&gt;
&lt;br /&gt;
*On the ShadowHaven, characters shall remain playable after burning edge on most runs. This does not mean there is no hardship in a near-death experience, but players should be able to run with their character again with scars from their experience that are not overwhelming should they choose to continue to run.&lt;br /&gt;
&lt;br /&gt;
[[On Burning Edge|You can find information here on how burning edge works on ShadowHaven.]]&lt;br /&gt;
&lt;br /&gt;
==Gaining Positive Qualities and Buying off Negative Qualities==&lt;br /&gt;
&lt;br /&gt;
*Players are allowed to purchase positive qualities and buy off negative qualities, outside of character generation. [https://www.reddit.com/r/ShadowHavenBBS/comments/etwdxu/quality_purchasing_thread_3/ However, you must post in the quality purchasing thread.]&lt;br /&gt;
*Most qualities do not need approval, you simply need to post that you bought it in the thread and a justification for why you bought it, but some do. &lt;br /&gt;
**Qualities that require approval are approved by members of the Thematics Team. They also have veto power over all quality purchases. Below are qualities that must be approved by members of the thematics team, which is subject to expansion, or by a GM after a run:&lt;br /&gt;
***Made Man (Page 148, Run Faster)&lt;br /&gt;
***Chosen Follower&lt;br /&gt;
***Any Infected Quality (Page 136-141, Run Faster)&lt;br /&gt;
***SURGE III (Page 101, 103, 109, 111-123, Run Faster)&lt;br /&gt;
***Solid/Legendary Rep (Page 149, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
&lt;br /&gt;
*Training time for attributes, skills, martial arts and specializations will be removed.&lt;br /&gt;
&lt;br /&gt;
*Due to removing training time, several qualities must change. See [[#Qualities_affecting_Training|Altered Qualities]] below.&lt;br /&gt;
&lt;br /&gt;
==Delivery Time==&lt;br /&gt;
&lt;br /&gt;
*Delivery time while in-play on a table remains unchanged. GMs are free to and encouraged to allow immediate or near-immediate purchases of items at or below 12 availability, including illegal items, assuming the PCs are not under undue time pressure. GMs are free to truncate any other delivery time on their table as they deem fit.&lt;br /&gt;
&lt;br /&gt;
*Delivery time while not in-play on a table is immediate. A successful or tied availability test indicates that the player may add the item to their character’s sheet immediately for the appropriate cost. In the event that a character fails a test, they must wait twice the normal delivery time for that item before they may try again to acquire that item through the same vector. In this case, a vector is a particular PC rolling negotiation against availability to acquire an item (Note, one can not roll negotiation to get gear for another PC outside of a run), or an NPC rolling their appropriate Gear Acquisition roll as outlined in our [[Contact Rules]]. For example, a character who wishes to acquire an item with a RAW delivery time of 2 days may roll their negotiation themselves to acquire an item. If they fail, they may not attempt to roll for that item themselves again for 4 days. They may, however, still have an appropriate contact attempt to acquire it before that time.For these purposes, time is tracked in real time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |RAW Delivery Times&lt;br /&gt;
|-&lt;br /&gt;
|Gear Cost&lt;br /&gt;
|Cool down&lt;br /&gt;
|-&lt;br /&gt;
|Up to 100 nuyen&lt;br /&gt;
|6 hours&lt;br /&gt;
|-&lt;br /&gt;
|101 nuyen to 1000 nuyen&lt;br /&gt;
|24 hours&lt;br /&gt;
|-&lt;br /&gt;
|1001 nuyen to 10000 nuyen&lt;br /&gt;
|2 days&lt;br /&gt;
|-&lt;br /&gt;
|10001 nuyen to 100000 nuyen&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|More than 100000 nuyen&lt;br /&gt;
|1 month&lt;br /&gt;
|}&lt;br /&gt;
==Initiations and Submersions==&lt;br /&gt;
&lt;br /&gt;
*Initiations remain linked to real-life passage of time, however, the timeframes shall differ from RAW. An Awakened character may initiate for the first time immediately after the completion first run, but not prior.&lt;br /&gt;
*This does not require a roll, and does not take any time, but costs the normal amount of karma.&lt;br /&gt;
*The second initiation for a full Magician or Mystic Adept may not be undertaken until 6 real-life weeks have passed from the first initiation, requires no time or roll, and costs the usual amount of karma. &lt;br /&gt;
**Each additional initiation adds an additional 2 weeks to this timer. There is no upper cap on how long one must wait before initiating again. Other types of Awakened must wait half as long as Magicians and Mystic Adepts, but must still pay the normal karma cost.&lt;br /&gt;
**This means the formula for how long after your previous initiation you must wait in order to initiate again for Mystic Adepts and Magicians is (4+2*(Current Initiate Grade)) weeks. &lt;br /&gt;
**For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
*Submersions, as per RAW, have no roll required, no time, and no cooldown.&lt;br /&gt;
&lt;br /&gt;
===Ordeals===&lt;br /&gt;
&lt;br /&gt;
*Characters who undertake a qualifying run for an Ordeal within 1 week before or after an Initiation or Submersion may refund 10% of the cost (rounded down) of a single Initiation or Submersion. No other discounts on the karma cost Initiations or Submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
*Karma discounts for ordeal runs (initiation/submersion) do not count against RVP. The discount is more than made up by the danger inherent in a solo run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Nine Paths of Enlightenment (Page 140, SG) , Asceticism (Page 141, SG), Familiar (Page 142, SG), Hermit (Page 142, SG), Sacrifice (Page 142, SG), and Thesis/Masterpiece (Page 142, SG) initiatory ordeals are banned.&lt;br /&gt;
*Metaplanar Quest (Page 140, SG) and Deed (Page 141, SG) require a run focused around them.&lt;br /&gt;
*Geas (Page 142, SG) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. &lt;br /&gt;
**Geas must also be noted on the PC&#039;s wiki page in a separate section so GMs can easily interact with them.&lt;br /&gt;
&lt;br /&gt;
==Medical Needs and Downtime==&lt;br /&gt;
&lt;br /&gt;
*All health is restored at the end of a run, unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
*Cyberware, bioware, geneware, and other augmentations requiring surgery or vat time are installed instantly, without the need for healing.&lt;br /&gt;
&lt;br /&gt;
==Downtime Edge==&lt;br /&gt;
&lt;br /&gt;
*If edge is used during downtime, it can be regained after the start of the next run. (That is, you start with the lost edge but start regaining it with normal rest in play.) At the end of a run, all edge is regained.&lt;br /&gt;
&lt;br /&gt;
==Character Development Points==&lt;br /&gt;
&lt;br /&gt;
*Contacts can be purchased and upgraded via [[CDP]], a new system that encourages story driven character growth outside of core competencies. CDP (Character Development Points) are a new run reward separate from RVP. It can be used to upgrade knowledge skills and buy or upgrade contacts. It may not be used for any other purpose. GMs should feel free to suggest CDP expenditures to reflect lessons learned and contacts made during a run. Players can work together and contribute CDP to a public contact to globally boost that contact’s Connection Rating. For the purposes of awarding contacts on a run at GM discretion, the GM may convert RVP from the run rewards into CDP at an exchange rate of 1 [[RVP]] = 2 CDP. This may be used for Buying Contacts or Upgrading Contacts in accordance with the [[Contact_Rules#Buying_and_Upgrading_Contacts|contact rules]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 2 CDP per run, this can be increased with thematics approval for low payout (for example hooding) or failed runs.&lt;br /&gt;
&lt;br /&gt;
*CDP can alternatively be spent on knowledge skills, at a rate equivalent to karma. While not required, it is considered tradition to spend some CDP on knowledge skills which reflect the runs your character has been on, showing things learned over their career.&lt;br /&gt;
&lt;br /&gt;
==Resubmit Rules==&lt;br /&gt;
&lt;br /&gt;
===Voluntary Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*At any given time, a player may choose to resubmit an approved character for a respec or full rebuild. The resubmitted character must go through the approval process again. The character can keep run rewards from one previous run it was on, before the resubmit. It loses all other run rewards, initiations, metamagics, post-gen gear, etc. GMP invested into the character is not refunded. A character may be resubmitted as a prime-gen character should the player have an open prime slot.&lt;br /&gt;
&lt;br /&gt;
===Triggered Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
*Occasionally, the rules on ShadowHaven may change. This could be due to the release of a new book, recognition that a mechanic is problematic, or introduction of new house rules or a new ruling. When this happens, council may allow full or partial resubmits for some or all characters. A player may (or---occasionally---must) elect to resubmit a character. The resubmitted character must go through the approval process again. The character may keep *all* prior run rewards (whether they are karma, nuyen, constrained purchases of gear, contacts, etc.). All GMP invested into the character may be freely reassigned to the same character. GMP does not need to be spent at the time of the resubmit, but it may not be transferred to another character, player, or spent on non-character purchases (such as an additional or prime-gen character slot). A character may not be resubmitted using a different character generation scheme (normal or prime-gen).&lt;br /&gt;
&lt;br /&gt;
*Any event which allows for Triggered Resubmits will be called out explicitly in the post. It will specify which characters are allowed or mandated to do so and any other constraints attached to the process.&lt;br /&gt;
&lt;br /&gt;
===Permitted Minor Changes===&lt;br /&gt;
&lt;br /&gt;
*Sometimes, purchases are made due to a misunderstanding of the mechanics behind it. Minor changes, such as requesting to change a Specialization out, or swap out a spell for a different spell, may be permitted. These are handled on a case by case basis. Please submit your request to the [https://www.reddit.com/r/ShadowHavenBBS/comments/etwc3s/topics_for_discussion_thread_7/ Topics for Discussion Thread] for the council to consider.&lt;br /&gt;
&lt;br /&gt;
=Houserules and Custom Mechanics=&lt;br /&gt;
==Banned Content==&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
The following qualities are not permitted for characters to have:&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
&lt;br /&gt;
*Apt Pupil (Forbidden Arcana, Page 32)&lt;br /&gt;
*Archivist (Forbidden Arcana, Page 32)&lt;br /&gt;
*Better to be Feared than Loved (Chrome Flesh, Page 54)&lt;br /&gt;
*Blood Crystal qualities (Forbidden Arcana, Page 132) are restricted to NPCs only&lt;br /&gt;
*Dracoform (Any) (Howling Shadows, 163-164)&lt;br /&gt;
*Elemental Focus (Hard Targets, Page 191)&lt;br /&gt;
*Friends in High Places (Run Faster, Page 147)&lt;br /&gt;
*Groveler (Kill Code, Page 96) shall not be permitted for use on the ShadowHaven in any capacity, in any universe, ever.&lt;br /&gt;
*Human Lifespan (The Complete Trog, Page 188): Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
*Illusionist (Forbidden Arcana, Page 37)&lt;br /&gt;
*Latent Dracomorphosis (Howling Shadows, Page 164)&lt;br /&gt;
*Massive Network (No Future, Page 177)&lt;br /&gt;
*Networker (No Future, Page 177)&lt;br /&gt;
*Observant (Street Lethal, Page 129): Is assumed to be automatically possessed by all characters. [[#Other_Altered_Mechanics|See Below]].&lt;br /&gt;
*Puppet Master (Forbidden Arcana, Page 39)&lt;br /&gt;
*Revels in Murder (Chrome Flesh, Page 56)&lt;br /&gt;
*Stalwart Ally (Forbidden Arcana, Page 42)&lt;br /&gt;
*Team Player (Kill Code, Page 97)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
&lt;br /&gt;
*Amnesia: Neural Deletion &amp;amp; Surface Loss (Run Faster, Page 152)&lt;br /&gt;
*Borrowed Time (Run Faster, Page 153)&lt;br /&gt;
*Code of Honor: Black Hat (Kill Code, Page 99)&lt;br /&gt;
*Consummate Professional (Assassin&#039;s Primer, Page 17)&lt;br /&gt;
*Dead Emotion (Chrome Flesh, Page 57)&lt;br /&gt;
*Dead SIN (Better Than Bad, Page 162)&lt;br /&gt;
*Earther (Run &amp;amp; Gun, Page 169)&lt;br /&gt;
*Echo Chamber (Kill Code, Page 78)&lt;br /&gt;
*Every Man For Himself (Street Lethal, Page 181)&lt;br /&gt;
*Escaped Custody (Kill Code, Page 99)&lt;br /&gt;
*Hung Out to Dry (Run Faster, Page 155)&lt;br /&gt;
*In Debt (Run Faster, Page 156)&lt;br /&gt;
*Information Auctioneer (Kill Code, Page 78)&lt;br /&gt;
*Lazy Fingers (Kill Code, Page 79)&lt;br /&gt;
*No Man Left Behind (Street Lethal, Page 181)&lt;br /&gt;
*One of Them (Chrome Flesh, Page 58)&lt;br /&gt;
*Pregnant (Bullets &amp;amp; Bandages, Page 12)&lt;br /&gt;
*Resonant Burnout (Kill Code, Page 99)&lt;br /&gt;
*So Jacked Up (Chrome Flesh, Page 59)&lt;br /&gt;
*Stay Out Of My Way (Street Lethal, Page 129)&lt;br /&gt;
*Stolen Gear (No Future, Page 177)&lt;br /&gt;
*This Is Your Last Chance (Street Lethal, Page 129)&lt;br /&gt;
*Tough and Targeted (Chrome Flesh, Page 59)&lt;br /&gt;
*Well, Actually... (Kill Code, Page 79)&lt;br /&gt;
*&#039;Ware Intolerance (Kill Code, Page 100)&lt;br /&gt;
*Wildcard Chimera (Dark Terrors, Page 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Awakened Content===&lt;br /&gt;
====Banned Spells====&lt;br /&gt;
Everything involving Blood, Bug, and Toxic Magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells and powers 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;
*Rot&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
*Shape [Material] (Page 118, Street Grimoire)&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
&lt;br /&gt;
====Banned Alchemical Preps====&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (Page 199, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Adept Powers====&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers, etc.&lt;br /&gt;
&lt;br /&gt;
====Banned Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
====Banned Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necro Magic&#039;&#039;&#039; (Page 82, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Draconic Tradition&#039;&#039;&#039; (Page 76, Forbidden Arcana) - Draconic Tradition is only permitted for the use by Drakes, which makes it de facto banned on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot&#039;&#039;&#039; (Page 91, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Traditions&#039;&#039;&#039; (Page 101, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
====Banned Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Insect Shaman&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradigm Shift: Toxic&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Expansion: Shedim&#039;&#039;&#039; (Page 44, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predator Feast&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Tether&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Sacrifice&#039;&#039;&#039; (Page 131, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarot Summoning&#039;&#039;&#039; (Page 45, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quickening&#039;&#039;&#039; (Page 326, Core Rulebook)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrifice&#039;&#039;&#039; (Page 90, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
====Banned Arts====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Geomancy&#039;&#039;&#039; (Page 143, Street Grimoire)&lt;br /&gt;
&lt;br /&gt;
===Banned Emerged Content===&lt;br /&gt;
&lt;br /&gt;
====Banned Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Host Emulator Complex Form&#039;&#039;&#039; (KC 94) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Pinch Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Resonance Cache Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Search History Complex Form&#039;&#039;&#039; (KC 95) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
====Dissonant Ban====&lt;br /&gt;
&lt;br /&gt;
*Dissonant streams, powers, echos, forms, and etc. shall be NPC only, including those from page 132 through 134 of Kill Code&lt;br /&gt;
&lt;br /&gt;
====Banned Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Draining Spike&#039;&#039;&#039; echo (KC 101) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pharmaceutical Drug Grade&#039;&#039;&#039; (Page 190, Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Customizing Drugs&#039;&#039;&#039; (pgs. 190-192 Chrome Flesh)&lt;br /&gt;
*&#039;&#039;&#039;Updated Raw Reagents&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Refined Reagents Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Radical Reagent Uses&#039;&#039;&#039; (pg. 188, Forbidden Arcana)&lt;br /&gt;
**Street Grimoire uses still allowed&lt;br /&gt;
*&#039;&#039;&#039;Spirit Leashing&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
*&#039;&#039;&#039;Group Resources&#039;&#039;&#039; (Page 43, Data Trails) &lt;br /&gt;
**The mechanics of the example groups on pages 35 through 43 in Data Trails are also not in use, [[:Category:Factions|see the factions page for the rules in play on the Haven for those listed factions.]]&lt;br /&gt;
*&#039;&#039;&#039;Wild Spirits&#039;&#039;&#039; (Page 177, Forbidden Arcana)&lt;br /&gt;
*All content relating to Submersion Groups, Tribes, and Flash Tribes from pages 106 through 117 of Kill Code.&lt;br /&gt;
*Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs).&lt;br /&gt;
&lt;br /&gt;
===Banned Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haywire&#039;&#039;&#039; (KC 38) shall not be permitted on the ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
The following items are not permitted for use:&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Crucible (Page 193, Forbidden Arcana)&lt;br /&gt;
*Drain Away (Page 195, Forbidden Arcana)&lt;br /&gt;
*Laminate (Page 196, Forbidden Arcana)&lt;br /&gt;
*Pheromone Detection (Page 144, Cutting Aces)&lt;br /&gt;
*Renfield (Page 128, Hard Targets)&lt;br /&gt;
*The MOS (KC 58) shall not be permitted until it is evaluated in light of our custom deck rules.&lt;br /&gt;
*Fuchi Cyber-N Series (KC 60) is banned.&lt;br /&gt;
*Fuchi Cyber-EX Series (KC 60) is banned.&lt;br /&gt;
*The Co-Pilot line of programs (KC 71) shall not be permitted for use on the ShadowHaven in any capacity due to a critical inability to understand what they were trying to do.&lt;br /&gt;
*Surplus and Refurbished PI-Tacs (KC 73) are not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
*Personal Drone Rack (KC 73) will be reviewed should other items with hardpoints be published in the future.&lt;br /&gt;
*The &amp;quot;Mercury-Alpha&amp;quot; Battlefield Signal booster (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*The Micro-Dish Transmitter (KC 74) shall not be permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*Hardened Mil-Spec Armor of any kind (R&amp;amp;G 66) shall not permitted for use on the ShadowHaven by PCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Ammo &amp;amp; Grenades====&lt;br /&gt;
&lt;br /&gt;
*Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
*Painade (Page 135, Cutting Aces)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
&lt;br /&gt;
*Horizon Little Buddy (Page 146, Rigger 5.0)&lt;br /&gt;
*Medusa Extensions (Page 147, Cutting Aces)&lt;br /&gt;
*Noizquito (Page 128, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
&lt;br /&gt;
*Chameleon Coating (Page 184,194 Stolen Souls) (We only use the Rigger 5 Chameleon Coating on ShadowHaven)&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf, or Ork) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*Smuggling Compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Page 130, Street Lethal) shall be banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (Page 461, Core) (We only use the Rigger 5 weapon mount rules on ShadowHaven)&lt;br /&gt;
*Yerz Kit (Page 187, The Complete Trog) (Use ‘Yerzed Out’ from Page 171, Rigger 5.0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
&lt;br /&gt;
*Immunization (Chrome Flesh 164)&lt;br /&gt;
*All Gammaware grades&lt;br /&gt;
*All Omegaware grades&lt;br /&gt;
*One Shot Dart Gun (Page 91, Chrome Flesh)&lt;br /&gt;
&lt;br /&gt;
===Banned Lifestyle Options===&lt;br /&gt;
&lt;br /&gt;
Hotel California (Page 226, Run Faster)&lt;br /&gt;
&lt;br /&gt;
==Altered Content==&lt;br /&gt;
===Altered Qualities===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adept Healer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Adept Healer does not function on drain damage.&lt;br /&gt;
**Damage transferred by this ability will count as drain, and as such, cannot be transferred by further instances of this power, or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animal Familiar&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in attune animal, to function. If purchased at chargen it is assumed you already succeeded this test.&lt;br /&gt;
**A Familiar must be a mundane critter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Bombmaker&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Bombmaker is limited to a number of increases in drain equal to your alchemy skill rating divided by 4, rounded down: Once at rating 4, twice at rating 8, three times at rating 12.)&lt;br /&gt;
**Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Armorer&#039;&#039;&#039; (Page 31, Forbidden Arcana) &lt;br /&gt;
**Alchemical Armorer is required to learn the Alter Ballistics (p51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Bodyguard&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**As per page 48 of the Core Rules, &amp;quot;A Note on Rounding&amp;quot;, round the dice you can use on yourself up&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Improviser&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
**Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
**The 1/week limitation will be altered to 1/run for ease/simplicity of bookkeeping&lt;br /&gt;
**You must meet all the prerequisites to cast the spell, or otherwise be able to learn the spell (meaning no banned spells, and no spells that you wouldn&#039;t be able to take otherwise.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astral Bouncer&#039;&#039;&#039; (Page 32, Forbidden Arcana)&lt;br /&gt;
**This will only identity the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, All Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all Mastery Qualities.&lt;br /&gt;
**This will only identity the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight)&lt;br /&gt;
**In addition to an Initiate Grade and Adept Powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an Initiate Power.&lt;br /&gt;
**Edge can not be determined.&lt;br /&gt;
**Physical and mental attributes can not be determined.&lt;br /&gt;
**It is up to GM Discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AVRSE&#039;&#039;&#039; (KC 76) shall apply a -4 penalty to all actions taken while in VR, regardless of location. VR is how you get your brain fried, chummer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barehanded Adept&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**This will not work with a spell learned with adept spell&lt;br /&gt;
**These spells will not work on yourself. Further, the target must be attacked.&lt;br /&gt;
**This will only work with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Better on the Net&#039;&#039;&#039; (KC 96) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Baby&#039;&#039;&#039; (KC 77) shall function as written, except that the penalty is -1 to all actions, and will always fade when you next would regain edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Forest Native&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**You do not require this quality to be from The Black Forest&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brittle&#039;&#039;&#039; [Attribute] negative quality (KC 99) shall only be permitted for Technomancers, and shall only affect their Living Persona.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Breaker&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chosen Follower&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**The following options are removed from the list of benefits: ‘Learn two spells or rituals.’ &amp;amp; ‘Improve a magical active skill from rank 1 to rank 3.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;College Education&#039;&#039;&#039; (Page 145, Run Faster) &lt;br /&gt;
**This quality is incompatible with the Uneducated (Page 87, Core) Quality&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Loyalist&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted only with a genuine Corporate Limited or Full SIN. On loss of the SIN, you lose the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporate Pariah&#039;&#039;&#039; (Page 129, Street Lethal) shall be permitted, but only with a current (7 karma version) or past (10 karma version) corp SIN from an AAA corporation. Records on File is required for the 10 point version. It is not actually required for your character to have had the Corporate SINner negative quality, merely that they have had it in their fluff at some point in the past.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Community Connection&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cyber-Snob&#039;&#039;&#039; (CF 57) shall be altered to allow Alphaware as the minimum grade so that it may be taken at chargen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Ally&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Only spirits that are not toxic or blood related which PCs normally have access to can be chosen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Data Hog negative quality&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers. Deckers are encouraged to examine “Wanted By GOD” instead, from Data Trails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Dealer&#039;&#039;&#039; (Page 35, Forbidden Arcana)&lt;br /&gt;
**Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dedicated Conjurer&#039;&#039;&#039; (Page 33, Forbidden Arcana)&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dependent&#039;&#039;&#039; &lt;br /&gt;
**Some addictions are better suited with the Dependent quality, and thus we recommend its use instead for alcohol, cigarettes, coffee, video games etc. Speak to your Chargen Minion to see if the Dependents or Addiction quality applies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Discombobulated&#039;&#039;&#039; (KC 77) shall instead apply a -2 penalty to all actions when acting outside of VR.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durable Preparations&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Durable Preparations stacks with Practiced Alchemist (p39, FA), effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elemental Master&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Elemental Master will only work with the natural elements; Air, Earth, Fire, or Water. Electricity is not a valid choice.&lt;br /&gt;
**Elemental Master does not apply to damage received from drain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual-Natured Defender&#039;&#039;&#039; (Page 36, Forbidden Arcana)&lt;br /&gt;
**Dual-Natured Defender is a free action to activate, and free action to deactivate.&lt;br /&gt;
**Dual-Natured Defender only functions on your innate dual natured quality, such as that from being infected. Any other sources of Dual Natured, such as Channeling a Spirit, or being in an Astral Rift, are unaffected, and do not qualify you for the quality.&lt;br /&gt;
**The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
**Rather than simply cease Astral Perception, Dual-Natured Defender will temporarily cause you to not count as a Dual Natured being while active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frostbite&#039;&#039;&#039; (KC 78) shall only be permitted in abilities for which the character has at least 4 ranks. It also may not be applied to any skill in the Tasking group.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Location Attunement&#039;&#039;&#039; (Page 128, Street Lethal) shall be permitted. After a month, the quality&#039;s benefits are lost, not quality itself, negating the need to repurchase it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hair Trigger&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hi-Rez&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**Does not permit a character possessing the quality to make a Matrix Perception test to detect hidden icons as a free action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Door&#039;&#039;&#039; (KC 96) shall be permitted for use. It provides a stacking, cumulative +2 bonus to the Data Spike action when targeting Persona or IC. The bonus is gained upon filling a persona or IC&#039;s matrix condition with a Data Spike or Brute Force. This bonus is retained until the character takes a Simple or Complex Action other than Data Spike, or until a Data Spike action is taken that does not fill the condition monitor of a Persona or IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Hack&#039;&#039;&#039; (BTB 160) shall be permitted for use on the ShadowHaven, however, the user may not gain any benefits from teamwork from either sprites or agents for this action. The user also does not get any free actions to shift deck attributes or swap programs before this action. It is made as a sudden reflexive action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Know Your Limit&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Deflector&#039;&#039;&#039; (Page 38, Forbidden Arcana)&lt;br /&gt;
**Missile Deflector requires a successful Missile Parry (p310. CRB) interrupt, followed by the Counterstrike Adept Power (p170, SG) interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike Adept Power, when this ability is used, it will allow you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nasty Trog&#039;&#039;&#039; (Page 188, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natural Hacker&#039;&#039;&#039; (KC 97) shall only be permitted for technomancer characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One With The Matrix&#039;&#039;&#039; (KC 97) shall only exist at the 8 karma level. The 2 and 10 karma versions are not permitted for use on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pacifist Adept&#039;&#039;&#039; (Page 39, Forbidden Arcana)&lt;br /&gt;
**The Notoriety restriction on Pacifist Adept is removed, due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder, or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prototype Materials&#039;&#039;&#039; (Page 160, Better Than Bad)&lt;br /&gt;
**This quality can only be taken once, and does not require a run reward. It cannot be taken at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resonant Discordance&#039;&#039;&#039; (Page 161, Better Than Bad)&lt;br /&gt;
**Despite being a Mastery Quality, this does not require a Magic score. It may be taken by any Technomancer who has submerged at least once, by paying the appropriate karma cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restricted Gear&#039;&#039;&#039;&lt;br /&gt;
**May not be used to get Deltaware or Milspec armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenant Adept&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**If used, note the date used on your character&#039;s wiki page along with a link to the run where it was used on.&lt;br /&gt;
**Revenant Adept works until it&#039;s cleared all the damage that Regeneration can clear, you&#039;ve died, or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
**Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack, and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Modifications&#039;&#039;&#039; (Page 161, Better Than Bad) shall be permitted. It shall remain mundane only - only characters without a Magic or Resonance score may take the quality.&lt;br /&gt;
**This quality functions as written except with the following caveats: A character may shift the benefits of Special Modifications to a new weapon at the end of any given run, regardless of if the weapon was lost or destroyed. When doing so, one may change the benefits granted by the quality freely, even without changing the weapon they are applied to. It does not require any payment of lifestyle or similar. If a character has any ranks, they may change the fluff of the weapon within relatively close reason without expending a &amp;quot;slot&amp;quot;, but this cannot alter the concealability, apparent legality, or other mechanical attributes of the weapon. If a weapon does not deal elemental damage natively, it cannot be altered to deal elemental damage, however, if it does natively deal elemental damage of one type, one may spend one &amp;quot;slot&amp;quot; to change that type permanently to another type from the following list: electricity, acid, fire, water, cold. For spec mods specify that acid damage does not persist, applying damage and elemental effects for one round only. For simplicity, this does not alter the ammunition requirements. Hang a lampshade on it, if necessary. Disregard the entire last paragraph of the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silence is Golden&#039;&#039;&#039; (KC 77) functionally provides 2 noise reduction to all devices and personas within a 10 meter radius of the character with the quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SINner&#039;&#039;&#039; (Page 84, Core)&lt;br /&gt;
**Instead of a tax on NuYen earned, the SINner quality shall act as an increase to lifestyle costs, similar to Dependent (Page 80, Core).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spell Jammer&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Hunter&#039;&#039;&#039; (Page. 40, Forbidden Arcana)&lt;br /&gt;
**Spirit Hunter will cancel any sustained powers, and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skinwalker&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**The pelt for a mundane creature will cost 50% of the price of purchasing the critter itself, and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sloppy Code&#039;&#039;&#039; (KC 79) applies to tests to defend against Matrix Perception when running silent, not to Stealth tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spectral Warden&#039;&#039;&#039; (Page 40, Forbidden Arcana)&lt;br /&gt;
**Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprawl Tamer&#039;&#039;&#039; (Page 41, Forbidden Arcana)&lt;br /&gt;
**Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (Effectively adds another +1 modifier to the number of tricks a critter can learn.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sprite Combustion&#039;&#039;&#039; (KC 99) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;State of Purity&#039;&#039;&#039; (BTB 160) shall be permitted for use on ShadowHaven. Change all references to &#039;Combat Rounds&#039; to &#039;Combat Turns&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taint of Dissonance&#039;&#039;&#039; (KC 100) shall only be permitted for Technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Technical School Education&#039;&#039;&#039; (Page 150, Run Faster)&lt;br /&gt;
**Incompatible with the Uneducated (Page 87, Core) quality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trog Traitor&#039;&#039;&#039; (Page 189, The Complete Trog)&lt;br /&gt;
**Can only be taken by orks/trolls and metavariants of those&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trust Fund&#039;&#039;&#039; (Page 151, Run Faster) may be taken with a Corporate Limited SIN (Page 84, Core)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uneducated&#039;&#039;&#039; (Page 87, Core)&lt;br /&gt;
**This quality is incompatible with the College Education (Page 145, Run Faster) or the Technical School Education (Page 150, Run Faster) qualities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vexcraft&#039;&#039;&#039; (Page 42, Forbidden Arcana)&lt;br /&gt;
**Suppress focus is a simple action, and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
**Grounding focus is a complex action, and can be used from either the astral or physical, but requires both the focus to be eligible to target, and the owner to be eligible to target. This means you can only use this ability to damage a dual natured, or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
**Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Worship Leader&#039;&#039;&#039; (Page 42, Forbidden Arcana)&lt;br /&gt;
**The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Qualities affecting Training====&lt;br /&gt;
&lt;br /&gt;
*Dependents will remove all references to training time. All other impacts are in effect.&lt;br /&gt;
&lt;br /&gt;
*The Sensei quality will have the following changes.&lt;br /&gt;
**If the Sensei is a skill sensei, the karma cost for increases in the selected skill will be reduced by 3.&lt;br /&gt;
**If the Sensei is a skill group sensei, the karma cost for increases individual skills in the group in the selected skill group will be reduced by 1.The whole group can be improved at a cost reduction of 3.&lt;br /&gt;
**If this reduced the cost for a new rank to zero, you may increase the skill to the rank instantly, for free. This applies even in cases where other qualities interact with this house rule.&lt;br /&gt;
**Sensei does not require a contact. The “Sensei” NPC may be a contact already on your sheet, but may also be a described but non-contact NPC. The quality does *not* grant a free contact.&lt;br /&gt;
&lt;br /&gt;
*Day Job will follow the table below, increasing the karma cost for attributes, skills, martial arts and specializations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Day Job Karma Cost modifier&lt;br /&gt;
|-&lt;br /&gt;
!Fame:&lt;br /&gt;
!None/Local&lt;br /&gt;
!National/Megacorp&lt;br /&gt;
!Global&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 1&lt;br /&gt;
|1&lt;br /&gt;
|1.5 (Every odd numbered increase is +2 instead of +1)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 2&lt;br /&gt;
|2&lt;br /&gt;
|2.5 (Every odd numbered increase is +3 instead of +2)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 3&lt;br /&gt;
|3&lt;br /&gt;
|3.5 (Every odd numbered increase is +4 instead of +3)&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Note on Kill Code Qualities====&lt;br /&gt;
&lt;br /&gt;
Except where noted, all Qualities listed from Page 96 to 100 of Kill Code shall be permitted for any matrix PC, not just technomancers. This also applies to the positive and negative qualities on Page 76 to 79 of Kill Code&lt;br /&gt;
&lt;br /&gt;
===Altered Awakened Content===&lt;br /&gt;
====Altered Spells====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Comet&#039;&#039;&#039; (Page 50, Forbidden Arcana)&lt;br /&gt;
**Comet does not ignore armour specific elemental resistances (Specifically, fire resistance.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altered Ballistics&#039;&#039;&#039; (Page 51, Forbidden Arcana)&lt;br /&gt;
**Alter Ballistics can also be used on arrows &amp;amp; bolts, as well as bullets, but not area of effect explosives such as rockets or grenades, or other “ballistic” weapons such as darts, thrown weapons, or tasers.&lt;br /&gt;
**Alter Ballistics requires Alchemical Armorer to learn, and can only be made into a preparation, not cast as a spell.&lt;br /&gt;
&lt;br /&gt;
=====Multi-Casting=====&lt;br /&gt;
&lt;br /&gt;
*To determine dicepools for multi-casting, take the dice pool and divide pool for a given spell by the number of times splitting, round up. Thus, if you cast 3 spells, each with a pool of 18 normally, you&#039;d get 6 dice each. If you cast 2 spells and one had a pool of 20, and the other a pool of 14, the first would cast with 10 dice and the second with 7.&lt;br /&gt;
&lt;br /&gt;
====Altered Adept Powers====&lt;br /&gt;
&lt;br /&gt;
*Mystic Aptitude (BTB 159) shall be permitted on ShadowHaven. When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Rapid Draw (SG 173) does not permit a free action attack. It does permit a weapon to be drawn as a free action, and if it is your action phase, you may follow up with any attack action you desire, unlike the normal constraints of a quick draw. The free-action draw is most likely to be relevant when you need a weapon in hand for a specific interrupt action.&lt;br /&gt;
&lt;br /&gt;
====Altered Mentor Spirits====&lt;br /&gt;
&lt;br /&gt;
*The Guanyin mentor spirit (BTB 139) shall be permitted for use on the ShadowHaven, but it must be included as a listed quality on your wiki, and the wiki page must be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Altered Traditions====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancestor Shamans&#039;&#039;&#039; (Page 74, Forbidden Arcana)&lt;br /&gt;
**You receive the Channeling Metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditional Black Mage&#039;&#039;&#039; (Page 60, Forbidden Arcana)&lt;br /&gt;
**You do not receive Animal Familiar for free.&lt;br /&gt;
**You do not receive Dark Ally for free.&lt;br /&gt;
**&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traditionalist Traditions&#039;&#039;&#039; (Pages 60-91, Forbidden Arcana)&lt;br /&gt;
**If you take a Traditionalist or other special path, it is a Paradigm Shift to leave said path. Your Initiation count cannot &#039;restart&#039;. If you missed the Initiation for the level 1 gain, it is missed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norse&#039;&#039;&#039; (Page 68, Forbidden Arcana)&lt;br /&gt;
**Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
**Cunning Woman: Can only be taken by a Magician, Mystic Adept, or Aspected Spellcaster.&lt;br /&gt;
**The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on Shadowhaven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Path Of Pariah&#039;&#039;&#039; (Page 85, Forbidden Arcana)&lt;br /&gt;
**Pariahs are allowed to pick a drain stat out of charisma, intuition, or logic. For their second initiation, disregard the requirement to take the opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elder God Magic&#039;&#039;&#039; (Page 78, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planar Magic&#039;&#039;&#039; (Page 87, Forbidden Arcana)&lt;br /&gt;
**Traditionalist is NPC-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Romani&#039;&#039;&#039; (Page 90, Forbidden Arcana)&lt;br /&gt;
**Only traditionalists are allowed on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Altered Metamagics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Defense&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Defense does require the user to Astrally Perceive to be used. If you do not have an innate way to perceive astrally, you must take the astral perception adept power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harmonious Reflection&#039;&#039;&#039; (Page 46, Forbidden Arcana)&lt;br /&gt;
**Harmonious Reflection requires the user to be Astrally Perceiving, similar to the Reflect Spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noble Sacrifice&#039;&#039;&#039; (Page 56, Forbidden Arcana)&lt;br /&gt;
**Must have line of sight to allies to work.&lt;br /&gt;
**For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage.&lt;br /&gt;
&lt;br /&gt;
====Altered Mage Archetypes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Elementalist&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may be Elementalists. You must choose to be an Elementalist at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hedge Witch/Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, and Mystic Adepts may become Hedge Witches/Wizards. You must choose to be a Hedge Witch/Wizard at character generation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Null Wizard&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected Magicians, Full Magicians, and Mystic Adepts may be Null Wizards. You must choose to be a Null Wizard at character generation.&lt;br /&gt;
**The ‘summoning’ skill will be added to the list of skills they cannot take.&lt;br /&gt;
**A Null Wizard receives the ‘Spell Resistance’ adept power, at a rating equal to initiate grade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Seer&#039;&#039;&#039; (Page 43, Forbidden Arcana)&lt;br /&gt;
**Aspected magicians, Full Magicians, 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;
**Per Core page 69, Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so. The table in Street Grimoire does not superseded this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Explorer&#039;&#039;&#039; (Page 47, Forbidden Arcana)&lt;br /&gt;
**An Explorer can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aware&#039;&#039;&#039; (Page 49, Forbidden Arcana)&lt;br /&gt;
**An Aware can take Metamagics/Enhancements/Focused awakened as an Aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adepts and Ways====&lt;br /&gt;
&lt;br /&gt;
*Mystic Adepts will be held to the RAW restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channelling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they will have to follow The Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*This precludes them from accessing any other way and has a barrier to entry (in the form of the cost of joining the Way.)&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mentor&#039;s Mask&#039;&#039;&#039; (Page 182, Forbidden Arcana)&lt;br /&gt;
**The 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;
&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 Increase Reflexes spell he is sustaining is taking its toll. In order to pass it off to his spirit, he orders it to disengage and move to behind the brick building. After the transaction is complete, he orders it to hide in a building a few blocks away.&lt;br /&gt;
====Magical Lodge Background Count====&lt;br /&gt;
&lt;br /&gt;
*Mage Lodges shall have a background count equal to Force / 3 rounded up.&lt;br /&gt;
&lt;br /&gt;
====Clarification on Astral Signatures====&lt;br /&gt;
&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of Astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of Astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
&lt;br /&gt;
===Altered Emerged Content===&lt;br /&gt;
====Altered Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bootleg Program Complex Form&#039;&#039;&#039; (KC 94) shall be permitted for use on the ShadowHaven. The defending party may elect to not roll their defense, making the test unopposed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mirrored Persona Complex Form&#039;&#039;&#039; (KC 95) shall be permitted on the ShadowHaven, but rather than the written text, it shall have Target: Self, Duration: Sustained, Fade Value: Level -2, and shall automatically negate the next failed defense test against a matrix action other than Matrix Perception targeting the sustaining technomancer.&lt;br /&gt;
&lt;br /&gt;
====Altered Sprite Powers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bodyguard&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but requires the sprite using it to be actively on the matrix in the same &amp;quot;location&amp;quot; as you - the same grid or host. When used, it will stop a single Attack action targetting the compiling technomancer&#039;s persona. The sprite must have 10 initiative on the clock, must have at least 1 task left, and is irreparably destroyed with no chance of resistance. Activating this is not an action on the part of the technomancer, and does not require awareness of the incoming attack IC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield&#039;&#039;&#039; Sprite Power (KC 100) shall be permitted, but the redirected damage is unresisted, and cannot be healed by any means. Additionally, the sprite must be of at least the same level as the effect causing the fading, if relevant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Enhance&#039;&#039;&#039; optional sprite power (KC 101) may be taken and used by any sprite who qualifies, not just companion sprites. It still uses tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Altered Paragons====&lt;br /&gt;
&lt;br /&gt;
*The Archivist (KC 103) paragon&#039;s advantage shall give a +1 dice pool bonus and +1 limit bonus on Matrix Search actions, rather than the listed bonuses.&lt;br /&gt;
&lt;br /&gt;
*The Daedalus (KC 103) paragon&#039;s advantage shall give +1 die on Hardware tests, and +1 limit to Pilot [x-craft] skill tests - specifically, tests which roll an attribute and a Pilot skill together. It does not increase the limit for purposes other than the number of hits one can keep on these tests.&lt;br /&gt;
&lt;br /&gt;
*The advantage granted by the IC paragon (KC 104) shall not apply in any fashion against or in relation to IC.&lt;br /&gt;
&lt;br /&gt;
=====Note on Paragons=====&lt;br /&gt;
&lt;br /&gt;
A Paragon&#039;s favor may be lost in the course of a run. Typically this shall be due to the written cause in each Paragon, though a GM has discretion for other, related things to cause a loss of favor. If this occurs, it is lost until the end of the run, unless the GM wishes to offer and opportunity to regain it at their sole discretion. Favor is automatically regained at the start of the next run. While favor is lost, the technomancer loses the Advantages offered by their paragon, but still suffers the disadvantages.&lt;br /&gt;
&lt;br /&gt;
A technomancer may choose and change paragons freely during downtime, including &amp;quot;no paragon&amp;quot;, but may not change them during a run. The sole exception is that if they follow no Paragon, and have not for the entire run, they may gain one mid-run given 5 minutes alone in VR.&lt;br /&gt;
====Altered Streams====&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Overdrive (KC 90) shall be permitted, however, the final rating of any piece of cyberware shall be limited at one rating above the maximum normal, naturally installable rating, or at twice the current rating, whichever is lower. Thus, a set of Rating 2 or Rating 3 Wired Reflexes would be capped at Rating 4, while a set of Rating 1 Wired Reflexes would be capped at Rating 2.&lt;br /&gt;
&lt;br /&gt;
*Complex Form LOTO (KC 90) shall be permitted with the following modifications: LOTO can only target wireless on devices.&lt;br /&gt;
&lt;br /&gt;
*Complex Form: Hyperthreading (KC 91) shall be permitted, however, one can not thread the same complex form multiple times in the same hyperthread. All tests shall be resolved using the pre-hyper thread statistics. (Most notably, this means that Diffusion of Matrix Attribute in a Hyperthread does not impact defenses against any Complex Form in that same Hyperthread).&lt;br /&gt;
&lt;br /&gt;
*The RAW Technoshaman Daemon (KC 91) shall instead function as follows: Technoshamans shall reduce Registration time for sprites by 2 hours, to a minimum of 1. This reduction does not apply to the Pet Sprite Complex Form. In addition, Technoshamans shall gain 1 additional task on any successful test to Compile or Register a sprite.&lt;br /&gt;
&lt;br /&gt;
====Altered Echos====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Aegis&#039;&#039;&#039; echo (KC 101) shall be permitted. The boxes are healed 24 hours after the most recent &amp;quot;Aegis&amp;quot; box was filled, and may not be healed by any other means.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Neural Synergy&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven as-is, except that it shall be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Predictive Analytics&#039;&#039;&#039; echo (KC 101) shall be permitted on the ShadowHaven. It shall not stack with any other source of initiative dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Van Der Waals Effect&#039;&#039;&#039; echo (KC 102) shall be permitted. Rather than as written, treat it as a Magnetic System (CF 84) implanted separately in each of the character&#039;s limbs, as well as both front and back of their torso. The Mechanics Team would also like to remind people at this time that this is not what the Van Der Waals effect is, does, or resembles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Will of the Resonance&#039;&#039;&#039; echo (KC 102) shall be permitted on the ShadowHaven as-is, except that it shall additionally be subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
====Techno Errata====&lt;br /&gt;
&lt;br /&gt;
The Fading for Complex Forms is -3 from the values printed in the Core Rulebook and in Data Trails. Thus, as examples, the correct Fading for Puppeteer is L+1 and the correct Fading for Derezz is L-1. Both Chummer and Herolab have incorporated this errata. Fading values in any other book (e.g., Kill Code) are unchanged. Remember that, per RAW, Fading can never be lower than 2.&lt;br /&gt;
&lt;br /&gt;
There is also a priority table change (P. 65, core. - Priority Table) for Technomancers, change the number of Complex Forms in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Increase from 5 Complex Forms to 7 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Increase from 2 Complex Forms to 4 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Increase from 1 Complex Forms to 3 Complex Forms.&lt;br /&gt;
&lt;br /&gt;
In the Magic or Resonance column in the priority table (P. 65, core. - Priority Table) for Technomancers, change the number and type of skills in each row as follows:&lt;br /&gt;
&lt;br /&gt;
*Priority A: Change from &#039;two Rating 5 Resonance skills&#039; to &#039;three Rating 5 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority B: Change from &#039;two Rating 4 Resonance skills&#039; to &#039;three Rating 4 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
*Priority C: Change from none to &#039;three Rating 2 skills from Resonance, Electronics, or Cracking skill groups&#039;.&lt;br /&gt;
&lt;br /&gt;
The Cost for Submersions are 10+(grade x 3) Karma.&lt;br /&gt;
&lt;br /&gt;
===Altered Critter Powers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; (Page 399, Core Rulebook) shall have its text replaced with the following:&lt;br /&gt;
**Type: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
&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;Adapsin&#039;&#039;&#039; (Page 160, Chrome Flesh) For simplicity&#039;s sake, Adapsin will provide immediate essence reduction of already implanted &#039;ware. This will leave an essence hole, without true essence recovery. This is solely to save the step of &amp;quot;Yo, street doc, rip out all my &#039;ware and put it back in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomizer&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**An Atomizer has an Accuracy of 3, and Concealability of +0, uses the skill Exotic Weapon (Atomizer) with a range array of 0.1/0.25/0.5/1 meters. The Atomizer takes a Complex Action to reload, and requires a Simple Action to fire.&lt;br /&gt;
**The preparation used with an Atomizer will trigger on a valid target after firing (i.e., a living aura, similar to a contact prep).&lt;br /&gt;
**The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e., if the Atomizer is broken, the spell will drop.)&lt;br /&gt;
**An Atomizer cannot take accessories or modifications.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antenna Grill&#039;&#039;&#039; (Page 184, The Complete Trog)&lt;br /&gt;
**Requires implanted cyberdeck/commlink or a living persona.&lt;br /&gt;
**Can only be taken by characters with tusks (Orks, Trolls, people with implanted tusks, etc.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AR Enhanced&#039;&#039;&#039; (Page 138, Cutting Aces) &lt;br /&gt;
**Creation of your own is permitted only on-table at GM discretion and shall not be carried off the table on which they were created. AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for seperately at the listed prices. Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.&lt;br /&gt;
*The &#039;&#039;&#039;Ares Armatus&#039;&#039;&#039; (Page 184, Hard Targets) uses the Exotic Ranged Weapon (Lasers) skill.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology Blood Drinker Combat Axe&#039;&#039;&#039; (Page 130, Street Lethal) shall be permitted as-is. It shall have a reach score of 0.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Barrens Special&#039;&#039;&#039; (Page 29, Street Lethal)&lt;br /&gt;
**The Barrens Special shall be permitted, but will not have any alterations from the listed statblock. All uses of it should conform to the printed statblock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blight&#039;&#039;&#039; (page 157 and 158, Better than Bad) &lt;br /&gt;
**Blight shall be a Contact, Injection Vector toxin which, upon hitting a spirit, shall remove its Immunity to Normal Weapons for [12 - Spirit&#039;s Force hours, minimum 1 hour]. The speed, penetration, and power are unchanged. Blight has no effect on non-spirit entities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chemical Glands&#039;&#039;&#039; (Page 112, Chrome Flesh)&lt;br /&gt;
**Gradual Release has been banned&lt;br /&gt;
***Permitted drugs for use in Chemical Glands are:&lt;br /&gt;
****All drugs in the Core Rulebook are permitted. BTLs, as noted below, are excepted.&lt;br /&gt;
****All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.&lt;br /&gt;
****No magical compounds, awakened drugs, or BTLs.&lt;br /&gt;
****No contact vector only drugs.&lt;br /&gt;
****All drugs in Boston Lockdown are permitted, with the following exception: Numb.&lt;br /&gt;
*The &#039;&#039;&#039;Collapsible Scythe&#039;&#039;&#039; (Page 183, Hard Targets) uses the Blades skill and falls under the &amp;quot;Polearms&amp;quot; specialization.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deepweed&#039;&#039;&#039; (Page 411, Core Rulebook) shall have an addiction rating of 4 and an addiction threshold of 2.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Door Gunner tac-app&#039;&#039;&#039; (KC 71) shall be permitted for use. The mounted weapon must have a Smartgun System (not a smartlink), be wireless on, and be a valid target for remote control. Since it can only be used for mounted weapons, the &amp;quot;necessary skill&amp;quot; is always Gunnery.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement&#039;&#039;&#039; (Street Lethal, Page 130) shall be permitted with the following changes.&lt;br /&gt;
**Remove the &amp;quot;hardened&amp;quot; tag. This means when it is used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor. The EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement shall not expand with sufficient force to harm anyone. While expanded, it has Structure 10, Armor 10, and is treated as being 10cm for the purposes of barrier rules. While deployed, this barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed, and may not re-extend. While useless, it provides no armor bonus, but still uses the original armor value for the purpose of calculating encumbrance. It may be repaired with an Armorer + Logic [Mental] (12, 30 minutes) extended test, or by a contact with the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fluid Motion Mace&#039;&#039;&#039; (Page 21, Street Lethal)&lt;br /&gt;
**The Fluid Motion Mace shall disregard the penalties listed outside their statblock, for simplicity&#039;s sake. This means that it has no minimum strength requirement to avoid penalties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghost Box&#039;&#039;&#039; (Page 141, Cutting Aces)&lt;br /&gt;
**This does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater like affect in the eye. The most using this device will give is social modifiers.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;GMC Armadillo&#039;&#039;&#039; comes with a single &amp;quot;pod&amp;quot; of your choice. Purchasing a new &amp;quot;pod&amp;quot; has no availability and costs 6k nuyen. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;pod&amp;quot; takes approximately 1 hour if untrained, or 15 minutes with ranks in automotive mechanic. It is largely assisted and requires only normal exertion.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Grey Mana Integration&#039;&#039;&#039; armor modification (BTB 156) shall be permitted on the Shadowhaven with the following changes:&lt;br /&gt;
**Rather than requiring a Chemical Seal for ratings 4 to 6, Ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated - that is to say, while wearing the entire suit of armor, including helmet. If not wearing the helmet, they provide the benefits of a Rating 3 system. &lt;br /&gt;
**When targeted by a beneficial or other unresisted magical effect, Grey Mana Integration opposes the spellcasting roll with it&#039;s rating in dice, reducing the hits on the test as appropriate. &lt;br /&gt;
**The penalties for Awakened for Grey Mana Integration and Grey Mana Tattoos apply any time a background count would penalize them - treat it as a localized, stacking, inacclimacable background count. &lt;br /&gt;
**While Grey Mana Integration is obvious, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Mana Tattoos&#039;&#039;&#039; (BTB 156) are permitted for use on ShadowHaven and follow the rules listed above. While Grey Mana Tattoos are obvious on the astral, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an astral perception is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GreyWare&#039;&#039;&#039; (BTB 159) shall be permitted on the ShadowHaven. It shall be permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, whatever you wish to fluff it as within reason), and no cyberware may have any wireless functionality to speak of. For example, a GreyWare smartlink can still provide a bonus to accuracy if you plug into your gun, however, it can never provide bonus dice. Any wireless bonuses are similarly denied, and a GreyWare implanted commlink is not going to be able to make commcalls... you be the judge of how useful that may be.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon-Flynn Defense-com Commlink Weapons&#039;&#039;&#039; (Street Lethal, Page 131) shall be permitted. It is a Perception + Intuition [Mental] (3) test to identify that these are weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horn Compartment&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**In order to take this option one must have a horn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Happiness&#039;&#039;&#039; (Page 38, Street Lethal)&lt;br /&gt;
**The Krime Happiness shall be permitted, to mass jubilation. Thanks to patented Troll Tough™ belt technology, the belt cannot be cut during a runaway firing situation (unless the GM deems fit, such as if cutting it would be to your disadvantage), but after the first full combat turn of nonstop fire, one may drop it. This won&#039;t stop it from firing, but will render its fire ineffective at anything other than collateral damage (GM discretion.) It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammo.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Pack&#039;&#039;&#039; (Page 45, Street Lethal) shall be permitted, except it acts as a rating 2 area jammer and has no effect on Device rating. If the noise created by the KRIME pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming “KRIME!” at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.&lt;br /&gt;
**Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to your person until you manage to remove the backpack (3 complex actions) or it ceases firing. This is not likely to be a happy experience. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krime Trollbow&#039;&#039;&#039; (Page 24, Street Lethal)&lt;br /&gt;
**The Krime Trollbow (SL 24) shall use the stats from the book, correcting for the erroneous &amp;quot;reach&amp;quot; entry on the table for the ranged components. The stats are reproduced as follows.&lt;br /&gt;
***It will use Archery to fire, with an accuracy of 4, DV of (Rating + 2) physical, and AP of -(rating/4) for the ranged component.&lt;br /&gt;
***The melee component shall use the Blades skill, with an Accuracy of 3, a reach of 1, a DV of (Strength + 1) physical, and an AP of -1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Krime Whammy&#039;&#039;&#039; (Page 40, Street Lethal) shall act as listed, and additionally, shall be able to take a Complex Action in order to both fire the shotgun and swing the hammer at a single Barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morrissey Alta&#039;&#039;&#039; (Page 32, Street Lethal)&lt;br /&gt;
**The Morrissey Alta shall be Restricted, not Forbidden.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject Dazzler&#039;&#039;&#039; (Page 47, Street Lethal) shall cap at a Blinding Glare for unprotected eyes, and shall never inflict blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you did not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler - or anyone broadly in their direction - is to suffer the glare penalties or to take the Blind Fire penalty.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Narcoject PEP&#039;&#039;&#039; (Page 44, Street Lethal) shall be permitted, but it is a matter of official record that the explanation of &amp;quot;It shoots lasers to plasmatize your skin, then explodes that plasma&amp;quot; is marketing bullshit. How does it work? No clue, but not like that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Narcoject Trackstopper&#039;&#039;&#039; (Page 44, Street Lethal)&lt;br /&gt;
**The Narcoject Trackstopper shall be permitted, but with some hefty changes. It will apply the listed agility penalty as RAW to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from your body.&lt;br /&gt;
**In addition to allowing the foam to dissipate on its own, or using the special solvent, you may also attack the foam, which has 4 condition monitor boxes for each application you have successfully been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if your limbs are incapacitated by foam applications, you may still attack the foam with unarmed attacks, using an agility score of 1. This is likely to go poorly for you unless you are trained in unarmed, but c&#039;est la vie.&lt;br /&gt;
**Being incapacitated by the foam does not preclude defense tests, though it may well make Agile Defender less desirable.&lt;br /&gt;
**The ammo capacity is 6(m), with a full reload of 6 shots taking up about a third of the backpack mechanism. Despite allusions to it, a single shot may not be split across multiple targets.&lt;br /&gt;
**It can also be used to barricade doors or entries. A single application of foam can block off about one square meter, vertically, of hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and it&#039;s soak values) before carrying through into the door... assuming you&#039;re clever enough to turn the doorknob when you bash into it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Arms Praetorian&#039;&#039;&#039; (Page 134, Cutting Aces)&lt;br /&gt;
**Accuracy code should read 4(5), not 4(6).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Onotari HL-13&#039;&#039;&#039; (Page 38, Street Lethal) shall use Automatics rather than Firearms for its configuration roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Osmium Mace&#039;&#039;&#039; (Page 185, The Complete Trog)&lt;br /&gt;
**Requires two hands to wield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Remote Cyberhand&#039;&#039;&#039; (Page 130, Rigger 5.0) shall use the following stats when operating as a drone: Handling 5, Speed 1(G), Acceleration 1, Body 1, Armor 1, Pilot 2, Sensor 1.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Renraku Red Samurai Katana&#039;&#039;&#039; (Page 132, Street Lethal) shall be permitted, however, PC possession shall incur the Wanted negative quality automatically, with a bounty of 50,000 nuyen. This may be bought off with 20 karma, 40,000 nuyen, or any combination thereof (2000 nuyen to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause you to retain the bounty until your death.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Shaman Tuxedo&#039;&#039;&#039; (Page 143, Cutting Aces) shall be modified thusly&lt;br /&gt;
**The price will be modified to 16000 nuyen.&lt;br /&gt;
**The availability will be modified to 16&lt;br /&gt;
**The Shaman Tuxedo must be something that makes your status as a mage extremely obvious, including your tradition.&lt;br /&gt;
**You must continue to wear the Shaman Tuxedo for as long as you have the summoned spirit. Removing any part of the Shaman Tuxedo while you have a currently summoned spirit summoned with the Shaman Tuxedo will cause them to instantly lose all remaining services.&lt;br /&gt;
**The Shaman Tuxedo only works for spirits appropriate for your tradition. Any spirits outside of your normal tradition are not an option, even if you have a quality like Chain Breaker which makes them an option for summoning. (e.g. A Hermetic mage may not have a Shaman Tuxedo to provide its bonus for Task Spirits)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subliminal Subacoustics&#039;&#039;&#039; (Page 146, Cutting Aces)&lt;br /&gt;
**Emotions that fit are GM discretion, and their decision is final.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tailored Perfume/Cologne&#039;&#039;&#039; (Page 143, Cutting Aces) &lt;br /&gt;
**The use of these are permitted, but only one application can be used effectively. If an additional, unique Tailored Perfumes/Colognes are applied while another is still active, all effects from all Tailored Perfumes/Colognes are negated. Additional applications of the same perfume or cologne do not have any effect.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Ultimax Rain Forest Carbine&#039;&#039;&#039; (Page 32, Gun H(e)aven 3) shall use the missions FAQ errata [http://files.meetup.com/363658/Shadowrun%205%20Missions%20FAQ%20Update%20v1.1.1.pdf linked here].&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Urban Explorer Daedalus&#039;&#039;&#039; (Page 47, Street Lethal) cannot be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vault of Ages&#039;&#039;&#039; (Page 193, Forbidden Arcana)&lt;br /&gt;
**A Vault of Ages can hold (Rating x 2) preparations, each of which can have a maximum force of (Rating x 2)&lt;br /&gt;
**Vaults of Ages have a maximum rating of 5&lt;br /&gt;
**A Vault of Ages a size dependant on rating, as defined by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rating&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Size&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Belt Pouch&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Satchel&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Backpack&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Duffel Bag&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Minifridge/Safe (Vehicle Portable)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Wuxing-Armstech PTL-02&#039;&#039;&#039; (Page 133, Street Lethal) shall be permitted, but note that it only functions underwater.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Looper Rounds&#039;&#039;&#039; (KC 49) shall be permitted, but rather than using the text written, refer to the following: Looper Rounds are available for 200 nuyen for every 10 rounds, and have an availability of 12R. When they strike a valid device - a sensor, a visual device, or an audio device - they loop the last five seconds over again for the next minute. They are programmed to account for things such as clocks, but crowds or complex changes of scene will reveal the deception. Physical examination of the device will note the round attached, and direct matrix examination with Matrix Perception will note the effects after they have run their course. In order to affect worn gear, a called shot at -6 is necessary. They have a maximum accuracy of 2, require 1 net hit to attach, deal no damage of any kind, and may not be used against any device paid for with essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ArrowLink&#039;&#039;&#039; (KC 52) shall be permitted. The existing types, cost and availability, and rules for attaching and removing the arrow or cord shall remain in place. However, instead of ignoring noise, the ArrowLink provides a direct connection through touchlink technology to the target struck. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything meaningfully larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them. They are available for Bows, Trollbows, Pistol Crossbows, and Light/Medium/Heavy Crossbows. In order to benefit from the direct connection, one must plug a device into the cord at the firer&#039;s end, and they can not provide any connection to a targeted device paid for by essence (Devices on the firer&#039;s end may be paid for with essence, if desired.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Faceless&#039;&#039;&#039; (KC 57) shall be permitted. Double the cost and availability of the base item (thus, it is Rating*4F and Rating*1000 nuyen.) The modifications for Generic and Specific faces remain as written. It exists from rating 1 to 6. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with Essence. Generic Face versions may function as plain Faceless, and Specific Face versions may function as Generic Face or Faceless. The Specific Face version may be changed with 10 minutes work by anyone with ranks in Computer or Software. As an additional note, these are subject to the [[#Upgrades|Upgrade Rules]] for rating, as well as Base-&amp;gt;Generic Face-&amp;gt;Specific Face. This also means they can be purchased even when their availability is above 20, though the necessary rolls to do so must still be made.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Clouds&#039;&#039;&#039; (KC 57) shall be permitted. Rather than a spray can, they shall be an inhaler. They affect only one person for 3 combat turns. They are not affected by wind and must be triggered physically by the person benefiting from them. They do not stack with themselves - only the greatest bonus to a single action applies. Disregard the &amp;quot;Custom Case&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Booster Chips&#039;&#039;&#039; (KC 59) shall be permitted. &amp;quot;Armor Defeating&amp;quot; will apply to Attack, &amp;quot;Slick WIlly&amp;quot; to Sleaze, &amp;quot;Data Dynamo&amp;quot; to Data Processing, and &amp;quot;Fortified&amp;quot; to Firewall. They have no impact on one&#039;s mental attributes. The damage is resisted with Body alone and is treated as Fading for the purposes of healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Security Decks&#039;&#039;&#039; (KC 61) shall be permitted as-is. Note that the Encryption program is not factored into the attribute array.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Warrior&#039;&#039;&#039; (KC 62-63) shall be permitted as-is. Note that a bonus to the limit on sleaze tests does not alter the actual Sleaze attribute.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The EVO Sublime&#039;&#039;&#039; (KC 62-63) shall be permitted. Disregard the requirement that it be implanted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Destiny Blade&#039;&#039;&#039; (KC 63) shall be permitted as-is. Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kitbashed Sleeper&#039;&#039;&#039; (KC 63) shall be permitted as-is. As usual for a technomancer using a device, they do not benefit from their Living Persona&#039;s attributes, though they can still use Resonance actions per its rules. The number of irreparable matrix boxes must be tracked on your character&#039;s wiki page after each run. The deck is still irreparably broken and unusable after it&#039;s natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of it&#039;s ultimately consumable nature.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cry Wolf&#039;&#039;&#039; (KC 65) shall be permitted. It shall cost the same as a normal Hacking Program and have the same availability, except that it is Forbidden. When someone running Cry Wolf would normally be struck by Convergence, they instead are alerted, and Convergence will strike again in 1d6 combat turns. This second Convergence may not be averted with Cry Wolf. After Convergence is delayed, the Cry Wolf program is deleted irrevocably. Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from it&#039;s effects for 24 hours after it triggers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DataJack Plus&#039;&#039;&#039; (KC 65) shall be permitted. It only functions when connected to a deck or RCC, it does not include any free programs, and it cannot run an Agent or Virtual Machine. Functionally, it increases the program slots of the deck by it&#039;s rating.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EARRS&#039;&#039;&#039; (KC 66) shall be permitted, but the -10 penalty shall apply to all non-matrix, non-resonance actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The MCT Biolink&#039;&#039;&#039; (KC 67) shall be permitted. It provides DNI and a wireless connection as per a datajack, but has no capacity to direct connect to devices. It may be turned on and off as desired with a Complex Action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shiawase Cyber-6 RCC&#039;&#039;&#039; (KC 68) shall be permitted. Instead of it&#039;s normal special rules, refer to the following: While a Rigger&#039;s persona is running through this RCC in VR - whether jumped into a drone or not - any drones slaved to the RCC or jumped into by the Rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the Rigger is increased by 4 damage before resistance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SpinRad Global Skirmisher RCC&#039;&#039;&#039; (KC 68) shall be permitted. It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horizon Flow commlink&#039;&#039;&#039; (KC 68) shall be permitted. It provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wuxing Frequency&#039;&#039;&#039; commlink (KC 68) shall be permitted. Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Saeder-Krupp Last Chance Link&#039;&#039;&#039; (KC 69) shall be permitted, Disregard irritation if worn by a PC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mobile CNC tac-app&#039;&#039;&#039; (KC 72) shall be permitted for use. Rather than what is written, it provides 6 bonus dice, allocated as desired amongst people connected to the PI-Tac&#039;s network, for Navigation tests and Combat Maneuvers. It also provides 2 Noise Reduction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield Wall tac-app&#039;&#039;&#039; (KC 72) shall be permitted. Rather than what is written, it shall provide +3 firewall to any linked device for the purposes of defending against any Attack action or any matrix or resonance action that could cause Matrix Damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tactical Program Dongle&#039;&#039;&#039; (KC 72) shall be permitted. It provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs 200 nuyen. A PI-Tac may only have one dongle attached. I have no idea why this exists.&lt;br /&gt;
&lt;br /&gt;
*The stat block for &#039;&#039;&#039;Gyrojet&#039;&#039;&#039; ammunition in the official errata for Run &amp;amp; Gun shall be ignored. The FN-AAL Gyrojet Pistol shall be allowed to use any type of ammunition, but it shall not be shareable between other classes of firearms (i.e., Gyrojet ammunition will not work in a Heavy Pistol, and vice versa). There are no changes to the stats or mechanics of the weapon itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PPP Vitals&#039;&#039;&#039; cannot be used with “heavy armor,” defined as base armors having Armor Rating 13 or more (like what’s described by the Hang Time adept power on page 171 of Street Grimoire). It will stack with any base armor of Rating 12 or lower.&lt;br /&gt;
&lt;br /&gt;
====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;
====Military/Future Weapons====&lt;br /&gt;
&lt;br /&gt;
Except where listed below, all Military/Future Weapons are banned in their entirety, with no player use permitted. GMs may make use of them with approval per our [[GM_Rules#Needs_Approval|GM Rules]], but players may not obtain/retain such items or use them outside the scope of the single run.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Aztechnology-Dassault Blood Hawk Mk 1&#039;&#039;&#039; (Page 53, Street Lethal) shall be GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you&#039;re tricky enough, but you can&#039;t keep it.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System&#039;&#039;&#039; (Page 55, Street Lethal) shall be permitted, but instead of using the existing statblock, or vehicle rules at all, use the rules below.&lt;br /&gt;
**While wearing the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System, you may spend a complex action to move up to 50 meters in any direction, as long as you are attempting to both launch from and land on solid ground. Make a Freefall + Body [Physical] (3) test, and scatter from your intended target (3-hits)d6 meters. Direction is determined as usual. This action does not use up any of your own movement speed.&lt;br /&gt;
**Additionally, it may be used as a free action to arrest a fall of greater than 25m, negating all falling damage. You must be aware of your impending impact.&lt;br /&gt;
**In either case, you may only spend a single action to fire the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System per combat turn, and may not &amp;quot;combine&amp;quot; actions. You may move, or arrest your fall, not both.&lt;br /&gt;
**Using it as a complex action takes on point of fuel, while using it as a free action takes two point. It has twenty points of fuel. Refueling it takes one uninterrupted minute to swap out the propane-tank sized fuel tank, but doesn&#039;t require you to remove the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System.&lt;br /&gt;
**It cannot be used while encumbered, has no wireless functionality, and is extremely loud and bright in use. Subtlety is not an option.&lt;br /&gt;
**On a glitch to activate the jetpack, the jetpack will fire, but the harness will fail, causing your jetpack to go flying without you. Hope you didn&#039;t need that.&lt;br /&gt;
**On a critical glitch to activate the jetpack, the GM should roll scatter (or choose a direction.) You move 50 meters in that direction at a great rate of knots. If you strike something that would stop you, take physical damage equal to the distance remaining to be traveled at AP-4. If you do not strike anything, you end up prone, but unhurt.&lt;br /&gt;
**&#039;&#039;&#039;The Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System shall cost 50,000 nuyen, and have an availability of 18F. Refuels shall cost 250 nuyen, and have an availability of 16F.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maker Mags&#039;&#039;&#039; (Page 75, Street Lethal) shall be permitted, but cannot be used to make Depleted Uranium rounds, to reduce Thematics team migraines. The extended magazine is treated as the +2 concealability version from Hard Targets. Maker grenades shall not be permitted. It is worth noting that you may, as usual, purchase multiple of an item with a single availability roll, increasing the delivery time based on the total cost of the purchase.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
&lt;br /&gt;
*The Haven will assume that PC vehicles are built for the PC&#039;s metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.&lt;br /&gt;
**In those rare cases where another PC has to take the wheel of someone else&#039;s car and make a driving test, if the second PC is a different metatype, they will take penalties deemed appropriate by the GM. They will also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a Troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties)&lt;br /&gt;
&lt;br /&gt;
====Cyberlimb Armor Limitations====&lt;br /&gt;
&lt;br /&gt;
*Cyberlimbs shall limit armor to 1 for hands and feet, 2 for partial limbs and partial skulls, and 3 for full limbs and full skulls.&lt;br /&gt;
&lt;br /&gt;
===Better Than Bad&#039;s New Uses for Karma and Street Cred===&lt;br /&gt;
&lt;br /&gt;
The &#039;New Uses for Karma and Street Cred&#039; on page 164 of Better than Bad are in effect, except where noted below.&lt;br /&gt;
&lt;br /&gt;
*The rules for purchasing additional loyalty and connection with contacts on page 164 are not in effect, superseded by our own [[Contact Rules]].&lt;br /&gt;
&lt;br /&gt;
*The uses for Reputation Score are not in effect, as Reputation Score is not a game concept that exists. If the writer&#039;s intent was &#039;Faction Rep&#039;, as Mechanics Team suspects, this is also superseded by our own rules.&lt;br /&gt;
&lt;br /&gt;
===Addiction Rules===&lt;br /&gt;
&lt;br /&gt;
*Each time you take an addictive substance, you will immediately make an addiction test. &lt;br /&gt;
**For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) &lt;br /&gt;
**For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug&#039;s Effective Addiction Rating)+(other modifiers.) &lt;br /&gt;
**For drugs that are &amp;quot;Both&amp;quot;, the test will be the worse of your two dicepools for the above. &lt;br /&gt;
*If you fail the test, you immediately suffer the effects of a failed addiction test. As it is not an action, you may not Smackdown the test.&lt;br /&gt;
&lt;br /&gt;
===BTL and Drug Stacking===&lt;br /&gt;
&lt;br /&gt;
*BTLs do not stack with drugs, cause drug interactions like drugs, and overdose like drugs. Incidentally, drugs do not stack, they overlap - you cannot, for example, take Kamikaze twice and gain +4 strength.&lt;br /&gt;
&lt;br /&gt;
===Critter Rules===&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;
====Techno-Critters====&lt;br /&gt;
&lt;br /&gt;
*Techno-critters, being almost impossible to train, shall remain in use as NPCs only. While it&#039;s possible, but extremely difficult, to train a technocritter to the same degree as a normal animal, it is virtually impossible to train them to use any of their Resonance or Matrix abilities in any fashion, a fact GMs are encouraged to keep in mind when using these.&lt;br /&gt;
&lt;br /&gt;
====Animal Availability====&lt;br /&gt;
&lt;br /&gt;
*[[Animal_Availability|See Here]]&lt;br /&gt;
&lt;br /&gt;
===Melee attacks and Immunity to Normal Weapons===&lt;br /&gt;
&lt;br /&gt;
*Immunity to normal weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks&lt;br /&gt;
&lt;br /&gt;
===Movement Power===&lt;br /&gt;
&lt;br /&gt;
*For living targets, The Movement Power shall add Force to or subtract Force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score shall be 0, but even with a score of 0 for determining movement rate, a character shall be able to move at a walking rate of 1 meter and a running rate of 2 meters.&lt;br /&gt;
*Behavior when used on Vehicles remain unchanged.&lt;br /&gt;
*Additionally, the clause about &amp;quot;only functioning in terrain the creature controls&amp;quot; shall be stricken, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Altered Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reckless Hacking&#039;&#039;&#039; (KC 37) shall function as written, except that glitches and critical glitches function at the discretion of the GM (as usual), and any action which is performed while Recklessly Hacking builds Overwatch Score and is considered illegal, even if it normally would not. Reckless Hacking may only performed for opposed actions. A Reckless Data Processing or Firewall action, whether successful or not, alerts the owner of the device akin to a failed Attack action, though it does not grant a mark, cause any damage, or give away your location. It may never substitute for ownership, or for a number of marks greater than 3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Calibration&#039;&#039;&#039; (KC 37) shall function as written, except that it will be a complex action. For clarity&#039;s sake, &amp;quot;One per persona&amp;quot; means that you require a mark on the persona of each person you are attempting to perform the action on, you may perform it on a number of personas up to your data processing score, and their initiative - meat or matrix - will increase by 1 point for every 2 full hits you receive on your test. The bonus initiative goes away at the end of the combat turn. Calibration and Leadership function similarly. A character can only benefit from a single source providing Calibration or Leadership tests in a given combat turn, and a character providing Calibration or Leadership tests may not benefit from any Calibration or Leadership tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Denial of Service&#039;&#039;&#039; (KC 37) shall function as follows: With a simple action, make a Cybercombat + Logic [Attack] vs. Willpower + Firewall opposed test, targetting a device you have at least one mark on. The net hits on this test are applied as a dice pool malus to any actions performed using that device until the start of the next combat turn. If performed multiple times on the same device, only the greatest penalty applies. This action is not subject to the normal rules about making multiple attacks - if you wish, you can spend two simple actions in the same Action Phase to perform it twice with your full dice pool, or spend a simple action to perform Denial of Service and another Simple Action to perform a different attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I Am The Firewall&#039;&#039;&#039; (KC 38) shall function as follows: As a complex action on your turn, perform a Computer + Intuition &amp;lt;nowiki&amp;gt;[Data Processing]&amp;lt;/nowiki&amp;gt; test. The hits on this test are bonus dice on defense tests performed by all teammates from whom you are receiving an AR feed. The bonus dice last until the end of the next initiative pass, and apply to any physical defense tests. You may receive an AR feed from a number of teammates not exceeding your Data Processing attribute. You must share a feed with your decker. Under assumed competence, we will assume you are almost always sharing unless you state otherwise, as long as you have a device capable of giving an image feed. If you are not sharing a feed, to do so, use the Send Message action to send a decker your feed, which they can accept with no action. This requires some form of primary sensory input on their person, typically a camera (or cybereyes.) You must have a primary sense link to receive the benefits. This can be accomplished with either image link, sound link or a sim module connected with a DNI. You may also perform this action as an interrupt action, costing 5 initiative, and affecting only one teammate from whom you are receiving a feed for the same duration. Since this requires a conception of how the real world works, this action may not be undertaken by agents or sprites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Popup&#039;&#039;&#039; (KC 39) shall function as written, except that the penalty shall apply until the end of the combat turn, and it may target any persona with some form of sensory enhancement, including Smartlink or DNI, which is not in VR. One must still be able to see the persona, which typically - but does not always - require wireless to be on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squelch&#039;&#039;&#039; (KC 39) shall function as written. It prevents all use of the Send Message matrix action. It does not prohibit any other matrix action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subvert Infrastructure&#039;&#039;&#039; (KC 39) shall function as written. The target of the matrix action is the host you have the mark on and to which the devices being controlled are slaved. Simple Devices are to be most non-drone, non-vehicle devices with a DR of 1, with GM discretion making the final call on any given device. A device controlled by Subvert Infrastructure will make a single action (free, simple, or complex) that it is capable of and that is not an attack per combat turn, as ordered by the person performing the action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watchdog&#039;&#039;&#039; (KC 40) shall function as written. The mark placed by this does flow up to the master of the device, however, the special option and effects of the Watchdog action against the target marked do not.&lt;br /&gt;
&lt;br /&gt;
===Altered Martial Arts===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Vines&#039;&#039;&#039; shall be accessible by the Cowboy Way and Whip Fighting in addition to the techniques already listed within these styles respectively.&lt;br /&gt;
*&#039;&#039;&#039;Mana Strike&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Strike.&lt;br /&gt;
*&#039;&#039;&#039;Mana Choke&#039;&#039;&#039; (Page 102, Forbidden Arcana)&lt;br /&gt;
**Mundanes/Magicians cannot use One Trick Pony to Mana Choke.&lt;br /&gt;
**Damage is resisted as drain. Body + Willpower for Adepts and Mundanes, Willpower + Drain Attribute for Magicians and Mystic Adepts. This damage cannot be healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
===Other Altered Mechanics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dive Attack&#039;&#039;&#039; (Page 190, Howling Shadows)&lt;br /&gt;
&lt;br /&gt;
**When taking the Dive Attack action you also take damage equal to the number of meters fallen, as appropriate. This rule will apply to GMs as well.&lt;br /&gt;
*The &#039;&#039;&#039;Observant&#039;&#039;&#039; 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;
&lt;br /&gt;
====Exponential diminishing returns for Multiple Simultaneous Explosions====&lt;br /&gt;
&lt;br /&gt;
*The damage and AP from multiple simultaneous explosions is computed as per RAW except that the DV of explosions beyond the second are halved again for each additional explosion. So the first explosion causes full damage, the the next causes half, the following half again, etc., until you reach zero (note: round down). Each explosion improves the best AP by 1 for every additional explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
&lt;br /&gt;
One may utilize any of their choice of Intuition or Reaction for 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;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
Repairing vehicles and drones will cost an amount based on the base price of the vehicle (before modifications), number of damaged boxes, and number of total boxes. The exact formula per box is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(5% of the Cost of the Vehicle before modifications) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means it will cost 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a gm can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.&lt;br /&gt;
&lt;br /&gt;
====Resisting Mind Magic====&lt;br /&gt;
&lt;br /&gt;
Any PCs, as well as any non-Grunt NPCs the GM deems fit, shall be excepted from the normal penalty to resist ongoing Mental Manipulation spells. NPCs with a Professional Rating are always subject to the aforementioned penalties.&lt;br /&gt;
&lt;br /&gt;
====Health and Edge Between Runs====&lt;br /&gt;
&lt;br /&gt;
Your PC will fully recover health and edge between runs unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
====WFTM / WFTP====&lt;br /&gt;
&lt;br /&gt;
After a run, you may convert karma into Nuyen (Working For the Man), or vice versa (Working For the People) at a ratio of 2000nY to 1 karma. This can be done up to 5 times per run. For example, your initial rewards for a run are 7 Karma and 10,000nY. You Work For the Man, converting 5 karma into 10,000nY, making your final rewards 2 Karma and 20,000nY.&lt;br /&gt;
&lt;br /&gt;
In any case, you must document this on the page for the run in the rewards section. If you have a quality that taxes income, apply to tax to the initial amount you earn.&lt;br /&gt;
====Burning out as a Mage====&lt;br /&gt;
&lt;br /&gt;
Any character whose current Magic Score reaches 0 is treated as burnt out. They permanently lose access to all magical abilities, the ability to raise their magic score, and any other features deriving from Magic. This brings Magic in line with Resonance. Any characters whose Magic score was 0 prior to Jan 31, 2018 are grandfathered, and may still raise their Magic score, assuming their maximum magic is above 0.&lt;br /&gt;
&lt;br /&gt;
====Optional Rules In Effect====&lt;br /&gt;
&lt;br /&gt;
*Mentor&#039;s Mask (Forbidden Arcana, Page 182). See clarification in the [[#Other_Altered_Mechanics|Altered Mechanics]] section.&lt;br /&gt;
*We use the optional Drone Modification rules (Rigger 5.0, 122)&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
&lt;br /&gt;
*Numinous perception is not a discrete sense - it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants, or that there&#039;s a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
&lt;br /&gt;
====Initiative Stacking====&lt;br /&gt;
The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Edge&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Edge to Seize the Initiative or Blitz will function with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5d6 initiative dice. These also work in the Astral and Matrix.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Qualities&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative.)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Pain is Gain applies only to matrix initiative.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Lightning Reflexes will not stack with any drugs, adept powers, spells, cyberware, bioware, or generware. The defense die stacks normally. Lightning Reflexes will, uniquely, work in the Astral, but not Matrix VR.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Spells&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Adept Powers&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Other Magic&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or generware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Cyberware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Bioware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Geneware&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Reaction Optimization, the poor thing, will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;As a reminder, drugs will not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;Final Notes&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Matrix and Rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim, or coldsim.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Additional base dice, like those possessed by all shapeshifters and certain HMHVV Infected, are just that - base dice. They functionally stack with everything.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Custom Mechanics==&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
*The default is for players to choose their contacts from the already made [[:Category:Public Contacts|public contacts]]. We additionally allow as an option to create and stat out your own contact. [[Contact_Rules|Shadowhaven uses a custom contact system you can read about here]].&lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&#039;&#039;&#039;Note:&#039;&#039;&#039; If you create your own contact you can belay stating out the aspects. If the GM asks/lets you use it, the assumed dice pool is &amp;lt;code&amp;gt; Connection + Loyalty + Archetype Modifier + 2&amp;lt;/code&amp;gt;. It is best to fill out the Aspects, as you usually will be able to make use of more than 1 available aspect.}}&lt;br /&gt;
===Gear Aquisition===&lt;br /&gt;
&lt;br /&gt;
*You can&#039;t purchase items with availability above 19, unless it is upgradable (ie, has a rating). The exception to this is:&lt;br /&gt;
**You can&#039;t purchase Foci over Availability 19, even though they are otherwise upgradable and have a rating.&lt;br /&gt;
*Items beyond availability 19 may be obtained as run rewards with Thematics approval.&lt;br /&gt;
*The awakened or emerged may only gain a chance to purchase deltaware as a run reward for Semi-Prime or Prime runs.&lt;br /&gt;
**For mundane PCs, there are no restrictions on getting deltaware.&lt;br /&gt;
&lt;br /&gt;
====Acquiring gear under availability 12====&lt;br /&gt;
&lt;br /&gt;
Gear at or under Availability 12 can be purchased without rolling or paying a finder&#039;s fee.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
&lt;br /&gt;
You can upgrade (paying only the difference in cost) anything that has a rating, as well as cyberdecks and rigger control consoles and any cyberware or bioware. You must still make the availability roll for the upgrade.&lt;br /&gt;
&lt;br /&gt;
When upgrading a SIN using our upgrade rules, one may also upgrade the licenses attached to that SIN without making an availability test for each license. Only one test, for the base SIN, is required.&lt;br /&gt;
&lt;br /&gt;
===Misc. Lifestyle Rules===&lt;br /&gt;
&lt;br /&gt;
*Your lifestyle costs are due in full every 4 runs, rather than being tied to the passage of time.&lt;br /&gt;
**Optionally, you may choose to pay 25% of the full costs each run if you prefer. &lt;br /&gt;
***Of note is that Chummer may not calculate this correctly with modifications to the lifestyle cost, such as a DocWagon subscription, as by default setting it up to only pay 25% your lifestyle cost will only discount your base lifestyle.&lt;br /&gt;
&lt;br /&gt;
*Runners may share residences but when it comes to lifestyle costs every runner must pay the full 100% of their lifestyle costs. Lifestyles are not simply just an apartment but they factor many other things into it as well from food, entertainment, and other essentials. So while we allow people to room with other runners you will receive no discount.&lt;br /&gt;
&lt;br /&gt;
====Traveler Lifestyle (Page 218, Run Faster)====&lt;br /&gt;
&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>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Clover&amp;diff=46206</id>
		<title>Clover</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Clover&amp;diff=46206"/>
		<updated>2020-08-08T19:00:11Z</updated>

		<summary type="html">&lt;p&gt;Teksura: Created page with &amp;quot;{{Roundbox|&amp;#039;&amp;#039;Clover directs here. If you are looking for the currently inactive Clover as Played by omega9927, click here.&amp;#039;&amp;#039;}} {{Infobox |YourWikiUserna...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Roundbox|&#039;&#039;Clover directs here. If you are looking for the currently inactive [[Clover (omega9927)|Clover as Played by omega9927]], click here.&#039;&#039;}}&lt;br /&gt;
{{Infobox&lt;br /&gt;
|YourWikiUsername = &lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Archetype&lt;br /&gt;
|header2= (Short Blurb)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Discord#Tag&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Your_Handle_Here Reddit Name]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = (Metatype Here)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = Character&#039;s Date of Birth&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[Drive URL Link] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - X &amp;lt;br /&amp;gt; Attributes - X &amp;lt;br /&amp;gt; Magic/Resonance - X &amp;lt;br /&amp;gt; Skills - X &amp;lt;br /&amp;gt; Resources - X&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Clover_(omega9927)&amp;diff=46204</id>
		<title>Clover (omega9927)</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Clover_(omega9927)&amp;diff=46204"/>
		<updated>2020-08-08T18:58:51Z</updated>

		<summary type="html">&lt;p&gt;Teksura: Teksura moved page Clover to Clover (omega9927) without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Clover&lt;br /&gt;
|image= [[File:Placeholder.png]]&lt;br /&gt;
|header1= Archetype&lt;br /&gt;
|header2= Irish lass and Kneecapper sam&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/omega9927]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 12 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 =[https://drive.google.com/open?id=19RbhhVn4shkj6HyBCFkJ-T28JG0H4Ooh] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - D &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - C&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A woman who enjoys drugs, hurlg, and other women. Irish, and with an attitude, she likes bustin heads, breaking knees, and putting bullets where brains should be.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Kill All Keebs. Not really, she just craves fame. And fame she will get, as far as she&#039;s concerned. And we aren&#039;t talking &amp;quot;Making it big in trideo fashion&amp;quot; We&#039;re talking &amp;quot;Putting several hundred bullets in a dragon and claiming that kill&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Born in Tir ta nOg, Priscilla Delaney was your typical Irish Lass. She likes her booze with friends, she experimented with drugs in her teens (And may have gone a little... Above and beyond) and she had her own little &amp;quot;Gang&amp;quot; of kids who went around and terrorised people. Like any true kid does. She saw herself invited to join the Finnegans, and accepted. Because she tended to be rather good at breaking knees, and she&#039;s been content to do so since. She moved to seattle for a change of scenery, and took up running, more for a part time gig when the Mafia had no particular knees for her to break.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&amp;quot;Oi&#039;ve got a problem&amp;quot; - Addictions to Kamikaze and Betameth, Drinks a lot, Actually  enjoys the crash of drugs, And a dependency for cigarettes.&lt;br /&gt;
&amp;quot;Luck O&#039; The Oirish&amp;quot; - So, Not there yet, but gonna grab lucky and 8 edge as one of my final goals.&lt;br /&gt;
&amp;quot;Weapon Master&amp;quot; - Sharpshooter, Perfect Time, and a minimum of 16 in 4 of 7 combat skills make her someone to be feared in combat.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* Catherine Kurran - Connection 6, Loyalty 1 - Fixer (Networking)&lt;br /&gt;
* Exsang - Connection 1, Loyalty 1 - Shadow Services (Swag)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Clover_(omega9927)&amp;diff=46203</id>
		<title>Clover (omega9927)</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Clover_(omega9927)&amp;diff=46203"/>
		<updated>2020-08-08T18:57:59Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Run History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Clover&lt;br /&gt;
|image= [[File:Placeholder.png]]&lt;br /&gt;
|header1= Archetype&lt;br /&gt;
|header2= Irish lass and Kneecapper sam&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/omega9927]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = February 12 2052&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 =[https://drive.google.com/open?id=19RbhhVn4shkj6HyBCFkJ-T28JG0H4Ooh] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - D &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - C&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A woman who enjoys drugs, hurlg, and other women. Irish, and with an attitude, she likes bustin heads, breaking knees, and putting bullets where brains should be.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Kill All Keebs. Not really, she just craves fame. And fame she will get, as far as she&#039;s concerned. And we aren&#039;t talking &amp;quot;Making it big in trideo fashion&amp;quot; We&#039;re talking &amp;quot;Putting several hundred bullets in a dragon and claiming that kill&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Born in Tir ta nOg, Priscilla Delaney was your typical Irish Lass. She likes her booze with friends, she experimented with drugs in her teens (And may have gone a little... Above and beyond) and she had her own little &amp;quot;Gang&amp;quot; of kids who went around and terrorised people. Like any true kid does. She saw herself invited to join the Finnegans, and accepted. Because she tended to be rather good at breaking knees, and she&#039;s been content to do so since. She moved to seattle for a change of scenery, and took up running, more for a part time gig when the Mafia had no particular knees for her to break.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&amp;quot;Oi&#039;ve got a problem&amp;quot; - Addictions to Kamikaze and Betameth, Drinks a lot, Actually  enjoys the crash of drugs, And a dependency for cigarettes.&lt;br /&gt;
&amp;quot;Luck O&#039; The Oirish&amp;quot; - So, Not there yet, but gonna grab lucky and 8 edge as one of my final goals.&lt;br /&gt;
&amp;quot;Weapon Master&amp;quot; - Sharpshooter, Perfect Time, and a minimum of 16 in 4 of 7 combat skills make her someone to be feared in combat.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
* Catherine Kurran - Connection 6, Loyalty 1 - Fixer (Networking)&lt;br /&gt;
* Exsang - Connection 1, Loyalty 1 - Shadow Services (Swag)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Trash_Panda&amp;diff=46179</id>
		<title>Trash Panda</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Trash_Panda&amp;diff=46179"/>
		<updated>2020-08-08T16:55:24Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=5 cellspacing=0 style=&amp;quot;border: gray 2px solid; width: 100%;  -moz-border-radius: 20px; -webkit-border-radius: 25px; border-radius: 25px; background-color: #222&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = Teksura&lt;br /&gt;
|Style=Roundbox&lt;br /&gt;
|title = Trash Panda&lt;br /&gt;
|image= [[File:Trash Panda by Seru.jpg|200px]]&lt;br /&gt;
|header1= Astral Mage&lt;br /&gt;
|header2= Master Thief&lt;br /&gt;
|header3= Eccentric Nutcase&lt;br /&gt;
|header4= Trideo Addict&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = Teksura#6943&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Teksura Teksura]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 29&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = Master Thief&lt;br /&gt;
|label12 = CDP&lt;br /&gt;
|data12 = {{CDP|&lt;br /&gt;
|Expenses=59&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}} &lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = September 16th 2047&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=9&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2047&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/10gxUQ5y_co6MZWDZQ4vKhZpfzHzd2lEZ?usp=sharing Trash Panda] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Number of Runs&lt;br /&gt;
|data17 = {{#ask: [[Category:Runs]][[hasRunner::{{PAGENAME}}]]|format=Count}}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Raccoon Shaman who fancies herself a Master Thief. She is very [https://www.youtube.com/watch?v=CMesNJy06kM Great At Crime]&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
*Feel something- anything.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*BE* a &amp;quot;modern day Robin Hood&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*Enjoy life - &amp;quot;What&#039;s the point of life if you don&#039;t *live*?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Eva adores trid shows, they were her main escape from the terrible barrens life growing up, and she just can&#039;t get enough of them. While she was always interested by those trids that glorified shadowrunning, she wasn&#039;t really inspired until she saw a low budget retelling of the story of Robin Hood. Eva fell in love with the idea and wanted to *BE* Robin Hood. Robbing from the rich and giving to the poor. &lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
*Chain Breaker&lt;br /&gt;
**&amp;quot;Listen here, I&#039;m not going to stand around while you enslave some poor soul.&amp;quot;&lt;br /&gt;
*Mentor Spirit (Raccoon)&lt;br /&gt;
**&amp;quot;Raccoon doesn&#039;t control me or anything, he and I just have very similar ideas on what I should be doing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
*Dependant (Nuisance)&lt;br /&gt;
**&amp;quot;I love my mom. I owe her so much.&amp;quot;&lt;br /&gt;
*Lack of Focus&lt;br /&gt;
**&amp;quot;This is getting boring... Oh damn! I&#039;m missing the new episode of Blood Runners! I wonder how Jack is getting out of that Ghoul den.&amp;quot;&lt;br /&gt;
*Poor Self Control (Trid Addict)&lt;br /&gt;
**&amp;quot;Okay, now I just have to sneak past the guard room an- ooohhh, are they watching- They rebooted Karl Kombatmage! No way!&amp;quot;&lt;br /&gt;
*Poor Self Control (Thrill Seeker)&lt;br /&gt;
**&amp;quot;What&#039;s the point of life if you don&#039;t *live*?&amp;quot;&lt;br /&gt;
*Social Stress (Civilized Society)&lt;br /&gt;
**&amp;quot;Look, I don&#039;t like it okay? Everyone looks at you and silently judges you and expects you to follow all these unwritten rules about how you&#039;re supposed to act but nobody ever says what those rules are and then they look down at you when you break them but *of course* they never outright tell you that you did it they just judge you and talk about you after you leave and GAAAAHHHHH!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
{{Template:ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Amelie and Jean-Baptiste&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ariel Lopez&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Betty White&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bold&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Carly Reeves&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Lufe&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=-1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=D&#039;Auriel Peirson&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Da-Xia Wu&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=DRM&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Flash&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Jammer&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Jesse Pop&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Juhn Slide&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Miguel Rivera&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Pitty &#039;Grease Lightning&#039; McShane&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&#039;Princess&#039; Rosemary&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Professor Simeon Jones&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Rocket Raccoon&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Scrap&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Screamer&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Banker&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Queen Elizabeth XXIII&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=YoiJi&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=863 (Contact)&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=1&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=City Watch&lt;br /&gt;
|RepBonus=4&lt;br /&gt;
|RepExpense=36&lt;br /&gt;
|Position=Reserve Member&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Allies====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Organization&lt;br /&gt;
!Rep&lt;br /&gt;
|-&lt;br /&gt;
| [[Ex-Firewatch]]&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[Aurora]] &lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| [[Patriots First Bank]] &lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Horizon]] &lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Solace]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[UCAS Government]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[CIA]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Crimson Crush]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Ork Underground Rep]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[The Order of the Delayed Calamity]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Draco Foundation]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [[SpinGlobal]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Crime Mall]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Enemies====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Organization&lt;br /&gt;
!Rep&lt;br /&gt;
|-&lt;br /&gt;
| [[Aztechnology]]&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Yakuza]] (Shotozumi-rengo)&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Yakuza]] (Shotozumi-gumi)&lt;br /&gt;
| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Raccoon Girl==&lt;br /&gt;
[[File:Raccoon Girl.png|200px|right|Raccoon Girl Costume]]&lt;br /&gt;
Once upon a time, Trash Panda was hired to discover the secret identity of the super hero [[Bold]]. Over the course of the job, Trash Panda came up with the plan to masquerade as legitimate heroes to earn his trust. Upon discovering the plot of the Johnson who hired them, the team sided with Bold and took down the villain. Trash Panda is not willing to admit she lied to Bold, and maintains the Raccoon Girl persona on occasion just to keep up the con.&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=Mostly just cute Raccoon pictures.&lt;br /&gt;
|MidResult=Raccoon Shaman, Elf, and acts a lot younger than she really is. She is a part of a small community outside of Touristville, collecting food, water, and providing security for the residents. She pours a lot of NuYen into supporting this community.&lt;br /&gt;
|HighResult=Rumor has it that she is engaged, but information on this gets scrubbed as soon as it comes up.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Self proclaimed Master Thief, and Raccoon Shaman. Brags about both things.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Childish and often talks about her antics. Very excitable and loves trideo. But she&#039;s reliable in her own way.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=As open as she is about a lot of things about herself, there are some things she makes a focused effort to hide. In spite of appearances, she&#039;s a powerful grade 5 initiate mage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
===Jane Davis===&lt;br /&gt;
&lt;br /&gt;
*R4 EVO SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Summoner License&lt;br /&gt;
**Concealed Carry Permit&lt;br /&gt;
**Controlled Substance Permit&lt;br /&gt;
*Horizon has linked this SIN to Trash Panda&lt;br /&gt;
&lt;br /&gt;
===Olive Barre===&lt;br /&gt;
&lt;br /&gt;
*R4 Docwagon SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Summoner License&lt;br /&gt;
**Concealed Carry Permit&lt;br /&gt;
**Controlled Substance Permit&lt;br /&gt;
&lt;br /&gt;
===Trisha Erkens===&lt;br /&gt;
&lt;br /&gt;
*R4 UCAS SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Summoner License&lt;br /&gt;
**Concealed Carry Permit&lt;br /&gt;
**Controlled Substance Permit&lt;br /&gt;
&lt;br /&gt;
===Annie Klein===&lt;br /&gt;
&lt;br /&gt;
*R4 Saeder-Krupp SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Security License&lt;br /&gt;
**Weapon License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
[[File:Trash Panda Mask.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
Slightly short for an Elf, Trash Panda is small and skinny, and carries an appearance of nimbleness and far, far too much energy for her own good sometimes. She usually bleaches her hair white, but occasionally gets bored of that and dyes it another color.&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
Often, she can be seen wearing a deep purple armored jacket with a matching cloak. Hidden underneath it is often her chameleon suit, just in case opportunity presents itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trash Panda Persona.png|x250px]]&lt;br /&gt;
|[[File:Trash Panda Persona.jpg|x250px]]&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
Trash Panda&#039;s matrix personas were lovingly crafted by a close friend of hers. One persona has the appearance of an anthropomorphic raccoon, designed at her request. She also has a more normal looking persona, for those situations where the host sculpt enforces a more normal looking persona. This one was created by the same friend at no request in order to ensure Trash Panda had something less childish to fall back to. It appears as a typical club girl version of Trash Panda.&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
{{Gamequote|&amp;quot;Either a secret genius or a thrill seeking maniac&amp;quot; {{Sign|Shark}}}}&lt;br /&gt;
&lt;br /&gt;
|} &lt;br /&gt;
|}&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Trash_Panda&amp;diff=46177</id>
		<title>Trash Panda</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Trash_Panda&amp;diff=46177"/>
		<updated>2020-08-08T16:54:44Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=5 cellspacing=0 style=&amp;quot;border: gray 2px solid; width: 100%;  -moz-border-radius: 20px; -webkit-border-radius: 25px; border-radius: 25px; background-color: #222&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = Teksura&lt;br /&gt;
|Style=Roundbox&lt;br /&gt;
|title = Trash Panda&lt;br /&gt;
|image= [[File:Trash Panda by Seru.jpg|200px]]&lt;br /&gt;
|header1= Astral Mage&lt;br /&gt;
|header2= Master Thief&lt;br /&gt;
|header3= Eccentric Nutcase&lt;br /&gt;
|header4= Trideo Addict&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = Teksura#6943&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Teksura Teksura]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 29&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = Master Thief&lt;br /&gt;
|label12 = CDP&lt;br /&gt;
|data12 = {{CDP|&lt;br /&gt;
|Expenses=56&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}} &lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = September 16th 2047&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=9&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2047&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/10gxUQ5y_co6MZWDZQ4vKhZpfzHzd2lEZ?usp=sharing Trash Panda] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Number of Runs&lt;br /&gt;
|data17 = {{#ask: [[Category:Runs]][[hasRunner::{{PAGENAME}}]]|format=Count}}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Raccoon Shaman who fancies herself a Master Thief. She is very [https://www.youtube.com/watch?v=CMesNJy06kM Great At Crime]&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
*Feel something- anything.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*BE* a &amp;quot;modern day Robin Hood&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*Enjoy life - &amp;quot;What&#039;s the point of life if you don&#039;t *live*?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Eva adores trid shows, they were her main escape from the terrible barrens life growing up, and she just can&#039;t get enough of them. While she was always interested by those trids that glorified shadowrunning, she wasn&#039;t really inspired until she saw a low budget retelling of the story of Robin Hood. Eva fell in love with the idea and wanted to *BE* Robin Hood. Robbing from the rich and giving to the poor. &lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
*Chain Breaker&lt;br /&gt;
**&amp;quot;Listen here, I&#039;m not going to stand around while you enslave some poor soul.&amp;quot;&lt;br /&gt;
*Mentor Spirit (Raccoon)&lt;br /&gt;
**&amp;quot;Raccoon doesn&#039;t control me or anything, he and I just have very similar ideas on what I should be doing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
*Dependant (Nuisance)&lt;br /&gt;
**&amp;quot;I love my mom. I owe her so much.&amp;quot;&lt;br /&gt;
*Lack of Focus&lt;br /&gt;
**&amp;quot;This is getting boring... Oh damn! I&#039;m missing the new episode of Blood Runners! I wonder how Jack is getting out of that Ghoul den.&amp;quot;&lt;br /&gt;
*Poor Self Control (Trid Addict)&lt;br /&gt;
**&amp;quot;Okay, now I just have to sneak past the guard room an- ooohhh, are they watching- They rebooted Karl Kombatmage! No way!&amp;quot;&lt;br /&gt;
*Poor Self Control (Thrill Seeker)&lt;br /&gt;
**&amp;quot;What&#039;s the point of life if you don&#039;t *live*?&amp;quot;&lt;br /&gt;
*Social Stress (Civilized Society)&lt;br /&gt;
**&amp;quot;Look, I don&#039;t like it okay? Everyone looks at you and silently judges you and expects you to follow all these unwritten rules about how you&#039;re supposed to act but nobody ever says what those rules are and then they look down at you when you break them but *of course* they never outright tell you that you did it they just judge you and talk about you after you leave and GAAAAHHHHH!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
{{Template:ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Amelie and Jean-Baptiste&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ariel Lopez&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Betty White&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bold&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Carly Reeves&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Lufe&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=-1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=D&#039;Auriel Peirson&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Da-Xia Wu&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=DRM&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Flash&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Jammer&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Jesse Pop&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Juhn Slide&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Miguel Rivera&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Pitty &#039;Grease Lightning&#039; McShane&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&#039;Princess&#039; Rosemary&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Professor Simeon Jones&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Rocket Raccoon&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Scrap&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Screamer&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Banker&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Queen Elizabeth XXIII&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=YoiJi&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=863 (Contact)&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=1&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=City Watch&lt;br /&gt;
|RepBonus=4&lt;br /&gt;
|RepExpense=36&lt;br /&gt;
|Position=Reserve Member&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Allies====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Organization&lt;br /&gt;
!Rep&lt;br /&gt;
|-&lt;br /&gt;
| [[Ex-Firewatch]]&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[Aurora]] &lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| [[Patriots First Bank]] &lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Horizon]] &lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Solace]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[UCAS Government]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[CIA]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Crimson Crush]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Ork Underground Rep]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[The Order of the Delayed Calamity]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Draco Foundation]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [[SpinGlobal]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Crime Mall]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Enemies====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Organization&lt;br /&gt;
!Rep&lt;br /&gt;
|-&lt;br /&gt;
| [[Aztechnology]]&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Yakuza]] (Shotozumi-rengo)&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Yakuza]] (Shotozumi-gumi)&lt;br /&gt;
| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Raccoon Girl==&lt;br /&gt;
[[File:Raccoon Girl.png|200px|right|Raccoon Girl Costume]]&lt;br /&gt;
Once upon a time, Trash Panda was hired to discover the secret identity of the super hero [[Bold]]. Over the course of the job, Trash Panda came up with the plan to masquerade as legitimate heroes to earn his trust. Upon discovering the plot of the Johnson who hired them, the team sided with Bold and took down the villain. Trash Panda is not willing to admit she lied to Bold, and maintains the Raccoon Girl persona on occasion just to keep up the con.&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=Mostly just cute Raccoon pictures.&lt;br /&gt;
|MidResult=Raccoon Shaman, Elf, and acts a lot younger than she really is. She is a part of a small community outside of Touristville, collecting food, water, and providing security for the residents. She pours a lot of NuYen into supporting this community.&lt;br /&gt;
|HighResult=Rumor has it that she is engaged, but information on this gets scrubbed as soon as it comes up.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Self proclaimed Master Thief, and Raccoon Shaman. Brags about both things.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Childish and often talks about her antics. Very excitable and loves trideo. But she&#039;s reliable in her own way.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=As open as she is about a lot of things about herself, there are some things she makes a focused effort to hide. In spite of appearances, she&#039;s a powerful grade 5 initiate mage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
===Jane Davis===&lt;br /&gt;
&lt;br /&gt;
*R4 EVO SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Summoner License&lt;br /&gt;
**Concealed Carry Permit&lt;br /&gt;
**Controlled Substance Permit&lt;br /&gt;
*Horizon has linked this SIN to Trash Panda&lt;br /&gt;
&lt;br /&gt;
===Olive Barre===&lt;br /&gt;
&lt;br /&gt;
*R4 Docwagon SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Summoner License&lt;br /&gt;
**Concealed Carry Permit&lt;br /&gt;
**Controlled Substance Permit&lt;br /&gt;
&lt;br /&gt;
===Trisha Erkens===&lt;br /&gt;
&lt;br /&gt;
*R4 UCAS SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Summoner License&lt;br /&gt;
**Concealed Carry Permit&lt;br /&gt;
**Controlled Substance Permit&lt;br /&gt;
&lt;br /&gt;
===Annie Klein===&lt;br /&gt;
&lt;br /&gt;
*R4 Saeder-Krupp SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Security License&lt;br /&gt;
**Weapon License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
[[File:Trash Panda Mask.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
Slightly short for an Elf, Trash Panda is small and skinny, and carries an appearance of nimbleness and far, far too much energy for her own good sometimes. She usually bleaches her hair white, but occasionally gets bored of that and dyes it another color.&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
Often, she can be seen wearing a deep purple armored jacket with a matching cloak. Hidden underneath it is often her chameleon suit, just in case opportunity presents itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trash Panda Persona.png|x250px]]&lt;br /&gt;
|[[File:Trash Panda Persona.jpg|x250px]]&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
Trash Panda&#039;s matrix personas were lovingly crafted by a close friend of hers. One persona has the appearance of an anthropomorphic raccoon, designed at her request. She also has a more normal looking persona, for those situations where the host sculpt enforces a more normal looking persona. This one was created by the same friend at no request in order to ensure Trash Panda had something less childish to fall back to. It appears as a typical club girl version of Trash Panda.&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
{{Gamequote|&amp;quot;Either a secret genius or a thrill seeking maniac&amp;quot; {{Sign|Shark}}}}&lt;br /&gt;
&lt;br /&gt;
|} &lt;br /&gt;
|}&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=File:ProfessorSimeonJones.jpg&amp;diff=46176</id>
		<title>File:ProfessorSimeonJones.jpg</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=File:ProfessorSimeonJones.jpg&amp;diff=46176"/>
		<updated>2020-08-08T16:53:50Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Professor_Simeon_Jones&amp;diff=46175</id>
		<title>Professor Simeon Jones</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Professor_Simeon_Jones&amp;diff=46175"/>
		<updated>2020-08-08T16:53:37Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
&amp;lt;!-- Below, you can upload your own image for your contact. Replace Placeholder2.jpg with the name of the image you&#039;d like to use. After you create the page, click on the red link to upload the image. --&amp;gt;&lt;br /&gt;
|Image=[[File:ProfessorSimeonJones.jpg|200px]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is the &amp;quot;official job&amp;quot; of the contact. It is a good way to describe their skills and what sets them apart from all of the other contacts of the same Archetype. --&amp;gt;&lt;br /&gt;
|Profession= Museum Curator&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- You can write a short description on the below lines if you want. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|OwnersRedditName= Korean_BBQ101&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is the connection rating for your contact. Remember that at chargen, your connection+loyalty can not exceed 7, raising contacts above connection 6 post-gen requires thematics approval. --&amp;gt;&lt;br /&gt;
|Connection= 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is where you define the Archetype. Default Archetypes are:  Fixer, Service, Gear, Legwork, Networking, Generalist. Custom Archetypes may be defined as denoted on the contact rules page. --&amp;gt;&lt;br /&gt;
|Archetype= Networking&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- You can fill out miscellaneous info about your contact below. If it does not apply, leave the field blank. --&amp;gt;&lt;br /&gt;
|Location= Redmond&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|AwakenedEmergedOrMundane= Mundane&lt;br /&gt;
|Gender= Male&lt;br /&gt;
|PreferredPayment= Credstick/5th World Gadgets&lt;br /&gt;
|HobbiesOrVice= Old Tech&lt;br /&gt;
|PersonalLife= Married&lt;br /&gt;
|Faction= Museum of 5th World Culture&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use of the age template is optional. It can be replaced with vague terms such as &amp;quot;middle aged&amp;quot; if you prefer. Or you may enter a number for the month, day, and year and the wiki will calculate and update their age automatically as time passes. --&amp;gt;&lt;br /&gt;
|Age={{Age|&lt;br /&gt;
|Month= 01&lt;br /&gt;
|Day= 12&lt;br /&gt;
|Year= 2025&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A Curator who hosts a cultural museum to the 5th World in the back alleys of Tacoma.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the Aspect table. --&amp;gt;&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new aspects below using the PositiveAspect and NegativeAspect template you see below. To add additional aspects, simply copy/paste one of the blocks below and update it with the name of the aspect, and a short description.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Above is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=5th World Tech Enthusiast&lt;br /&gt;
|Description=Knows much of technology from the mid 70&#039;s to the mid 2000&#039;s&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Museum Curator&lt;br /&gt;
|Description=Knows the procedures Museums use to keep their artifacts in good condition&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Back Alley Museum&lt;br /&gt;
|Description=Professor Jones knows many people with connections to 5th World tech and how to obtain them&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Historic Academic&lt;br /&gt;
|Description=Holding an official degree in Histoy, Professor Jones can offer information on many different time periods he studied in his time.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the Aspect table. All aspects should be listed above this line. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above text. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with dicepools based on the Archetype and the connection. If it comes up as a broken red link, don&#039;t panic and ask @wiki for help on the discord.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with everyone who has the contact on their wiki page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Trash_Panda&amp;diff=46173</id>
		<title>Trash Panda</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Trash_Panda&amp;diff=46173"/>
		<updated>2020-08-08T16:48:53Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Contacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=5 cellspacing=0 style=&amp;quot;border: gray 2px solid; width: 100%;  -moz-border-radius: 20px; -webkit-border-radius: 25px; border-radius: 25px; background-color: #222&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = Teksura&lt;br /&gt;
|Style=Roundbox&lt;br /&gt;
|title = Trash Panda&lt;br /&gt;
|image= [[File:Trash Panda by Seru.jpg|200px]]&lt;br /&gt;
|header1= Astral Mage&lt;br /&gt;
|header2= Master Thief&lt;br /&gt;
|header3= Eccentric Nutcase&lt;br /&gt;
|header4= Trideo Addict&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = Teksura#6943&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Teksura Teksura]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Elf&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 29&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = Master Thief&lt;br /&gt;
|label12 = CDP&lt;br /&gt;
|data12 = {{CDP|&lt;br /&gt;
|Expenses=54&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}} &lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = September 16th 2047&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=9&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2047&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/10gxUQ5y_co6MZWDZQ4vKhZpfzHzd2lEZ?usp=sharing Trash Panda] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - D &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Number of Runs&lt;br /&gt;
|data17 = {{#ask: [[Category:Runs]][[hasRunner::{{PAGENAME}}]]|format=Count}}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Raccoon Shaman who fancies herself a Master Thief. She is very [https://www.youtube.com/watch?v=CMesNJy06kM Great At Crime]&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
*Feel something- anything.&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*BE* a &amp;quot;modern day Robin Hood&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*Enjoy life - &amp;quot;What&#039;s the point of life if you don&#039;t *live*?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Eva adores trid shows, they were her main escape from the terrible barrens life growing up, and she just can&#039;t get enough of them. While she was always interested by those trids that glorified shadowrunning, she wasn&#039;t really inspired until she saw a low budget retelling of the story of Robin Hood. Eva fell in love with the idea and wanted to *BE* Robin Hood. Robbing from the rich and giving to the poor. &lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
*Chain Breaker&lt;br /&gt;
**&amp;quot;Listen here, I&#039;m not going to stand around while you enslave some poor soul.&amp;quot;&lt;br /&gt;
*Mentor Spirit (Raccoon)&lt;br /&gt;
**&amp;quot;Raccoon doesn&#039;t control me or anything, he and I just have very similar ideas on what I should be doing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
*Dependant (Nuisance)&lt;br /&gt;
**&amp;quot;I love my mom. I owe her so much.&amp;quot;&lt;br /&gt;
*Lack of Focus&lt;br /&gt;
**&amp;quot;This is getting boring... Oh damn! I&#039;m missing the new episode of Blood Runners! I wonder how Jack is getting out of that Ghoul den.&amp;quot;&lt;br /&gt;
*Poor Self Control (Trid Addict)&lt;br /&gt;
**&amp;quot;Okay, now I just have to sneak past the guard room an- ooohhh, are they watching- They rebooted Karl Kombatmage! No way!&amp;quot;&lt;br /&gt;
*Poor Self Control (Thrill Seeker)&lt;br /&gt;
**&amp;quot;What&#039;s the point of life if you don&#039;t *live*?&amp;quot;&lt;br /&gt;
*Social Stress (Civilized Society)&lt;br /&gt;
**&amp;quot;Look, I don&#039;t like it okay? Everyone looks at you and silently judges you and expects you to follow all these unwritten rules about how you&#039;re supposed to act but nobody ever says what those rules are and then they look down at you when you break them but *of course* they never outright tell you that you did it they just judge you and talk about you after you leave and GAAAAHHHHH!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
{{Template:ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Amelie and Jean-Baptiste&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ariel Lopez&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Betty White&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bold&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Carly Reeves&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Lufe&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=-1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=D&#039;Auriel Peirson&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Da-Xia Wu&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=DRM&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Flash&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Jammer&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Jesse Pop&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Juhn Slide&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Miguel Rivera&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Pitty &#039;Grease Lightning&#039; McShane&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&#039;Princess&#039; Rosemary&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Professor Simeon Jones&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Rocket Raccoon&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Scrap&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Screamer&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Banker&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Queen Elizabeth XXIII&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=YoiJi&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=863 (Contact)&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=1&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=City Watch&lt;br /&gt;
|RepBonus=4&lt;br /&gt;
|RepExpense=36&lt;br /&gt;
|Position=Reserve Member&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Allies====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Organization&lt;br /&gt;
!Rep&lt;br /&gt;
|-&lt;br /&gt;
| [[Ex-Firewatch]]&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| [[Aurora]] &lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| [[Patriots First Bank]] &lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Horizon]] &lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Solace]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[UCAS Government]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[CIA]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Crimson Crush]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Ork Underground Rep]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| [[The Order of the Delayed Calamity]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Draco Foundation]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [[SpinGlobal]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Crime Mall]]&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Enemies====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Organization&lt;br /&gt;
!Rep&lt;br /&gt;
|-&lt;br /&gt;
| [[Aztechnology]]&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Yakuza]] (Shotozumi-rengo)&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Yakuza]] (Shotozumi-gumi)&lt;br /&gt;
| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 85%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color: #444&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Raccoon Girl==&lt;br /&gt;
[[File:Raccoon Girl.png|200px|right|Raccoon Girl Costume]]&lt;br /&gt;
Once upon a time, Trash Panda was hired to discover the secret identity of the super hero [[Bold]]. Over the course of the job, Trash Panda came up with the plan to masquerade as legitimate heroes to earn his trust. Upon discovering the plot of the Johnson who hired them, the team sided with Bold and took down the villain. Trash Panda is not willing to admit she lied to Bold, and maintains the Raccoon Girl persona on occasion just to keep up the con.&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=Mostly just cute Raccoon pictures.&lt;br /&gt;
|MidResult=Raccoon Shaman, Elf, and acts a lot younger than she really is. She is a part of a small community outside of Touristville, collecting food, water, and providing security for the residents. She pours a lot of NuYen into supporting this community.&lt;br /&gt;
|HighResult=Rumor has it that she is engaged, but information on this gets scrubbed as soon as it comes up.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Self proclaimed Master Thief, and Raccoon Shaman. Brags about both things.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Childish and often talks about her antics. Very excitable and loves trideo. But she&#039;s reliable in her own way.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=As open as she is about a lot of things about herself, there are some things she makes a focused effort to hide. In spite of appearances, she&#039;s a powerful grade 5 initiate mage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
===Jane Davis===&lt;br /&gt;
&lt;br /&gt;
*R4 EVO SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Summoner License&lt;br /&gt;
**Concealed Carry Permit&lt;br /&gt;
**Controlled Substance Permit&lt;br /&gt;
*Horizon has linked this SIN to Trash Panda&lt;br /&gt;
&lt;br /&gt;
===Olive Barre===&lt;br /&gt;
&lt;br /&gt;
*R4 Docwagon SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Summoner License&lt;br /&gt;
**Concealed Carry Permit&lt;br /&gt;
**Controlled Substance Permit&lt;br /&gt;
&lt;br /&gt;
===Trisha Erkens===&lt;br /&gt;
&lt;br /&gt;
*R4 UCAS SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Summoner License&lt;br /&gt;
**Concealed Carry Permit&lt;br /&gt;
**Controlled Substance Permit&lt;br /&gt;
&lt;br /&gt;
===Annie Klein===&lt;br /&gt;
&lt;br /&gt;
*R4 Saeder-Krupp SIN&lt;br /&gt;
**Mage License&lt;br /&gt;
**Security License&lt;br /&gt;
**Weapon License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
[[File:Trash Panda Mask.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
Slightly short for an Elf, Trash Panda is small and skinny, and carries an appearance of nimbleness and far, far too much energy for her own good sometimes. She usually bleaches her hair white, but occasionally gets bored of that and dyes it another color.&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
Often, she can be seen wearing a deep purple armored jacket with a matching cloak. Hidden underneath it is often her chameleon suit, just in case opportunity presents itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trash Panda Persona.png|x250px]]&lt;br /&gt;
|[[File:Trash Panda Persona.jpg|x250px]]&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
Trash Panda&#039;s matrix personas were lovingly crafted by a close friend of hers. One persona has the appearance of an anthropomorphic raccoon, designed at her request. She also has a more normal looking persona, for those situations where the host sculpt enforces a more normal looking persona. This one was created by the same friend at no request in order to ensure Trash Panda had something less childish to fall back to. It appears as a typical club girl version of Trash Panda.&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
{{Gamequote|&amp;quot;Either a secret genius or a thrill seeking maniac&amp;quot; {{Sign|Shark}}}}&lt;br /&gt;
&lt;br /&gt;
|} &lt;br /&gt;
|}&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:Si1as&amp;diff=46172</id>
		<title>User:Si1as</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:Si1as&amp;diff=46172"/>
		<updated>2020-08-08T16:36:29Z</updated>

		<summary type="html">&lt;p&gt;Teksura: Teksura moved page User:Silas to User:Si1as without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GM Style==&lt;br /&gt;
&lt;br /&gt;
===Player Comfort===&lt;br /&gt;
&lt;br /&gt;
*I will respect player boundaries at all time and expect my boundaries to be respected. As members of ShadowHaven, we will utilize the traffic light and X-card systems at all times.&lt;br /&gt;
*I will always use preferred pronouns for players and for characters unless I make a mistake. Please do not hesitate to correct me, because your comfort is absolutely more important than game pacing.&lt;br /&gt;
*Any story elements thought to be triggering will preemptively come in the form of roll, then fade to black. &#039;&#039;If and only if you feel comfortable&#039;&#039;, please talk to me about any uncommon or strong triggers you may have so that I can be mindful of your limits.&lt;br /&gt;
*I curse quite a bit normally; if that makes you uncomfortable, PM me before we start and I will do my best to limit profanity.&lt;br /&gt;
&lt;br /&gt;
===Pacing===&lt;br /&gt;
I keep my table moving. If a player is spending far too long deciding on an action in a combat round, I reserve the right to presume they delay their action. I will do this &#039;&#039;only&#039;&#039; to increase the fun of the table.&lt;br /&gt;
&lt;br /&gt;
The team may take as much time to plan as they need. I will intervene if players need support in progressing the story. While it&#039;s fun to solve a puzzle, feeling hopelessly lost is anti-fun. I also reserve the right to redirect players when they are sufficiently off track out of character. &lt;br /&gt;
&lt;br /&gt;
===Player Choice===&lt;br /&gt;
I encourage creative problem-solving on my table. You do not need to solve run the way I intended it for you to be successful, and I am comfortable navigating a story without a map when players make novel choices that lead them off the original story path. To that end, see the section on Thwart / Derail as well!&lt;br /&gt;
&lt;br /&gt;
===Declining at Meet===&lt;br /&gt;
If you are likely to decline and not want to thwart the mission, please ping me on Discord or label yourself as &amp;quot;&#039;&#039;&#039;tentative&#039;&#039;&#039;&amp;quot;. It will give me the opportunity to ensure the possibility of success whether your character accepts or declines.&lt;br /&gt;
&lt;br /&gt;
===Thwarting a Job===&lt;br /&gt;
If your character is likely to actively work against Ms / Mr. Johnson, please label your signup as &#039;&#039;&#039;&amp;quot;POSSIBLE / LIKELY SABOTAGE&amp;quot;&#039;&#039;&#039; so that I can plan appropriately. This &#039;&#039;will not&#039;&#039; discourage me from taking you! I would always prefer players actively attempt to thwart a mission than just leave the table; let&#039;s make that RP magic work one way or another! If players decline the meet, I&#039;d prefer to transition the team to a thwart mission unless a player is in a Yellow+ card scenario. &lt;br /&gt;
&lt;br /&gt;
I prefer all players actively working to complete the mission &#039;&#039;&#039;or&#039;&#039;&#039; thwart the mission. There are enough dangers in the shadows without fearing your allies as well.&lt;br /&gt;
&lt;br /&gt;
===Seriousness Level===&lt;br /&gt;
I like to approach serious content in a way that is often lighthearted. I enjoy novel solutions, character personality, and humor.&lt;br /&gt;
[[Category:Runs]]&lt;br /&gt;
==Runs as GM==&lt;br /&gt;
None yet! Coming soon =).&lt;br /&gt;
&lt;br /&gt;
==File Links==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1Whq4Q4lNf9uwOUpyBV4iozHNNKwUCPljgo-G8lp8ARA/edit?usp=sharing Balance Sheet] (GMP, Character resources.)&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/drive/folders/1tqnr8MH-2Gm-rV7e85SbshrGjX86SlUQ?usp=sharing My Table Resources] (Ping me to let me know you&#039;re using. It&#039;s ALWAYS okay--I just get excited about it!)&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Moth&amp;diff=46165</id>
		<title>Moth</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Moth&amp;diff=46165"/>
		<updated>2020-08-08T13:21:03Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Runners Teams That She Has Worked With */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Cyberpunk-elf-1.jpg|300px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Face&lt;br /&gt;
|header2= Bastard daughter of the &#039;King&#039; of an elven slum&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [Brenda on discord]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Elf&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 6&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 = 12/09/2061&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/16jwqgctQ88scSVs3L3MBojalhr92KI5R?usp=sharing Moth]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - D &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
|label17 = Number of Runs&lt;br /&gt;
|data17 = {{#ask: [[Category:Runs]][[hasRunner::{{PAGENAME}}]]|format=Count}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Moth is a young elf woman, who is part of the Laesa syndicate.  She circulates on the club scene and at the best parties.  She is in demand as a dancer for exclusive parties, and seems happy to be paid in drugs and favors.  She is comfortable with high society, mafia, and club/party environments.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She tends to wear black and white, with silver jewelry.  But her clothes range from expensive Armani and Berwick dresses, to club clothes involving black leather (and not that much of it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
#Earn her birth father&#039;s trust and approval&lt;br /&gt;
#Have a good time&lt;br /&gt;
#Party and entertain&lt;br /&gt;
#Dance&lt;br /&gt;
#Spend time with her boyfriend!&lt;br /&gt;
#Bake&lt;br /&gt;
#Share her baked goods with the world&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Moth is, in fact, the bastard daughter of [[King Midas]] - a rich elf, who is part of the [[Laesa Syndicate]]. People claim he is an illegitimate son of an immortal Tir Na Nog prince. Midas says these &amp;quot;claims&amp;quot; are of course &amp;quot;untrue&amp;quot;.  He is, in practice, a king of hedonism - bars, clubs, gambling, prostitution, underworld, smuggling, drugs, sprawl life, shadow community and immortal elves.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She knows nothing about her mother beyond that the woman must have meant something to King Midas.  She adores her father and wants his love and approval more than anything else in the world.  He funds her party lifestyle but doles out praise more sparsely.  She wants so much to impress him and gain his trust and affection.  She has proven herself - a Made Man for the Laesa syndicate.  That earned a smile.  She will do anything her father asks.  He functions like a fixer for her, giving her chances to keep earning those smiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His shining gold-adorned self is the light that she circles, the besotted Moth that she is.  Living in the shadow of his light.  Wanting to get closer and closer to him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those paying attention note that she only ever wears silver.  Never gold.  She only carries platinum and silver credits.  She gives any gold that she acquires to her father.  She has nothing gold that she has kept for herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She was based out of Tarislar (Puyallup), but has recently bought a beautiful home in Bellevue.  She often hosts parties there for fellow runners.  She still maintains this home, though she lives elsewhere.  The housekeeper is [[Blume]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She now has a boyfriend [[Dandy]] who occupies much of her time and thought.  She has moved in with him, in his cabin in Snohomish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She started baking to make a good impression on him, but absolutely loves it, and it is now a hobby that she enjoys very much.  She always needs people to help her test her recipes and help her eat the baked goods.  She has recently acquired a [[Moth/Food Truck|food truck]] to help share her baked goods with the world, under her Melanie White identity.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She has secretly taken on the role of the Community Outreach Officer for [[Solace]] under her Amy Lowell identity.  This identity has no ties to shadow running.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
Positive&lt;br /&gt;
&lt;br /&gt;
*Bilingual&lt;br /&gt;
*First Impression&lt;br /&gt;
*Will to Live&lt;br /&gt;
*Made Man (Laesa syndicate)&lt;br /&gt;
*Low Light Vision&lt;br /&gt;
*Common Sense&lt;br /&gt;
*Perfect Time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Negative&lt;br /&gt;
&lt;br /&gt;
*Addiction (mild) to novacoke&lt;br /&gt;
*&amp;lt;s&amp;gt;Combat paralysis&amp;lt;/s&amp;gt;&lt;br /&gt;
*Low pain threshold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically if it has been set up to do so. If it has not been set up to do so, ping @wiki on the discord and let us know what contact needs to auto-display characters who have the contact. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=King Midas&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bob Sanders&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&amp;quot;Wild Goose&amp;quot;&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Heavy Metal&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&amp;quot;CIA Bill&amp;quot; Cooper&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Steward&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dr. Isabel Wirth&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=D&#039;Auriel Peirson&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Lt.Cmdr Yennefer Kerrigan&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&#039;Princess&#039; Rosemary&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Legal Eagle&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Mother Komodo&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=863 (Contact)&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Alfred Rockbell&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Corf&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Rocket Raccoon&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Juan Lopez&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Roscoe West&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Nathan Wallace&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Angela&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dr. Cliff Morrow&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bruno Pereira&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=King HumungaMax&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Fuego Fieri Firebrand the Fourth&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Laesa Syndicate&lt;br /&gt;
|Position=Member&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Solace&lt;br /&gt;
|Position=Board Member &amp;amp; Official Cookie Maker&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|DateJoined=2081-04-26&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=City Watch&lt;br /&gt;
|Position=Reserve Member, as Signorina Falena&lt;br /&gt;
|RepBonus=2&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|DateJoined=2081-06-17&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies=== &lt;br /&gt;
+3 Faction Rep, Streets of Redmond &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Triad &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Yakuza &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, City Watch &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Ork Underground &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Skraacha &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Cockroach &amp;lt;br&amp;gt;&lt;br /&gt;
+1 Faction Rep, Redmond Rejuvenation Project &amp;lt;br&amp;gt;&lt;br /&gt;
+1 Faction Rep, First Nation &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
-2 Faction Rep, Disassemblers &amp;lt;br&amp;gt;&lt;br /&gt;
-3 Faction Rep, Tamanous &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
[[File:Moth-logo-business-card.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
[[File:Moth-SINs-pic.png]] &amp;lt;br&amp;gt;&lt;br /&gt;
Alice Silver (Quality 4) - Looks like Moth &amp;lt;br&amp;gt;&lt;br /&gt;
- Firearms License &amp;lt;br&amp;gt;&lt;br /&gt;
- Driver&#039;s License &amp;lt;br&amp;gt;&lt;br /&gt;
- Press Pass &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amy Lowell (Quality 4) - A business woman &amp;lt;br&amp;gt;&lt;br /&gt;
- Driver&#039;s License &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lena Fawry (Quality 6) - An Egyptian physician &amp;lt;br&amp;gt;&lt;br /&gt;
- Driver&#039;s License &amp;lt;br&amp;gt;&lt;br /&gt;
- Medical License &amp;lt;br&amp;gt;&lt;br /&gt;
- Firearms License &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Melanie White (Quality 6) - Licensed food truck owner &amp;lt;br&amp;gt;&lt;br /&gt;
- Business License &amp;lt;br&amp;gt;&lt;br /&gt;
- Vehicle / Drivers License &amp;lt;br&amp;gt;&lt;br /&gt;
- Food Handler&#039;s Permit &amp;lt;br&amp;gt;&lt;br /&gt;
- Health Department License to Operate &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She also has an alter ego - Signorina Falena - a hero who is a reserve member with the [[City Watch]].  She wears a cloak that look like moth wings on her back.&lt;br /&gt;
&lt;br /&gt;
[[File:Moth-baker-SIN.jpg|500px]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
She tends to wear black and white, with silver jewelry.  But her clothes range from expensive Armani and Berwick dresses, to club clothes involving black leather (and not that much of it).&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
{{Gamequote|Moth is the best, I&#039;ve never met anyone so generous! She even put in a saltwater pool for me! {{Sign|Doris}}}}&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[File:Moth-sketch.jpg|thumb|A drawing of Moth by a fellow shadow runner...  (credit to Torq!)]]&lt;br /&gt;
&lt;br /&gt;
===Runners Teams That She Has Worked With===&lt;br /&gt;
{{#ask: [[Category:Runs]] [[hasRunner::{{PAGENAME}}]] |mainlabel=- |format=list |default=Nobody |?hasRunner=&amp;lt;br&amp;gt;Team |limit=100 |sort=hasDate |order=descending }}&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Moth&amp;diff=46164</id>
		<title>Moth</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Moth&amp;diff=46164"/>
		<updated>2020-08-08T13:19:29Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Cyberpunk-elf-1.jpg|300px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Face&lt;br /&gt;
|header2= Bastard daughter of the &#039;King&#039; of an elven slum&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [Brenda on discord]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Elf&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 6&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 = 12/09/2061&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/16jwqgctQ88scSVs3L3MBojalhr92KI5R?usp=sharing Moth]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - D &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
|label17 = Number of Runs&lt;br /&gt;
|data17 = {{#ask: [[Category:Runs]][[hasRunner::{{PAGENAME}}]]|format=Count}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Moth is a young elf woman, who is part of the Laesa syndicate.  She circulates on the club scene and at the best parties.  She is in demand as a dancer for exclusive parties, and seems happy to be paid in drugs and favors.  She is comfortable with high society, mafia, and club/party environments.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She tends to wear black and white, with silver jewelry.  But her clothes range from expensive Armani and Berwick dresses, to club clothes involving black leather (and not that much of it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
#Earn her birth father&#039;s trust and approval&lt;br /&gt;
#Have a good time&lt;br /&gt;
#Party and entertain&lt;br /&gt;
#Dance&lt;br /&gt;
#Spend time with her boyfriend!&lt;br /&gt;
#Bake&lt;br /&gt;
#Share her baked goods with the world&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Moth is, in fact, the bastard daughter of [[King Midas]] - a rich elf, who is part of the [[Laesa Syndicate]]. People claim he is an illegitimate son of an immortal Tir Na Nog prince. Midas says these &amp;quot;claims&amp;quot; are of course &amp;quot;untrue&amp;quot;.  He is, in practice, a king of hedonism - bars, clubs, gambling, prostitution, underworld, smuggling, drugs, sprawl life, shadow community and immortal elves.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She knows nothing about her mother beyond that the woman must have meant something to King Midas.  She adores her father and wants his love and approval more than anything else in the world.  He funds her party lifestyle but doles out praise more sparsely.  She wants so much to impress him and gain his trust and affection.  She has proven herself - a Made Man for the Laesa syndicate.  That earned a smile.  She will do anything her father asks.  He functions like a fixer for her, giving her chances to keep earning those smiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His shining gold-adorned self is the light that she circles, the besotted Moth that she is.  Living in the shadow of his light.  Wanting to get closer and closer to him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those paying attention note that she only ever wears silver.  Never gold.  She only carries platinum and silver credits.  She gives any gold that she acquires to her father.  She has nothing gold that she has kept for herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She was based out of Tarislar (Puyallup), but has recently bought a beautiful home in Bellevue.  She often hosts parties there for fellow runners.  She still maintains this home, though she lives elsewhere.  The housekeeper is [[Blume]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She now has a boyfriend [[Dandy]] who occupies much of her time and thought.  She has moved in with him, in his cabin in Snohomish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She started baking to make a good impression on him, but absolutely loves it, and it is now a hobby that she enjoys very much.  She always needs people to help her test her recipes and help her eat the baked goods.  She has recently acquired a [[Moth/Food Truck|food truck]] to help share her baked goods with the world, under her Melanie White identity.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She has secretly taken on the role of the Community Outreach Officer for [[Solace]] under her Amy Lowell identity.  This identity has no ties to shadow running.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
Positive&lt;br /&gt;
&lt;br /&gt;
*Bilingual&lt;br /&gt;
*First Impression&lt;br /&gt;
*Will to Live&lt;br /&gt;
*Made Man (Laesa syndicate)&lt;br /&gt;
*Low Light Vision&lt;br /&gt;
*Common Sense&lt;br /&gt;
*Perfect Time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Negative&lt;br /&gt;
&lt;br /&gt;
*Addiction (mild) to novacoke&lt;br /&gt;
*&amp;lt;s&amp;gt;Combat paralysis&amp;lt;/s&amp;gt;&lt;br /&gt;
*Low pain threshold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically if it has been set up to do so. If it has not been set up to do so, ping @wiki on the discord and let us know what contact needs to auto-display characters who have the contact. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=King Midas&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bob Sanders&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&amp;quot;Wild Goose&amp;quot;&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Heavy Metal&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&amp;quot;CIA Bill&amp;quot; Cooper&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=The Steward&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dr. Isabel Wirth&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=D&#039;Auriel Peirson&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Lt.Cmdr Yennefer Kerrigan&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&#039;Princess&#039; Rosemary&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Legal Eagle&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Mother Komodo&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=863 (Contact)&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Alfred Rockbell&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Corf&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Rocket Raccoon&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Juan Lopez&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Roscoe West&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Nathan Wallace&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Angela&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dr. Cliff Morrow&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bruno Pereira&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=King HumungaMax&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Fuego Fieri Firebrand the Fourth&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Laesa Syndicate&lt;br /&gt;
|Position=Member&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Solace&lt;br /&gt;
|Position=Board Member &amp;amp; Official Cookie Maker&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|DateJoined=2081-04-26&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=City Watch&lt;br /&gt;
|Position=Reserve Member, as Signorina Falena&lt;br /&gt;
|RepBonus=2&lt;br /&gt;
|RepExpense=0&lt;br /&gt;
|DateJoined=2081-06-17&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies=== &lt;br /&gt;
+3 Faction Rep, Streets of Redmond &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Triad &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Yakuza &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, City Watch &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Ork Underground &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Skraacha &amp;lt;br&amp;gt;&lt;br /&gt;
+2 Faction Rep, Cockroach &amp;lt;br&amp;gt;&lt;br /&gt;
+1 Faction Rep, Redmond Rejuvenation Project &amp;lt;br&amp;gt;&lt;br /&gt;
+1 Faction Rep, First Nation &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
-2 Faction Rep, Disassemblers &amp;lt;br&amp;gt;&lt;br /&gt;
-3 Faction Rep, Tamanous &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
[[File:Moth-logo-business-card.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
[[File:Moth-SINs-pic.png]] &amp;lt;br&amp;gt;&lt;br /&gt;
Alice Silver (Quality 4) - Looks like Moth &amp;lt;br&amp;gt;&lt;br /&gt;
- Firearms License &amp;lt;br&amp;gt;&lt;br /&gt;
- Driver&#039;s License &amp;lt;br&amp;gt;&lt;br /&gt;
- Press Pass &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amy Lowell (Quality 4) - A business woman &amp;lt;br&amp;gt;&lt;br /&gt;
- Driver&#039;s License &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lena Fawry (Quality 6) - An Egyptian physician &amp;lt;br&amp;gt;&lt;br /&gt;
- Driver&#039;s License &amp;lt;br&amp;gt;&lt;br /&gt;
- Medical License &amp;lt;br&amp;gt;&lt;br /&gt;
- Firearms License &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Melanie White (Quality 6) - Licensed food truck owner &amp;lt;br&amp;gt;&lt;br /&gt;
- Business License &amp;lt;br&amp;gt;&lt;br /&gt;
- Vehicle / Drivers License &amp;lt;br&amp;gt;&lt;br /&gt;
- Food Handler&#039;s Permit &amp;lt;br&amp;gt;&lt;br /&gt;
- Health Department License to Operate &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She also has an alter ego - Signorina Falena - a hero who is a reserve member with the [[City Watch]].  She wears a cloak that look like moth wings on her back.&lt;br /&gt;
&lt;br /&gt;
[[File:Moth-baker-SIN.jpg|500px]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
She tends to wear black and white, with silver jewelry.  But her clothes range from expensive Armani and Berwick dresses, to club clothes involving black leather (and not that much of it).&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
{{Gamequote|Moth is the best, I&#039;ve never met anyone so generous! She even put in a saltwater pool for me! {{Sign|Doris}}}}&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[File:Moth-sketch.jpg|thumb|A drawing of Moth by a fellow shadow runner...  (credit to Torq!)]]&lt;br /&gt;
&lt;br /&gt;
===Runners Teams That She Has Worked With===&lt;br /&gt;
{{#ask: [[Category:Runs]] [[hasRunner::{{PAGENAME}}]] |mainlabel=- |format=list |default=Nobody |?hasRunner=Team |limit=100 |sort=hasDate |order=descending }}&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Betty_White&amp;diff=46108</id>
		<title>Betty White</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Betty_White&amp;diff=46108"/>
		<updated>2020-08-07T21:33:27Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Betty White&lt;br /&gt;
|image=[[File:Betty White.jpg]]&lt;br /&gt;
|header1= &lt;br /&gt;
|header2= [[Profession::Lawyer]]&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Contact Owner&lt;br /&gt;
|data5 = &lt;br /&gt;
|label6 = Connection&lt;br /&gt;
|data6 = [[Connection::4]]&lt;br /&gt;
|label7=&lt;br /&gt;
|data7 =&lt;br /&gt;
|label8 = Public Contact?&lt;br /&gt;
|data8= Yes&lt;br /&gt;
|label9 = Archetype&lt;br /&gt;
|data9 = [[Archetype::Custom(A,K,N,G)]]&lt;br /&gt;
|label10 = Location&lt;br /&gt;
|data10= [[Location::Downtown, Seattle]]&lt;br /&gt;
|label11 = Metatype&lt;br /&gt;
|data11 = [[Metatype::Dwarf]]&lt;br /&gt;
|label12 = Sex&lt;br /&gt;
|data12 = [[Gender::Female]]&lt;br /&gt;
|label13 = Age &lt;br /&gt;
|data13= {{Age|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=3&lt;br /&gt;
|Year=2045&lt;br /&gt;
|}}&lt;br /&gt;
|label14= Preferred Payment Method&lt;br /&gt;
|data14 = Cold hard Nuyen&lt;br /&gt;
|label15 =  Hobbies/Vice&lt;br /&gt;
|data15 = watching Detective shows while on zen&lt;br /&gt;
|label16 = Personal Life&lt;br /&gt;
|data16 = Married for {{Age|Month=8|Day=17|Year=2073}} years&lt;br /&gt;
|label17 = Faction&lt;br /&gt;
|data17 = [[Faction::Streets of Downtown]]&lt;br /&gt;
|label19 = Aspects&lt;br /&gt;
|data19 = {{GenerateAspectList}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
No nonsense dwarf. Prefers to have as little to do with the Shadows as possible. But tends to do a lot more business with them than is let on.&lt;br /&gt;
&lt;br /&gt;
But when ever she&#039;s off work, she can almost certainly be found either with her hobby group for cars and vehicles, or back home, trying to learn how to fix or even tune her own vehicle&lt;br /&gt;
==Aspects==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Lawyer&lt;br /&gt;
|Description=&amp;quot;I know the ins and outs of the legal system.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Contracts&lt;br /&gt;
|Description=&amp;quot;Contract law is a speciality of mine.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Vehicles&lt;br /&gt;
|Description=&amp;quot;Everyone has a hobby. Mine is cars.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Law&lt;br /&gt;
|Description=&amp;quot;Each corp has their own special laws they like to enforce. If you don&#039;t know them, they&#039;ll screw you with them.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Shark&lt;br /&gt;
|Description=&amp;quot;I may be inclined to work a little harder for you if the NuYen is a little better.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dice Pools==&lt;br /&gt;
&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;br /&gt;
&lt;br /&gt;
__SHOWFACTBOX__&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Betty_White&amp;diff=46107</id>
		<title>Betty White</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Betty_White&amp;diff=46107"/>
		<updated>2020-08-07T21:33:03Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Betty White&lt;br /&gt;
|image=[[File:Betty White.jpg]]&lt;br /&gt;
|header1= &lt;br /&gt;
|header2= [[Profession::Lawyer]]&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Contact Owner&lt;br /&gt;
|data5 = &lt;br /&gt;
|label6 = Connection&lt;br /&gt;
|data6 = [[Connection::4]]&lt;br /&gt;
|label7=&lt;br /&gt;
|data7 =&lt;br /&gt;
|label8 = Public Contact?&lt;br /&gt;
|data8= Yes&lt;br /&gt;
|label9 = Archetype&lt;br /&gt;
|data9 = [[Archetype::Custom(A,K,N,G)]]&lt;br /&gt;
|label10 = Location&lt;br /&gt;
|data10= [[Location::Downtown, Seattle]]&lt;br /&gt;
|label11 = Metatype&lt;br /&gt;
|data11 = [[Metatype::Dwarf]]&lt;br /&gt;
|label12 = Sex&lt;br /&gt;
|data12 = [[Gender::Female]]&lt;br /&gt;
|label13 = Age &lt;br /&gt;
|data13= {{Age|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=3&lt;br /&gt;
|Year=2045&lt;br /&gt;
|}}&lt;br /&gt;
|label14= Preferred Payment Method&lt;br /&gt;
|data14 = Cold hard Nuyen&lt;br /&gt;
|label15 =  Hobbies/Vice&lt;br /&gt;
|data15 = watching Detective shows while on zen&lt;br /&gt;
|label16 = Personal Life&lt;br /&gt;
|data16 = Married for {{Age|&lt;br /&gt;
|Month=8&lt;br /&gt;
|Day=17&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}} years&lt;br /&gt;
|label17 = Faction&lt;br /&gt;
|data17 = [[Faction::Streets of Downtown]]&lt;br /&gt;
|label19 = Aspects&lt;br /&gt;
|data19 = {{GenerateAspectList}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
No nonsense dwarf. Prefers to have as little to do with the Shadows as possible. But tends to do a lot more business with them than is let on.&lt;br /&gt;
&lt;br /&gt;
But when ever she&#039;s off work, she can almost certainly be found either with her hobby group for cars and vehicles, or back home, trying to learn how to fix or even tune her own vehicle&lt;br /&gt;
==Aspects==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Lawyer&lt;br /&gt;
|Description=&amp;quot;I know the ins and outs of the legal system.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Contracts&lt;br /&gt;
|Description=&amp;quot;Contract law is a speciality of mine.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Vehicles&lt;br /&gt;
|Description=&amp;quot;Everyone has a hobby. Mine is cars.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Law&lt;br /&gt;
|Description=&amp;quot;Each corp has their own special laws they like to enforce. If you don&#039;t know them, they&#039;ll screw you with them.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Shark&lt;br /&gt;
|Description=&amp;quot;I may be inclined to work a little harder for you if the NuYen is a little better.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dice Pools==&lt;br /&gt;
&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;br /&gt;
&lt;br /&gt;
__SHOWFACTBOX__&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Yokai&amp;diff=46095</id>
		<title>Yokai</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Yokai&amp;diff=46095"/>
		<updated>2020-08-07T20:37:59Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Contacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Roundbox|&#039;&#039;Yoki directs here. If you are looking for the retired [[Yokai (Dusk)|Yokai as played by Dusk]], click here.&#039;&#039;}}&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Ff58b81160c8d46bfe1f931180b155cb.jpg|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= Covert Ops Specialist&lt;br /&gt;
|header2= &amp;quot;Protect them, from the shadows.&amp;quot;&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/Seigeworks]&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;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 4/30/2057&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month= 4&lt;br /&gt;
|Day= 30&lt;br /&gt;
|Year= 2057&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/open?id=1JcZEmRHYLMaZ5mK3-y_JegcT0cn5LwmP]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - D&amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - C&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Yokai is a budding infiltration and assassination specialist on a search for information in Seattle. &lt;br /&gt;
===Goals===&lt;br /&gt;
To find more information on his parents&#039; accident and how that ties in with Shiawase and Yomi Island.&lt;br /&gt;
==Background==&lt;br /&gt;
Seto experienced childhood knowing the love of his parents, in the Roppongi area. His mother was a veterinarian, and his father was a music teacher. Both never wanted for work in the area. When Seto was in his early teens, he recieved a call informing him of his parents&#039; accident. They had been placed into life support, and the details of the accident were not disclosed to the young man. Since that point his life, after burning through his college fund to keep his parents alive, Seto has taken various jobs both reputable and much less than reputable. He settled in his more recent years as an elven fashion model, living with his ork girlfriend, Okiko after renting his parents&#039; former apartment and making it his own. Money made from his modeling job funnels directly to his parents&#039; hospital bills, and he survives off of the profits made from running the shadows. Recently, on one of his runs, he found evidence that his parents&#039; accident, may not have been an accident after all. Now, he&#039;s actively seeking more information and keeping an eye peeled for evidence. However, he will keep running until the money he makes can afford the surgery his parents need to live.&lt;br /&gt;
&lt;br /&gt;
More recently, he found ties to his parents and the megacorp known as Shiawase. His research pointed him in the direction of Seattle, where he has recently touched down. Currently working as a fashion model, thanks to his day-job employer in Japan, he is seeking work in the Shadows to infiltrate and deconstruct megacorps wherever he can. His mentor, an elven assassin known as Mercury, armed him with a few connections to use during his time in Seattle.&lt;br /&gt;
&lt;br /&gt;
He misses his girlfriend, Okiko, but she occasionally visits the &#039;states for work as a professional martial arts combatant. &lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
Code of Honor: Assassin&#039;s Creed - Yokai was taught by a professional, and sticks to her code. This results in him refusing to kill those he is not paid to kill, and avoiding collateral damage at all costs-- unless he&#039;s paid to cause damage.&lt;br /&gt;
&lt;br /&gt;
Dependents(Demanding) - Yokai&#039;s parents are on life support in Japan, and he pays to keep them alive.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically if it has been set up to do so. If it has not been set up to do so, ping @wiki on the discord and let us know what contact needs to auto-display characters who have the contact. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Mercury (Contact)&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Alice &amp;quot;Pink&amp;quot; Herrington&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bulldog Black&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= Yokai (妖怪, ghost, phantom, strange apparition) are a class of supernatural monsters, spirits, and demons in Japanese folklore.&lt;br /&gt;
|MidResult= Yokai is the possible alias of an assassin based out of Neo-Tokyo. Recently, he has begun targeting megacorps, specifically any involving Shiawase.&lt;br /&gt;
|HighResult=  Yokai is the alias of Seto Nagamura, a Roppongi area native and a Japanese Fashion model. Reports of him running the shadows reveals his connection to the assassin Mercury, and his quest for knowledge concerning Shiawase, his keyword searches reveal his interest in the corps&#039; secret operations and movements in different countries. A deep dive into the company beyond what Seto himself has found, reveals that Yokai&#039;s parents once worked for Shiawase on Yomi Island testing HMHVV infection on metahuman prisoners during the time of the Shiawase prison island. After this was dissolved, they retreated into their own lives and began a family. When Yokai was young, Shiawase called them back to work on further experiments with HMHVV. When they refused, the company put out a hit on them, resulting in their accident and a vegetative state. Shiawase no longer sees Kagiyama and Omori Nagamura as a threat, due to their condition.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Punked out, fiber-optic hair. Always neon in color when not in disguise. Attractive, japanese features and brown eyes. &lt;br /&gt;
===Clothing===&lt;br /&gt;
Outside of work, bright and loud. Compression fitting underclothes, shorts, running shoes.&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Featureless humanoid figure of pulsating neon lights. Epilepsy warning!&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Alice_%22Pink%22_Herrington&amp;diff=46094</id>
		<title>Alice &quot;Pink&quot; Herrington</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Alice_%22Pink%22_Herrington&amp;diff=46094"/>
		<updated>2020-08-07T20:37:24Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|title = [[has name::Alice &amp;quot;Pink&amp;quot; Herrington]]&lt;br /&gt;
|image=[[File:Pink.jpg]]&lt;br /&gt;
|header1= &lt;br /&gt;
|header2= [[Profession::Info Broker]]&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Contact Owner&lt;br /&gt;
|data5 = &lt;br /&gt;
|label6 = Connection&lt;br /&gt;
|data6 = [[Connection::3]]&lt;br /&gt;
|label7=&lt;br /&gt;
|data7 =&lt;br /&gt;
|label8 = Public Contact?&lt;br /&gt;
|data8= Yes&lt;br /&gt;
|label9 = Archetype&lt;br /&gt;
|data9 = [[Archetype::Legwork]]&lt;br /&gt;
|label10 = Location&lt;br /&gt;
|data10= [[Location::Downtown, Seattle]]&lt;br /&gt;
|label11 = Metatype&lt;br /&gt;
|data11 = [[Metatype::Human]]&lt;br /&gt;
|label12 = Sex&lt;br /&gt;
|data12 = [[Gender::Female]]&lt;br /&gt;
|label13 = Age &lt;br /&gt;
|data13= {{Age|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=3&lt;br /&gt;
|Year=2050&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
|label14= Preferred Payment Method&lt;br /&gt;
|data14 = Nuyen or info&lt;br /&gt;
|label15 =  Hobbies/Vice&lt;br /&gt;
|data15 = Spreading stories and backseat gaming streamers&lt;br /&gt;
|label16 = Personal Life&lt;br /&gt;
|data16 = Single, reluctant to leave her house&lt;br /&gt;
|label17 = Faction&lt;br /&gt;
|data17 = [[Faction::Streets of Downtown]]&lt;br /&gt;
|label19 = Aspects&lt;br /&gt;
|data19 = {{GenerateAspectList}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
 Bad with people, stumbles over what to say alot of the time, usually secludes herself. Spending most of her time snooping around for information to hoard or sell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect= Stream Addict&lt;br /&gt;
|Description= She&#039;s knowledgeable to most media streams on the matrix&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect= Info Dump&lt;br /&gt;
|Description= Has extensive knowledge of obscure informations, from trivia to trade secrets&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect= Corp Password Collection&lt;br /&gt;
|Description= She has a collection of corporate passwords she has come across. Some may call it an obsession, she calls it preparing for easy access on a rainy day&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect= Buyer Beware&lt;br /&gt;
|Description= She has a personal grudge against scams and fraudulent businesses &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dice Pools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Now_For_Something_Completely_Different&amp;diff=46060</id>
		<title>Now For Something Completely Different</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Now_For_Something_Completely_Different&amp;diff=46060"/>
		<updated>2020-08-07T05:36:16Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2081-08-07&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Doom Wolf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=England&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=John Cleese&#039;s Grandson&lt;br /&gt;
|Ally2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Brute Force|Catseye|Ironclad|Trash Panda}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=Low&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Tim the Rabbit&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Tim|}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Runners were to fly out to England in an attempt to find the rabbit of Mr.Cleese&#039;s grandson.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Tim, the rabbit of Mr.Cleese&#039;s grandson has gone missing.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
The Runners dress in their finest attire and are told to meet the J at the resteraunt at the peak of the Seattle Space Needle. Upon arriving they find the resteraunt has been cleared out in its entirety with only the J sat at a table with four plates prepared in front of him. The Runners sit ([[Trash Panda]] having an internal meltdown due to fanciness) and listen to the proposition to recollect this rabbit. Both [[Trash Panda]] and [[Ironclad]] recognise to J to be related to John Cleese in some manner (J admits to being his grandson), he then has a debacle with the waiter about cheese (which they have none) and promptly kills the waiter. Runners promptly accept the tickets to England.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Pfffffffffffffffffffffft&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
The Runners fly to England, the plane ride is rocky at best as the pilots seem to be messing with the passengers. Runners (especially [[Ironclad]]) are unfazed by this. (For events, please see the Monty Python Pilots sketch). They land in England and are escorted to an oppulent Mansion near the city of Bristol where the butler who greeted them was quickly put on a table by medical staff who wished to harvest his organs for the Ministry of Health as he was an organ donor. After checking out the paperwork, it was entirely legit, so the Runners let them proceed. [[Ironclad]] and [[Trash Panda]] are taken away by police to the Ministry (For evcents see Monty Python&#039;s Arguement Clinic Sketch) for badmouthing the medics, they&#039;re stuck here for a few hours before they can escape. [[Catseye]] and [[Brute Force]] track the rabbit to a boy&#039;s boarding school in Bristol wherein (after talking with the teacher) traced it to Dover.&lt;br /&gt;
&lt;br /&gt;
Specifically, they found themselves at the White Cliffs of Dover and the rabbit had found it&#039;s way on a ferry to France. [[Trash Panda]] and [[Ironclad]] meet them where [[Ironclad]] uses his animal handling skills to catch the rabit and return it home.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Tim safely retrieved and returned, it was not the Rabbit of Caerbannog as [[Ironclad]] feared.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
- 10k Nuyen&lt;br /&gt;
- 3 Karma&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
===Ironclad===&lt;br /&gt;
Everyone else on the run didn&#039;t even GET half the references! God I feel old!!!&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=User:Teksura/Sandbox&amp;diff=46045</id>
		<title>User:Teksura/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=User:Teksura/Sandbox&amp;diff=46045"/>
		<updated>2020-08-07T02:16:49Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask: [[Category:Runs]][[hasRunner::Trash Panda]][[hasRunner::Ironclad]]&lt;br /&gt;
|mainlabel=-&lt;br /&gt;
|format=datatables&lt;br /&gt;
|default=No runs yet. This list will auto-populate when this character is tagged in a run AAR.&lt;br /&gt;
|?=Name&lt;br /&gt;
|?hasGM=GM&lt;br /&gt;
|?hasMetaplot=Metaplot&lt;br /&gt;
|?hasDate=Date of Run&lt;br /&gt;
|limit=1&lt;br /&gt;
|sort=hasDate&lt;br /&gt;
|order=descending&lt;br /&gt;
|?hasRunner=Team&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Traveler Lifestyle (Page 218, Run Faster)====&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Traveler Lifestyle Table&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Die Result&lt;br /&gt;
&lt;br /&gt;
|Name&lt;br /&gt;
&lt;br /&gt;
|Location&lt;br /&gt;
&lt;br /&gt;
|Comforts and Necessities&lt;br /&gt;
&lt;br /&gt;
|Security&lt;br /&gt;
&lt;br /&gt;
|Neighborhood&lt;br /&gt;
&lt;br /&gt;
|Assets, Services, and Outings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|Crusher 495 Community Outreach Shelter&lt;br /&gt;
&lt;br /&gt;
|Redmond&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Bat Cave (Sociology), Sports Court (Small, Basket Ball)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|R@-Pack Hacker Den&lt;br /&gt;
&lt;br /&gt;
|Redmond&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&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;
|-&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|Redmond Public Pool Supply Shack&lt;br /&gt;
&lt;br /&gt;
|Redmond&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Swimming Pool&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|Redmond Public Pool Supply Shack&lt;br /&gt;
&lt;br /&gt;
|Redmond&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Swimming Pool&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|YMAC, Puyallup&lt;br /&gt;
&lt;br /&gt;
|Puyallup&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Swimming Pool, Gym, Sports Court (Small, Handball)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|6&lt;br /&gt;
&lt;br /&gt;
|Underworld 93 Store Room&lt;br /&gt;
&lt;br /&gt;
|Puyallup&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Patron of the Arts(Underworld 93)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|7&lt;br /&gt;
&lt;br /&gt;
|The Fish &amp;amp; Chips Hole, Shadowrunner Hangout&lt;br /&gt;
&lt;br /&gt;
|Puyallup&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&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;
|-&lt;br /&gt;
&lt;br /&gt;
|8&lt;br /&gt;
&lt;br /&gt;
|The Fun Zone Arcade&lt;br /&gt;
&lt;br /&gt;
|Redmond&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Zen Den(Arcades)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|9&lt;br /&gt;
&lt;br /&gt;
|Ghoul gang (Lunatic Horrors of Afterlife) Sewer hidout&lt;br /&gt;
&lt;br /&gt;
|Redmond&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Indoor Arboretum, Subsistence Hutning/Gathering Rating 2, Escape Tunnel Rating 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|10&lt;br /&gt;
&lt;br /&gt;
|Nuno Implants United Cleanrooms&lt;br /&gt;
&lt;br /&gt;
|Tacoma&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Cleaning Service, Cleaning Serivce (Mage Sensitive), Cleaning Service (Pollution Sensitive)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|11&lt;br /&gt;
&lt;br /&gt;
|Alan&#039;s Refurbished Flooring, Shadowrunner Hangout&lt;br /&gt;
&lt;br /&gt;
|Aurburn&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Discreet Cleaning Service,Discreet Deliveryman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|12&lt;br /&gt;
&lt;br /&gt;
|Recently abandoned factory&lt;br /&gt;
&lt;br /&gt;
|Tacoma&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Yard&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|13&lt;br /&gt;
&lt;br /&gt;
|Radioshack&lt;br /&gt;
&lt;br /&gt;
|Renton&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Merchandise: Goods (Radio Shack PCD-500)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|14&lt;br /&gt;
&lt;br /&gt;
|Smuggling Tunnel&lt;br /&gt;
&lt;br /&gt;
|Puyallup&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Private Room, Merchandise: Used Goods (Aztech Striker), Escape Tunnel Rating 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|15&lt;br /&gt;
&lt;br /&gt;
|Islander Motel&lt;br /&gt;
&lt;br /&gt;
|Outremer&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Garage (Boat), Local Grid Subscription (Seattle), Merchandise: Goods (Mitsubushi Waveskipper), Merchandise: Goods (Kawasaki Manta Ray)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|16&lt;br /&gt;
&lt;br /&gt;
|U-stor-it Climate Controlled Storage&lt;br /&gt;
&lt;br /&gt;
|Snohomish&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Garage (Small Car)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|17&lt;br /&gt;
&lt;br /&gt;
|Quick Rest Coffin Motel&lt;br /&gt;
&lt;br /&gt;
|Ork Underground&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Indoor Arboretum, Local Grid Subscription (Seattle), Global Grid Subscription (Evo), Escape Tunnel (Rating 1)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|18&lt;br /&gt;
&lt;br /&gt;
|Sailor&#039;s Heart Motel&lt;br /&gt;
&lt;br /&gt;
|Everett&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Zen Den (Maritime culture), Global Grid Subscription (Wuxing)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|19&lt;br /&gt;
&lt;br /&gt;
|Evergreen Ranch&lt;br /&gt;
&lt;br /&gt;
|Snohomish&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|Zen Den (Animal Husbandry)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|20&lt;br /&gt;
&lt;br /&gt;
|Into The Shadows, Theme Restaurant and Motel&lt;br /&gt;
&lt;br /&gt;
|Downtown&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|Bat Cave (Secuirty Design), Shooting Range&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|21&lt;br /&gt;
&lt;br /&gt;
|Phase Shift Cybercafe and Motel&lt;br /&gt;
&lt;br /&gt;
|Downtown&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&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;
|-&lt;br /&gt;
&lt;br /&gt;
|22&lt;br /&gt;
&lt;br /&gt;
|Island House&lt;br /&gt;
&lt;br /&gt;
|Outremer&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|23&lt;br /&gt;
&lt;br /&gt;
|Ballyhoo Family Campground&lt;br /&gt;
&lt;br /&gt;
|Renton&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|24&lt;br /&gt;
&lt;br /&gt;
|Hotel Firangipani&lt;br /&gt;
&lt;br /&gt;
|Bellevue&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|25&lt;br /&gt;
&lt;br /&gt;
|North Star Lodge&lt;br /&gt;
&lt;br /&gt;
|Auburn&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|26&lt;br /&gt;
&lt;br /&gt;
|Swiss Holiday Resort&lt;br /&gt;
&lt;br /&gt;
|Outremer&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|27&lt;br /&gt;
&lt;br /&gt;
|Harpers Ferry Guest House&lt;br /&gt;
&lt;br /&gt;
|Everett&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|28&lt;br /&gt;
&lt;br /&gt;
|LANcity Cybercafe and Motel&lt;br /&gt;
&lt;br /&gt;
|Auburn&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&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;
|-&lt;br /&gt;
&lt;br /&gt;
|29&lt;br /&gt;
&lt;br /&gt;
|Bywater Bed &amp;amp; Breakfast&lt;br /&gt;
&lt;br /&gt;
|Bellevue&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|30&lt;br /&gt;
&lt;br /&gt;
|Radisson Hotels &amp;amp; Resorts&lt;br /&gt;
&lt;br /&gt;
|Everett&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|31&lt;br /&gt;
&lt;br /&gt;
|Cousin&#039;s Country Inn&lt;br /&gt;
&lt;br /&gt;
|Fort Lewis&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|32&lt;br /&gt;
&lt;br /&gt;
|Higgins Beach Inn&lt;br /&gt;
&lt;br /&gt;
|Ork Underground&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|33&lt;br /&gt;
&lt;br /&gt;
|Heritage Manor&lt;br /&gt;
&lt;br /&gt;
|Outremer&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|34&lt;br /&gt;
&lt;br /&gt;
|Thunderbird Motel&lt;br /&gt;
&lt;br /&gt;
|Renton&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|35&lt;br /&gt;
&lt;br /&gt;
|Loveless Cafe&lt;br /&gt;
&lt;br /&gt;
|Downtown&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|36&lt;br /&gt;
&lt;br /&gt;
|Back Ground Count Motel&lt;br /&gt;
&lt;br /&gt;
|Snohomish&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|37&lt;br /&gt;
&lt;br /&gt;
|Castamere Motel&lt;br /&gt;
&lt;br /&gt;
|Tacoma&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|Zen Den (Medieval Literature)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|38&lt;br /&gt;
&lt;br /&gt;
|Whispering Pines Cottages&lt;br /&gt;
&lt;br /&gt;
|Auburn&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|39&lt;br /&gt;
&lt;br /&gt;
|Inn On Church Street&lt;br /&gt;
&lt;br /&gt;
|Bellevue&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|40&lt;br /&gt;
&lt;br /&gt;
|Country Inn-Somerset&lt;br /&gt;
&lt;br /&gt;
|Everett&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|41&lt;br /&gt;
&lt;br /&gt;
|Huntington Country Inn&lt;br /&gt;
&lt;br /&gt;
|Fort Lewis&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|42&lt;br /&gt;
&lt;br /&gt;
|Hexagon House Bed &amp;amp; Breakfast&lt;br /&gt;
&lt;br /&gt;
|Outremer&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|43&lt;br /&gt;
&lt;br /&gt;
|Budget Host&lt;br /&gt;
&lt;br /&gt;
|Renton&lt;br /&gt;
&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|44&lt;br /&gt;
&lt;br /&gt;
|Aztec Motel&lt;br /&gt;
&lt;br /&gt;
|Downtown&lt;br /&gt;
&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|45&lt;br /&gt;
&lt;br /&gt;
|Lucas Palace, Luxury hotel&lt;br /&gt;
&lt;br /&gt;
|Downtown&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
|Manservant/Maid - Servant&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Category:Metaplots&amp;diff=46033</id>
		<title>Category:Metaplots</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Category:Metaplots&amp;diff=46033"/>
		<updated>2020-08-06T05:55:26Z</updated>

		<summary type="html">&lt;p&gt;Teksura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whenever a GM runs. run within a metaplot, they may claim 1 additional [[GM_Rules#Additional_Rewards|GMP Reward]] for the run. In order to claim this GMP, the metaplot must have a metaplot page and the new run must have a completed AAR on the wiki.&lt;br /&gt;
&lt;br /&gt;
The metaplot may be a CGL based metaplot, completely homebrew, or anything in between.&lt;br /&gt;
&lt;br /&gt;
Creating a metaplot page will confer at least 2 [[GMP]], but a thematics member may award more for pages that had more work done on them and that create a more accessible metaplot. The goal of these metaplot pages is to allow a new GM to quickly skim your page and be able to write a run within the metaplot. &lt;br /&gt;
&lt;br /&gt;
The metaplots and most recent metaplot runs are linked below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[:Template:Metaplot]] for the page format template for creating a new metaplot page. However, note that this is only a suggested guide for the format. It it does not fit with the metaplot, it may be altered as necessary.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Category:Runs]] [[hasMetaplot::+]]&lt;br /&gt;
|mainlabel=-&lt;br /&gt;
|format=datatables&lt;br /&gt;
|?=Name&lt;br /&gt;
|?hasDate=Date&lt;br /&gt;
|?hasMetaplot=Metaplot(s) Run is Part of&lt;br /&gt;
|?hasGM=GM&lt;br /&gt;
|limit=20&lt;br /&gt;
|sort=hasDate&lt;br /&gt;
|order=desc&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46032</id>
		<title>GM Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46032"/>
		<updated>2020-08-06T05:02:12Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Player Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Expectations of ShadowHaven GMs==&lt;br /&gt;
&lt;br /&gt;
===Have Fun and Put Real Life First===&lt;br /&gt;
&lt;br /&gt;
This should go without saying, but we&#039;ve seen our fair share of Living Community GMs burn themselves out. Never feel like anyone&#039;s fun is solely your responsibility. Never feel compelled to GM a game by a certain date. You will make mistakes, but laugh them off and learn from them. When you are relaxed, the players sense your relaxation. If you are really interested in a run&#039;s story and a metaplot&#039;s topic, your passion comes through the run. It is ShadowHaven&#039;s leadership&#039;s job to teach you this complex game system. Focus on having fun.&lt;br /&gt;
&lt;br /&gt;
===Be a Fan of the PCs===&lt;br /&gt;
&lt;br /&gt;
To quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Present the world honestly—things really are stacked against them—but don’t make yourself the enemy of the PCs. They have enemies enough. Be interested in the characters and excited about their victories.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If the players come up with a clever plan that completely negates your security plans, congratulate them on their cleverness. Play with the players, not against them. Challenge and risk can make for a great and memorable experience -- but don’t make the game you vs. the players. Assume competence, and don’t try to catch players in “gotchas” -- competent runners might make a mistake or forget something if they’re pressured for time or under fire, but it’s good practice to give them the benefit of the doubt when they aren’t.&lt;br /&gt;
&lt;br /&gt;
We’re fundamentally here to play games together and have fun, and as the GM you have a lot of control over how the game goes; with that great power comes great responsibility, and the responsibility is to try to make sure people have a good time.  &lt;br /&gt;
&lt;br /&gt;
===Ask for Help===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel shy to call and break and ask for help in our GM chat if you encounter a situation you don&#039;t know how to handle. &lt;br /&gt;
&lt;br /&gt;
===Hold on Lightly===&lt;br /&gt;
&lt;br /&gt;
To once again quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Always feel free to rewind, revise, and reconsider events as needed. This is not a “no take backs” kind of game. You can always say, “Actually, no... let’s say it was only two guys, instead. I don’t know why they’d have any more than that here.” This can be a tricky principle to internalize. It can be so tempting to put your foot down (often for no good reason) or to treat elements of the game as too sacred. Resist that impulse!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Impact our Shared Setting===&lt;br /&gt;
&lt;br /&gt;
We want organic storylines that have an impact that is felt, those are exciting and cool runs. We want to be able to write about an awesome pink mohawk exalted style sword fight on top of the Space Needle that sent its radio antenna crashing to the ground. We want to cheer on our players as their trenchcoat-wearing PCs send stock prices into freefall. As long as the core elements of the setting remain intact and major buildings can be repairable, go for it.&lt;br /&gt;
&lt;br /&gt;
===Treat our Shared Setting with Respect for Other GMs===&lt;br /&gt;
&lt;br /&gt;
Tell a story together with other GMs. It really sucks if another GM blows up the homebrew gang that you created. This is a shared sandbox, don&#039;t kick down other people&#039;s castles. Try to build your castle around their creations. Share the setting with respect towards the other GMs. &lt;br /&gt;
&lt;br /&gt;
===Understand the Setting is Vast===&lt;br /&gt;
&lt;br /&gt;
Players (and GMs) can play the kind of Shadowrun they want to play. If you have a specific view of how Shadowrun should be, you’re entirely free to pick people who conform to that philosophy, but it’s not okay to tell other people how to have fun, or their kind of fun is wrong. As the GM, it&#039;s your responsibility to communicate your particular style to your players - through a Style Guide as well as pre-game discussion.&lt;br /&gt;
&lt;br /&gt;
The setting is vast enough that we can have VTOL battles above the skies of Seattle while runners creep through a high-security facility.&lt;br /&gt;
&lt;br /&gt;
===Be Reasonable===&lt;br /&gt;
&lt;br /&gt;
Stay within reasonable expectations. It may be fun for a character to get milspec armor from a ganger in the barrens on a low-threat run, but it really cheapens the experience of the player who slogged through the amazon to pry that same armor off a super-soldier during a prime run.&lt;br /&gt;
&lt;br /&gt;
===Know the Major Rules for Key Aspects of your Run===&lt;br /&gt;
&lt;br /&gt;
If you have a major obstacle, know the rules related to that obstacle. If a big part of the run involves a car chase or a host dive, you should have a good grasp of the rules related to car chases or host dives (or whatever the obstacle is). Ask ShadowHaven leadership and team members for training on mechanics you want to learn.&lt;br /&gt;
&lt;br /&gt;
===Modulate the Number of Players at your games===&lt;br /&gt;
&lt;br /&gt;
It is tempting to take 5 or more players on a run, and it is possible to do with an experienced game master leading a group of experienced players. However, the Haven caters towards new players and the nature of online play limits some of the communication bandwidth found in real life. Consider limiting yourself to 3 or 4 players. If you seek to push beyond that number, have each player&#039;s role on the team be well defined and ask for their cooperation.&lt;br /&gt;
&lt;br /&gt;
===Assume Competence===&lt;br /&gt;
There are a lot of trivial decisions -- that is, decisions with a clear best choice and no downside -- that shadowrunners routinely make.  These are things like wiping an astral signature, infiltrating in disguise, wearing a mask in a firefight, setting up a DNI before the meet, running silent while hacking, and turning off SINs before committing crimes.  In general it’s best to assume that players do these things unless they say otherwise (or some kind of constraint -- like time -- prevents them).  Exactly what assumed competence covers is a matter for debate and should be discussed with the players at your table in the event it comes up. When in doubt, rule in the player’s favour; try to avoid “gotcha” moments. Generally for the sake of tidiness and expedient gameplay most GMs choose to assume competence, but each GM table is unique.&lt;br /&gt;
The standard is to assume competence. The onus is on the GM to explain what they mean when they say they won’t assume competence, and it something they need to ensure players are aware of before a game begins, whether through the application thread, their style guide, or before the game begins.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a lack of assumed competence doesn’t mean assumed incompetence. The nature of a community means that players will need to adjust to different GMing styles. Consider giving your players the benefit of the doubt in case they forget something obvious, or making use of the Common Sense quality to prevent potentially derailing situations.&lt;br /&gt;
&lt;br /&gt;
==Required Pre-Game X-Card Briefing==&lt;br /&gt;
&lt;br /&gt;
In order to ensure player safety, all ShadowHaven Game Masters as mandated to explain the [[Charter#1: The Right Not to be Forced to Continue and Abandon or Cease Uncomfortable Scenes .28Global X-Card.29|Haven&#039;s global x-card policy.]] (Remember, you as GM can use an x-card if a player is making you uncomfortable)&lt;br /&gt;
&lt;br /&gt;
Some example scripts:&lt;br /&gt;
&lt;br /&gt;
*This run will utilize the &#039;X-Card&#039; system. If, at any point, you are uncomfortable with the current scene or the topics, themes, and subjects starring within the scene, you may say or type the phrase &#039;X-Card&#039; and I will immediately stop the scene and move on.&lt;br /&gt;
&lt;br /&gt;
*We on the Shadowhaven use the X-card system, simply say or type x-card and the game will stop immediately. You do not have to give a reason, you do not have to explain why.&lt;br /&gt;
&lt;br /&gt;
Please see [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Game Masters==&lt;br /&gt;
===Becoming a GM===&lt;br /&gt;
Simply use the &amp;lt;code&amp;gt;!join Level 0 GM&amp;lt;/code&amp;gt; command after reading the GM expectations above.&lt;br /&gt;
&lt;br /&gt;
===GM Levels===&lt;br /&gt;
GMs are either Level 0 GM, Level 1 GM, Level 2 GM, or Level 3 GM.&lt;br /&gt;
====Level 0 GM====&lt;br /&gt;
Anyone who wants to GM can appoint themselves to level 0. These GMs are limited to running lower threat runs or higher degrees of guidance, to reduce the chance of mishaps. The intent of this level is to create a safe place for new GMs to fail and learn. Greenhorn GMs should consider taking experienced players on their runs to learn from them when possible.&lt;br /&gt;
&lt;br /&gt;
Level 0 GMs advance to level 1 by completing 3 runs with an overall game rating over 7. If a run has no feedback submitted, it counts as a passed run. They also need to make a [[#Style_Guide|Style Guide]]. When you advance from a Level 0 to a Level 1 GM, you gain 10 GMP.&lt;br /&gt;
&lt;br /&gt;
====Level 1 GM====&lt;br /&gt;
Level 1 GMs advance to level 2 by completing a high threat run, demonstrating competency in all the three big aspects of the game, meat, matrix and magic. Ping @Thematics with your high threat run AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 2 GM====&lt;br /&gt;
&lt;br /&gt;
Level 2 GMs advance to level 3 to signify the trust that the thematics department places in them. This trust is earned by completed a semi-prime run and weaving it into the shared story by writing an AAR signifying its metaplot impact. Ping @Thematics with your AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 3 GM====&lt;br /&gt;
Level 3 GMs are trusted to freeform any run, save a Prime Run. They are actual wizards forging the shared story of ShadowHaven. They can lead teams of GMs to tell an intense story across multiple runs and are the Haven’s flagship GMs.&lt;br /&gt;
&lt;br /&gt;
===GM Ranking Up===&lt;br /&gt;
&lt;br /&gt;
Ping thematics once you complete the requirements for a new level.&lt;br /&gt;
&lt;br /&gt;
===GM Limitations===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Run Limitation&lt;br /&gt;
|-&lt;br /&gt;
|Coached Run&lt;br /&gt;
|Approved Run&lt;br /&gt;
|Freeform Run&lt;br /&gt;
|May Not Run&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Run Threat Level&lt;br /&gt;
|Milk&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Prime&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|-&lt;br /&gt;
|Prime&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Coached Runs - Coached Runs have a GM of a higher level sit in as a non-player to provide real-time support. The GM or the coach can call for a break and discuss matters at hand. PMing during the game is discouraged, outside of asking for a break, because it can be distracting. Because they don&#039;t play and are on standby to support a low leveled GM, they earn 10 GMP.&lt;br /&gt;
&lt;br /&gt;
*Approved Runs - These runs have a [https://forms.gle/thiDABy8YByioA717 run proposal form] filled out and approved by Thematics. All other members of the Haven can also comment to help the GM develop their run.&lt;br /&gt;
&lt;br /&gt;
*Freeform Run - These runs are completely freeform and have no support.&lt;br /&gt;
&lt;br /&gt;
==Run Types==&lt;br /&gt;
A run is __ if ___.&lt;br /&gt;
===Selection===&lt;br /&gt;
&lt;br /&gt;
*Private: the majority of players were pre-selected. Private runs are not eligible for [[#Additional_Rewards|additional GM rewards]].&lt;br /&gt;
*Public: not private&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
&lt;br /&gt;
*Scheduled: post and picks were made at least a full day in advance of the run, the post accurately informed players when picks will be decided, and the game started within an hour of the scheduled time&lt;br /&gt;
*Impromptu: post and picks were made within just a few hours of the run&lt;br /&gt;
*Overflow: an Impromptu that was made within two hours of another run&#039;s game start in response to high player demand&lt;br /&gt;
*Replacement: an Impromptu that is hosted within two hours of another run&#039;s game start in response to a postponed game or missing GM.&lt;br /&gt;
*Normal: otherwise&lt;br /&gt;
&lt;br /&gt;
===Threat Level===&lt;br /&gt;
===Threat===&lt;br /&gt;
The following are rough guidelines on threat level in game. For a more detailed description of each level, see [[Run Threat Descriptions]].&lt;br /&gt;
&lt;br /&gt;
Each run post should state the designed threat level, but threat levels can be increased based on conditions on the table. However, these adjustments should be consented to by the players, either in advance or by signaling that an unexpected course of action may result in escalation of threat. Note that the GM still needs to have a sufficent GM level to run at the new threat level, which may require converting the run into a different type (i.e., getting a coach or employing pregenerated grunts, and so becoming a Coached or Structured Run).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Threat Descriptions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| Milk Runs are extremely low threat games, a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Rewards rarely go beyond bragging rights.&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| Low threat runs have fairly light opposition in meat, matrix and magic, usually disorganized and unlikely to do much other than point and shoot, or surrender if they know what’s good for them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| Medium threat runs are designed around more secured sites and people which still are considering the economics of their security. More skilled staff and better equipment is deployed, but they are still typical skilled levels and mass produced equipment. Powerful ‘landmine’ effects come up easily in the now mandatory legwork, and can be circumvented or defended against by a prepared team.&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| High threat is when things start to get intense. Opposition will routinely use clever tactics like focused fire, hacking unsecured ‘ware, illusion and manipulation spells, and attempts to lure PCs into traps. Static factors and obstacles, such as mana barriers, might be prohibitively difficult to overcome directly.&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| Semi-prime runs pit the runners against highly competent forces, often outnumbering them, and dangerous pitfalls hidden behind difficult legwork. Rewards typically come in the form of rare equipment or powerful contacts, in addition to money and karma. The objective is often located is large facilities such as Skyrakers or Proving grounds limiting the runner&#039;s ability to escape before HTR can engage them.&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| Prime runs are the height of a Shadowrunner’s career, offering grave danger and outrageous rewards that can make runners consider retirement, or going off the deep end. They must always be approved by Thematics.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
*Multi-Session: a run that takes place across multiple play sessions&lt;br /&gt;
*Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn&#039;t even need to use ShadowHaven characters.&lt;br /&gt;
&lt;br /&gt;
==Run Rewards==&lt;br /&gt;
Rewards are primarily based on run threat, as it (usually) represents player risk and GM preparation. However, high duration and multi-session runs may require an adjustment. You can use the following formula to adjust runner rewards and GMP at the high end:&lt;br /&gt;
&lt;br /&gt;
Reward Multiplier: &amp;lt;code&amp;gt;(Total Duration In Hours Across All Sessions) / 6&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, even if you expect the run to go long, it&#039;s best to have the Johnson pay the runners normally and consider any extra allowance from duration to help handle &amp;quot;extra&amp;quot; pay the runners might happen into (like paydata, going out of their way to &amp;quot;get paid twice&amp;quot;, fencing loot, etc).&lt;br /&gt;
&lt;br /&gt;
Also, feel free to ask the Thematics Department and fellow GMs for advice on run rewards.&lt;br /&gt;
&lt;br /&gt;
===RVP===&lt;br /&gt;
{{:RVP}}&lt;br /&gt;
&lt;br /&gt;
===Player Rewards===&lt;br /&gt;
Standard reward ranges for Normal runs based on threat:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!RVP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| up to 100 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| up to 40 RVP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14-16 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10-13 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6-9 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 0-5 RVP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A Full After Action Report (AAR) must be added to the run&#039;s wiki page for any run that rewards more than 19 RVP if the run is not a Semiprime or above.&lt;br /&gt;
&lt;br /&gt;
These are merely guidelines and exceptions can occur, but chronic overpaying is frown upon and may result in consequences.&lt;br /&gt;
&lt;br /&gt;
Additionally, players may write a Full/Narrative AAR and add it to the Full AAR to earn 1 GMP. This is the PC&#039;s version of events, compared to the more unbiased version of events, and should be in character. These are placed in the run&#039;s wiki page.&lt;br /&gt;
&lt;br /&gt;
====CDP====&lt;br /&gt;
Characters also earn 2 [[CDP]] per run. This can be used to buy knowledge skills or contacts. A GM may also choose to award contacts as a part of the run rewards using CDP. See [[Contact_Rules#Buying_and_Upgrading_Contacts|Contact Rules]] for more information.&lt;br /&gt;
====Better Than Bad&#039;s Intangible Rewards====&lt;br /&gt;
&lt;br /&gt;
In reference to the Intangible Rewards listed on page 45 of Better Than Bad; &lt;br /&gt;
&lt;br /&gt;
*GMs may issue lifestyle cost reductions for 1 RVP per 4000 in cost of lifestyle modification. That is, if an anarchist commune offers a low lifestyle for a year, it will be the total cost of that lifestyle in RVP.&lt;br /&gt;
*GMs may freely issue intelligence and have the player write a description of the intel on the wikipage. At GM description, intel earned this way may make future runs easier. The wikipage should have a link to the Run&#039;s AAR, a description of what the intel is and who gave it to them. GMs are encouraged to discussed other intangible rewards with thematics.&lt;br /&gt;
&lt;br /&gt;
===GM Rewards===&lt;br /&gt;
&lt;br /&gt;
====Base Rewards====&lt;br /&gt;
Base reward for hosting a run is determined by the threat level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| 41 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| 17 GMP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 1 GMP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AAR Rewards====&lt;br /&gt;
After the run is concluded, creating an AAR will reward 4 GMP. Note, this need not be the GM. The GM may choose to allow a player to write the AAR instead, allowing the player to claim the 4 GMP.&lt;br /&gt;
&lt;br /&gt;
====Additional Rewards====&lt;br /&gt;
&lt;br /&gt;
Additional rewards, all of which are worth 1 GMP, which are not affected by the Reward Multiplier:&lt;br /&gt;
&lt;br /&gt;
*Overflow&lt;br /&gt;
*Scheduled&lt;br /&gt;
*Replacement&lt;br /&gt;
*Run was recorded and uploaded to ShadowHaven youtube&lt;br /&gt;
*Run was metaplot linked&lt;br /&gt;
*Each player taken who has not had a run in over a month. (Including a players first run)&lt;br /&gt;
*Each character taken that has had less than 3 runs total. (This stacks with the above reward.)&lt;br /&gt;
&lt;br /&gt;
===GMP===&lt;br /&gt;
{{:GMP}}&lt;br /&gt;
&lt;br /&gt;
==Run Posts==&lt;br /&gt;
===Style Guide===&lt;br /&gt;
GMs should maintain a document covering their personal GMing style, linked on their run post&lt;br /&gt;
&lt;br /&gt;
*For now, use whatever structure and information you feel best, but the following questions must be covered&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character has a high chance of declining at the meet&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character will actively attempt to thwart or derail&lt;br /&gt;
**Views on realism and seriousness of the setting&lt;br /&gt;
**Views on consequences and failure&lt;br /&gt;
*Runs that notably differ from your normal style as described in your document must be noted as such&lt;br /&gt;
&lt;br /&gt;
==Run Content==&lt;br /&gt;
===Reusing Material===&lt;br /&gt;
Re-using run concepts and ideas is allowed, but GMs are encouraged to make their games as unique as possible for the benefit of the players.&lt;br /&gt;
&lt;br /&gt;
===GMPCs===&lt;br /&gt;
You need a run proposal and approval to have a GM-controlled PC in the game. It is strongly discouraged to have GM PCs in game without good reason.&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
PVP is always at the GM’s discretion, and should only occur if both players are ok with it.  If PVP does happen, don’t let players burn edge to smackdown in PVP, and if edge is burnt for Not Dead Yet, the player who burnt the edge gets to live.  Players are not allowed to circumvent Not Dead Yet (“I shoot him in the head just to be sure”, for example) in PVP.&lt;br /&gt;
&lt;br /&gt;
===Space-time===&lt;br /&gt;
The ShadowHaven operates in real-time. A day in the real world is a day on the Haven. However, some games take place over the course of a couple days, a week, maybe even longer. These games are considered to be part of their “pocket universe.”&lt;br /&gt;
&lt;br /&gt;
====Downtime====&lt;br /&gt;
Character adjustments, purchases, and other time-sensitive cooldowns are unaffected by pocket universe time. As an example, a character who initiates before a run that spans a month in-game will not be able to initiate at the run’s conclusion as though a month has passed in real-time. Similarly, a character who learns a skill or spell, or increases an attribute during a long run only has that skill in the pocket universe of that run: they must pay for the change in downtime as normal before they can use it on other runs.&lt;br /&gt;
&lt;br /&gt;
====Multi-Session Exclusivity====&lt;br /&gt;
Note, characters in the middle of Multi-Session runs are assumed to be free to go on other runs unless either of the GMs in question elect to not let them. This should be clearly communicated in advance to avoid any issues.&lt;br /&gt;
&lt;br /&gt;
==Run Content Limitations==&lt;br /&gt;
&lt;br /&gt;
Some content GMs cannot use or must change due to their incapability with the lore and lack of consistency with the Haven&#039;s rule set. They are also considered non-canon on the Haven&lt;br /&gt;
&lt;br /&gt;
===Banned Content===&lt;br /&gt;
&lt;br /&gt;
*Growth (Page 49, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*Multiply Food (Page 50, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Street Lethal, Page 130)&lt;br /&gt;
&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Street Lethal, Page 130) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The Shiawase/Nemesis Arms Man-Catcher (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Flicker IC (KC 67) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Blue Goo IC (KC 68) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
&lt;br /&gt;
===Modified Content===&lt;br /&gt;
&lt;br /&gt;
*Sleuther IC (KC 67) shall be permitted. Rather than the normal listed effects, a successful strike places a single mark on you. This mark provides the Host that struck you with the name and location of any Grids or Hosts you may visit, stored in an automatically created file within that Host. This IC may place multiple marks, and the marks it places may be erased normally. If all such placed marks are erased through any means, the Host ceases to receive data about your travels.&lt;br /&gt;
&lt;br /&gt;
*Offline Hosts (KC 46) shall be permitted. GMs should be careful to not overuse these, as they are rare.&lt;br /&gt;
&lt;br /&gt;
*The rules text for Blight described on page 157 and 158 of Better than Bad shall not be used on Shadowhaven. Instead, Blight shall be a Contact, Injection Vector toxin which, upon hitting a spirit, shall remove its Immunity to Normal Weapons for [12 - Spirit&#039;s Force hours, minimum 1 hour]. The speed, penetration, and power are unchanged. Blight has no effect on non-spirit entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GMs should generally also follow modifications listed in the [[Player_Rules|player rules]].&lt;br /&gt;
&lt;br /&gt;
===Needs Approval===&lt;br /&gt;
&lt;br /&gt;
*Fader IC (Page 89, Street Lethal) shall be permitted, but only with explicit Thematics Team approval.&lt;br /&gt;
*Bug Queens&lt;br /&gt;
*Master Shedim&lt;br /&gt;
*Crystalline Entity&lt;br /&gt;
*Yama Kings&lt;br /&gt;
*Horrors&lt;br /&gt;
*Elder Gods&lt;br /&gt;
*Great Dragons that are not named in canon&lt;br /&gt;
*(unnamed by Catalyst) Immortal Elves&lt;br /&gt;
*Plots that could potentially bring about the deaths of the people within the majority single city block.&lt;br /&gt;
*Plots that (do or stand a chance to) alter/kill/remove [[:Category:Public_Contacts|Public Contacts]] .&lt;br /&gt;
*Plots that involve raids on RP areas (just to confirm handling) such as The Daze.&lt;br /&gt;
*Canon: (established by Catalyst) runners, immortal elves, great dragons, or other important characters being directly involved in a run. (they hire the PCs/go on a mission with the PCs/oppose the PCs/tell the PCs critical information in exchange for something etc).&lt;br /&gt;
*Canon (established by Catalyst) runners, immortal elves, great dragons, or other important characters in a run being damaged or changed from their canon lore (canon character is killed/injured/has mental damage/gains a new enemy/loses something they canonically have/or in any other way has their canon meaningfully changed by the interaction)&lt;br /&gt;
*WMDs being detonated.&lt;br /&gt;
*Street Lethal Future Tech (due to it technically not being invented yet).&lt;br /&gt;
*Enemies with Tech/Magic/Skill far beyond their means (Low rank/wealth enemies geared with Deltaware, milspec gear, magic 12 or other odd things without a proper explanation as to why but simply rather to boost their stats (or perceived threat)).&lt;br /&gt;
*New Tech (futuretech+, or things that have never been published or are completely homebrew.)&lt;br /&gt;
*New creatures/spirits (unpublished, homebrewed adversaries).&lt;br /&gt;
&lt;br /&gt;
==Table Rules== &lt;br /&gt;
&lt;br /&gt;
In order to establish consistency for our often brand new Shadowrun players, GMs are not allowed to have table rules and must follow the rules listed in the [[Player_Rules|Player Rules]]. If a GM disagrees with how the ShadowHaven rules on an issue and it truly impedes their ability to GM, they are welcome to contact a council member or post their objections in the Topics for Discussion thread.&lt;br /&gt;
&lt;br /&gt;
==Run Feedback==&lt;br /&gt;
&lt;br /&gt;
We ask that all GMs ask their players to fill in the [https://docs.google.com/forms/d/e/1FAIpQLScMqaGDe4LQEcJauqpPc-qLx2wvgfqcvYAO_T7mnwH4Q0GdIw/viewform GM feedback form after their runs]. This is to help you improve as a GM and for us to detect gross misconduct, we will not judge you for a few lackluster runs.&lt;br /&gt;
&lt;br /&gt;
==GM Moderation==&lt;br /&gt;
&lt;br /&gt;
Any moderator or thematics can stop a game in progress for gross misconduct that goes against our community expectations. The thematics team can choose to ban a community member from GMing for gross misconduct and behavior that disrupts the shared sandbox and storyline that other GMs use. &lt;br /&gt;
&lt;br /&gt;
The intent of these rules is to create a safe place for new GMs to fail and learn. If you are failing and learning in good faith, no action will be taken against you. Lower level GMs should consider taking experienced players on their runs to learn from them when possible. Every experienced Shadowhaven GM has ran a lackluster game before, but we learned from our mistakes.&lt;br /&gt;
&lt;br /&gt;
However, we have a duty to ensure our players have a good time as well. Therefore, the run may be modified or fully retconned depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
GM bans may be appealed to the sysop by sending Reddit moderator mail.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgement==&lt;br /&gt;
&lt;br /&gt;
Some of these GM rules were taken, modified or inspired by the [https://shadownet.run/GM_Rules Shadownet GM rules] and the [http://thedark.run/GM_Rules Light in the Dark GM rules].&lt;br /&gt;
[[Category:GM Resources]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46031</id>
		<title>GM Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46031"/>
		<updated>2020-08-06T05:02:00Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Threat Descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Expectations of ShadowHaven GMs==&lt;br /&gt;
&lt;br /&gt;
===Have Fun and Put Real Life First===&lt;br /&gt;
&lt;br /&gt;
This should go without saying, but we&#039;ve seen our fair share of Living Community GMs burn themselves out. Never feel like anyone&#039;s fun is solely your responsibility. Never feel compelled to GM a game by a certain date. You will make mistakes, but laugh them off and learn from them. When you are relaxed, the players sense your relaxation. If you are really interested in a run&#039;s story and a metaplot&#039;s topic, your passion comes through the run. It is ShadowHaven&#039;s leadership&#039;s job to teach you this complex game system. Focus on having fun.&lt;br /&gt;
&lt;br /&gt;
===Be a Fan of the PCs===&lt;br /&gt;
&lt;br /&gt;
To quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Present the world honestly—things really are stacked against them—but don’t make yourself the enemy of the PCs. They have enemies enough. Be interested in the characters and excited about their victories.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If the players come up with a clever plan that completely negates your security plans, congratulate them on their cleverness. Play with the players, not against them. Challenge and risk can make for a great and memorable experience -- but don’t make the game you vs. the players. Assume competence, and don’t try to catch players in “gotchas” -- competent runners might make a mistake or forget something if they’re pressured for time or under fire, but it’s good practice to give them the benefit of the doubt when they aren’t.&lt;br /&gt;
&lt;br /&gt;
We’re fundamentally here to play games together and have fun, and as the GM you have a lot of control over how the game goes; with that great power comes great responsibility, and the responsibility is to try to make sure people have a good time.  &lt;br /&gt;
&lt;br /&gt;
===Ask for Help===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel shy to call and break and ask for help in our GM chat if you encounter a situation you don&#039;t know how to handle. &lt;br /&gt;
&lt;br /&gt;
===Hold on Lightly===&lt;br /&gt;
&lt;br /&gt;
To once again quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Always feel free to rewind, revise, and reconsider events as needed. This is not a “no take backs” kind of game. You can always say, “Actually, no... let’s say it was only two guys, instead. I don’t know why they’d have any more than that here.” This can be a tricky principle to internalize. It can be so tempting to put your foot down (often for no good reason) or to treat elements of the game as too sacred. Resist that impulse!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Impact our Shared Setting===&lt;br /&gt;
&lt;br /&gt;
We want organic storylines that have an impact that is felt, those are exciting and cool runs. We want to be able to write about an awesome pink mohawk exalted style sword fight on top of the Space Needle that sent its radio antenna crashing to the ground. We want to cheer on our players as their trenchcoat-wearing PCs send stock prices into freefall. As long as the core elements of the setting remain intact and major buildings can be repairable, go for it.&lt;br /&gt;
&lt;br /&gt;
===Treat our Shared Setting with Respect for Other GMs===&lt;br /&gt;
&lt;br /&gt;
Tell a story together with other GMs. It really sucks if another GM blows up the homebrew gang that you created. This is a shared sandbox, don&#039;t kick down other people&#039;s castles. Try to build your castle around their creations. Share the setting with respect towards the other GMs. &lt;br /&gt;
&lt;br /&gt;
===Understand the Setting is Vast===&lt;br /&gt;
&lt;br /&gt;
Players (and GMs) can play the kind of Shadowrun they want to play. If you have a specific view of how Shadowrun should be, you’re entirely free to pick people who conform to that philosophy, but it’s not okay to tell other people how to have fun, or their kind of fun is wrong. As the GM, it&#039;s your responsibility to communicate your particular style to your players - through a Style Guide as well as pre-game discussion.&lt;br /&gt;
&lt;br /&gt;
The setting is vast enough that we can have VTOL battles above the skies of Seattle while runners creep through a high-security facility.&lt;br /&gt;
&lt;br /&gt;
===Be Reasonable===&lt;br /&gt;
&lt;br /&gt;
Stay within reasonable expectations. It may be fun for a character to get milspec armor from a ganger in the barrens on a low-threat run, but it really cheapens the experience of the player who slogged through the amazon to pry that same armor off a super-soldier during a prime run.&lt;br /&gt;
&lt;br /&gt;
===Know the Major Rules for Key Aspects of your Run===&lt;br /&gt;
&lt;br /&gt;
If you have a major obstacle, know the rules related to that obstacle. If a big part of the run involves a car chase or a host dive, you should have a good grasp of the rules related to car chases or host dives (or whatever the obstacle is). Ask ShadowHaven leadership and team members for training on mechanics you want to learn.&lt;br /&gt;
&lt;br /&gt;
===Modulate the Number of Players at your games===&lt;br /&gt;
&lt;br /&gt;
It is tempting to take 5 or more players on a run, and it is possible to do with an experienced game master leading a group of experienced players. However, the Haven caters towards new players and the nature of online play limits some of the communication bandwidth found in real life. Consider limiting yourself to 3 or 4 players. If you seek to push beyond that number, have each player&#039;s role on the team be well defined and ask for their cooperation.&lt;br /&gt;
&lt;br /&gt;
===Assume Competence===&lt;br /&gt;
There are a lot of trivial decisions -- that is, decisions with a clear best choice and no downside -- that shadowrunners routinely make.  These are things like wiping an astral signature, infiltrating in disguise, wearing a mask in a firefight, setting up a DNI before the meet, running silent while hacking, and turning off SINs before committing crimes.  In general it’s best to assume that players do these things unless they say otherwise (or some kind of constraint -- like time -- prevents them).  Exactly what assumed competence covers is a matter for debate and should be discussed with the players at your table in the event it comes up. When in doubt, rule in the player’s favour; try to avoid “gotcha” moments. Generally for the sake of tidiness and expedient gameplay most GMs choose to assume competence, but each GM table is unique.&lt;br /&gt;
The standard is to assume competence. The onus is on the GM to explain what they mean when they say they won’t assume competence, and it something they need to ensure players are aware of before a game begins, whether through the application thread, their style guide, or before the game begins.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a lack of assumed competence doesn’t mean assumed incompetence. The nature of a community means that players will need to adjust to different GMing styles. Consider giving your players the benefit of the doubt in case they forget something obvious, or making use of the Common Sense quality to prevent potentially derailing situations.&lt;br /&gt;
&lt;br /&gt;
==Required Pre-Game X-Card Briefing==&lt;br /&gt;
&lt;br /&gt;
In order to ensure player safety, all ShadowHaven Game Masters as mandated to explain the [[Charter#1: The Right Not to be Forced to Continue and Abandon or Cease Uncomfortable Scenes .28Global X-Card.29|Haven&#039;s global x-card policy.]] (Remember, you as GM can use an x-card if a player is making you uncomfortable)&lt;br /&gt;
&lt;br /&gt;
Some example scripts:&lt;br /&gt;
&lt;br /&gt;
*This run will utilize the &#039;X-Card&#039; system. If, at any point, you are uncomfortable with the current scene or the topics, themes, and subjects starring within the scene, you may say or type the phrase &#039;X-Card&#039; and I will immediately stop the scene and move on.&lt;br /&gt;
&lt;br /&gt;
*We on the Shadowhaven use the X-card system, simply say or type x-card and the game will stop immediately. You do not have to give a reason, you do not have to explain why.&lt;br /&gt;
&lt;br /&gt;
Please see [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Game Masters==&lt;br /&gt;
===Becoming a GM===&lt;br /&gt;
Simply use the &amp;lt;code&amp;gt;!join Level 0 GM&amp;lt;/code&amp;gt; command after reading the GM expectations above.&lt;br /&gt;
&lt;br /&gt;
===GM Levels===&lt;br /&gt;
GMs are either Level 0 GM, Level 1 GM, Level 2 GM, or Level 3 GM.&lt;br /&gt;
====Level 0 GM====&lt;br /&gt;
Anyone who wants to GM can appoint themselves to level 0. These GMs are limited to running lower threat runs or higher degrees of guidance, to reduce the chance of mishaps. The intent of this level is to create a safe place for new GMs to fail and learn. Greenhorn GMs should consider taking experienced players on their runs to learn from them when possible.&lt;br /&gt;
&lt;br /&gt;
Level 0 GMs advance to level 1 by completing 3 runs with an overall game rating over 7. If a run has no feedback submitted, it counts as a passed run. They also need to make a [[#Style_Guide|Style Guide]]. When you advance from a Level 0 to a Level 1 GM, you gain 10 GMP.&lt;br /&gt;
&lt;br /&gt;
====Level 1 GM====&lt;br /&gt;
Level 1 GMs advance to level 2 by completing a high threat run, demonstrating competency in all the three big aspects of the game, meat, matrix and magic. Ping @Thematics with your high threat run AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 2 GM====&lt;br /&gt;
&lt;br /&gt;
Level 2 GMs advance to level 3 to signify the trust that the thematics department places in them. This trust is earned by completed a semi-prime run and weaving it into the shared story by writing an AAR signifying its metaplot impact. Ping @Thematics with your AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 3 GM====&lt;br /&gt;
Level 3 GMs are trusted to freeform any run, save a Prime Run. They are actual wizards forging the shared story of ShadowHaven. They can lead teams of GMs to tell an intense story across multiple runs and are the Haven’s flagship GMs.&lt;br /&gt;
&lt;br /&gt;
===GM Ranking Up===&lt;br /&gt;
&lt;br /&gt;
Ping thematics once you complete the requirements for a new level.&lt;br /&gt;
&lt;br /&gt;
===GM Limitations===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Run Limitation&lt;br /&gt;
|-&lt;br /&gt;
|Coached Run&lt;br /&gt;
|Approved Run&lt;br /&gt;
|Freeform Run&lt;br /&gt;
|May Not Run&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Run Threat Level&lt;br /&gt;
|Milk&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Prime&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|-&lt;br /&gt;
|Prime&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Coached Runs - Coached Runs have a GM of a higher level sit in as a non-player to provide real-time support. The GM or the coach can call for a break and discuss matters at hand. PMing during the game is discouraged, outside of asking for a break, because it can be distracting. Because they don&#039;t play and are on standby to support a low leveled GM, they earn 10 GMP.&lt;br /&gt;
&lt;br /&gt;
*Approved Runs - These runs have a [https://forms.gle/thiDABy8YByioA717 run proposal form] filled out and approved by Thematics. All other members of the Haven can also comment to help the GM develop their run.&lt;br /&gt;
&lt;br /&gt;
*Freeform Run - These runs are completely freeform and have no support.&lt;br /&gt;
&lt;br /&gt;
==Run Types==&lt;br /&gt;
A run is __ if ___.&lt;br /&gt;
===Selection===&lt;br /&gt;
&lt;br /&gt;
*Private: the majority of players were pre-selected. Private runs are not eligible for [[#Additional_Rewards|additional GM rewards]].&lt;br /&gt;
*Public: not private&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
&lt;br /&gt;
*Scheduled: post and picks were made at least a full day in advance of the run, the post accurately informed players when picks will be decided, and the game started within an hour of the scheduled time&lt;br /&gt;
*Impromptu: post and picks were made within just a few hours of the run&lt;br /&gt;
*Overflow: an Impromptu that was made within two hours of another run&#039;s game start in response to high player demand&lt;br /&gt;
*Replacement: an Impromptu that is hosted within two hours of another run&#039;s game start in response to a postponed game or missing GM.&lt;br /&gt;
*Normal: otherwise&lt;br /&gt;
&lt;br /&gt;
===Threat Level===&lt;br /&gt;
===Threat===&lt;br /&gt;
The following are rough guidelines on threat level in game. For a more detailed description of each level, see [[Run Threat Descriptions]].&lt;br /&gt;
&lt;br /&gt;
Each run post should state the designed threat level, but threat levels can be increased based on conditions on the table. However, these adjustments should be consented to by the players, either in advance or by signaling that an unexpected course of action may result in escalation of threat. Note that the GM still needs to have a sufficent GM level to run at the new threat level, which may require converting the run into a different type (i.e., getting a coach or employing pregenerated grunts, and so becoming a Coached or Structured Run).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Threat Descriptions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| Milk Runs are extremely low threat games, a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Rewards rarely go beyond bragging rights.&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| Low threat runs have fairly light opposition in meat, matrix and magic, usually disorganized and unlikely to do much other than point and shoot, or surrender if they know what’s good for them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| Medium threat runs are designed around more secured sites and people which still are considering the economics of their security. More skilled staff and better equipment is deployed, but they are still typical skilled levels and mass produced equipment. Powerful ‘landmine’ effects come up easily in the now mandatory legwork, and can be circumvented or defended against by a prepared team.&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| High threat is when things start to get intense. Opposition will routinely use clever tactics like focused fire, hacking unsecured ‘ware, illusion and manipulation spells, and attempts to lure PCs into traps. Static factors and obstacles, such as mana barriers, might be prohibitively difficult to overcome directly.&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| Semi-prime runs pit the runners against highly competent forces, often outnumbering them, and dangerous pitfalls hidden behind difficult legwork. Rewards typically come in the form of rare equipment or powerful contacts, in addition to money and karma. The objective is often located is large facilities such as Skyrakers or Proving grounds limiting the runner&#039;s ability to escape before HTR can engage them.&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| Prime runs are the height of a Shadowrunner’s career, offering grave danger and outrageous rewards that can make runners consider retirement, or going off the deep end. They must always be approved by Thematics.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
*Multi-Session: a run that takes place across multiple play sessions&lt;br /&gt;
*Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn&#039;t even need to use ShadowHaven characters.&lt;br /&gt;
&lt;br /&gt;
==Run Rewards==&lt;br /&gt;
Rewards are primarily based on run threat, as it (usually) represents player risk and GM preparation. However, high duration and multi-session runs may require an adjustment. You can use the following formula to adjust runner rewards and GMP at the high end:&lt;br /&gt;
&lt;br /&gt;
Reward Multiplier: &amp;lt;code&amp;gt;(Total Duration In Hours Across All Sessions) / 6&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, even if you expect the run to go long, it&#039;s best to have the Johnson pay the runners normally and consider any extra allowance from duration to help handle &amp;quot;extra&amp;quot; pay the runners might happen into (like paydata, going out of their way to &amp;quot;get paid twice&amp;quot;, fencing loot, etc).&lt;br /&gt;
&lt;br /&gt;
Also, feel free to ask the Thematics Department and fellow GMs for advice on run rewards.&lt;br /&gt;
&lt;br /&gt;
===RVP===&lt;br /&gt;
{{:RVP}}&lt;br /&gt;
&lt;br /&gt;
===Player Rewards===&lt;br /&gt;
Standard reward ranges for Normal runs based on threat:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| up to 100 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| up to 40 RVP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14-16 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10-13 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6-9 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 0-5 RVP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A Full After Action Report (AAR) must be added to the run&#039;s wiki page for any run that rewards more than 19 RVP if the run is not a Semiprime or above.&lt;br /&gt;
&lt;br /&gt;
These are merely guidelines and exceptions can occur, but chronic overpaying is frown upon and may result in consequences.&lt;br /&gt;
&lt;br /&gt;
Additionally, players may write a Full/Narrative AAR and add it to the Full AAR to earn 1 GMP. This is the PC&#039;s version of events, compared to the more unbiased version of events, and should be in character. These are placed in the run&#039;s wiki page.&lt;br /&gt;
&lt;br /&gt;
====CDP====&lt;br /&gt;
Characters also earn 2 [[CDP]] per run. This can be used to buy knowledge skills or contacts. A GM may also choose to award contacts as a part of the run rewards using CDP. See [[Contact_Rules#Buying_and_Upgrading_Contacts|Contact Rules]] for more information.&lt;br /&gt;
====Better Than Bad&#039;s Intangible Rewards====&lt;br /&gt;
&lt;br /&gt;
In reference to the Intangible Rewards listed on page 45 of Better Than Bad; &lt;br /&gt;
&lt;br /&gt;
*GMs may issue lifestyle cost reductions for 1 RVP per 4000 in cost of lifestyle modification. That is, if an anarchist commune offers a low lifestyle for a year, it will be the total cost of that lifestyle in RVP.&lt;br /&gt;
*GMs may freely issue intelligence and have the player write a description of the intel on the wikipage. At GM description, intel earned this way may make future runs easier. The wikipage should have a link to the Run&#039;s AAR, a description of what the intel is and who gave it to them. GMs are encouraged to discussed other intangible rewards with thematics.&lt;br /&gt;
&lt;br /&gt;
===GM Rewards===&lt;br /&gt;
&lt;br /&gt;
====Base Rewards====&lt;br /&gt;
Base reward for hosting a run is determined by the threat level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| 41 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| 17 GMP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 1 GMP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AAR Rewards====&lt;br /&gt;
After the run is concluded, creating an AAR will reward 4 GMP. Note, this need not be the GM. The GM may choose to allow a player to write the AAR instead, allowing the player to claim the 4 GMP.&lt;br /&gt;
&lt;br /&gt;
====Additional Rewards====&lt;br /&gt;
&lt;br /&gt;
Additional rewards, all of which are worth 1 GMP, which are not affected by the Reward Multiplier:&lt;br /&gt;
&lt;br /&gt;
*Overflow&lt;br /&gt;
*Scheduled&lt;br /&gt;
*Replacement&lt;br /&gt;
*Run was recorded and uploaded to ShadowHaven youtube&lt;br /&gt;
*Run was metaplot linked&lt;br /&gt;
*Each player taken who has not had a run in over a month. (Including a players first run)&lt;br /&gt;
*Each character taken that has had less than 3 runs total. (This stacks with the above reward.)&lt;br /&gt;
&lt;br /&gt;
===GMP===&lt;br /&gt;
{{:GMP}}&lt;br /&gt;
&lt;br /&gt;
==Run Posts==&lt;br /&gt;
===Style Guide===&lt;br /&gt;
GMs should maintain a document covering their personal GMing style, linked on their run post&lt;br /&gt;
&lt;br /&gt;
*For now, use whatever structure and information you feel best, but the following questions must be covered&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character has a high chance of declining at the meet&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character will actively attempt to thwart or derail&lt;br /&gt;
**Views on realism and seriousness of the setting&lt;br /&gt;
**Views on consequences and failure&lt;br /&gt;
*Runs that notably differ from your normal style as described in your document must be noted as such&lt;br /&gt;
&lt;br /&gt;
==Run Content==&lt;br /&gt;
===Reusing Material===&lt;br /&gt;
Re-using run concepts and ideas is allowed, but GMs are encouraged to make their games as unique as possible for the benefit of the players.&lt;br /&gt;
&lt;br /&gt;
===GMPCs===&lt;br /&gt;
You need a run proposal and approval to have a GM-controlled PC in the game. It is strongly discouraged to have GM PCs in game without good reason.&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
PVP is always at the GM’s discretion, and should only occur if both players are ok with it.  If PVP does happen, don’t let players burn edge to smackdown in PVP, and if edge is burnt for Not Dead Yet, the player who burnt the edge gets to live.  Players are not allowed to circumvent Not Dead Yet (“I shoot him in the head just to be sure”, for example) in PVP.&lt;br /&gt;
&lt;br /&gt;
===Space-time===&lt;br /&gt;
The ShadowHaven operates in real-time. A day in the real world is a day on the Haven. However, some games take place over the course of a couple days, a week, maybe even longer. These games are considered to be part of their “pocket universe.”&lt;br /&gt;
&lt;br /&gt;
====Downtime====&lt;br /&gt;
Character adjustments, purchases, and other time-sensitive cooldowns are unaffected by pocket universe time. As an example, a character who initiates before a run that spans a month in-game will not be able to initiate at the run’s conclusion as though a month has passed in real-time. Similarly, a character who learns a skill or spell, or increases an attribute during a long run only has that skill in the pocket universe of that run: they must pay for the change in downtime as normal before they can use it on other runs.&lt;br /&gt;
&lt;br /&gt;
====Multi-Session Exclusivity====&lt;br /&gt;
Note, characters in the middle of Multi-Session runs are assumed to be free to go on other runs unless either of the GMs in question elect to not let them. This should be clearly communicated in advance to avoid any issues.&lt;br /&gt;
&lt;br /&gt;
==Run Content Limitations==&lt;br /&gt;
&lt;br /&gt;
Some content GMs cannot use or must change due to their incapability with the lore and lack of consistency with the Haven&#039;s rule set. They are also considered non-canon on the Haven&lt;br /&gt;
&lt;br /&gt;
===Banned Content===&lt;br /&gt;
&lt;br /&gt;
*Growth (Page 49, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*Multiply Food (Page 50, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Street Lethal, Page 130)&lt;br /&gt;
&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Street Lethal, Page 130) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The Shiawase/Nemesis Arms Man-Catcher (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Flicker IC (KC 67) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Blue Goo IC (KC 68) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
&lt;br /&gt;
===Modified Content===&lt;br /&gt;
&lt;br /&gt;
*Sleuther IC (KC 67) shall be permitted. Rather than the normal listed effects, a successful strike places a single mark on you. This mark provides the Host that struck you with the name and location of any Grids or Hosts you may visit, stored in an automatically created file within that Host. This IC may place multiple marks, and the marks it places may be erased normally. If all such placed marks are erased through any means, the Host ceases to receive data about your travels.&lt;br /&gt;
&lt;br /&gt;
*Offline Hosts (KC 46) shall be permitted. GMs should be careful to not overuse these, as they are rare.&lt;br /&gt;
&lt;br /&gt;
*The rules text for Blight described on page 157 and 158 of Better than Bad shall not be used on Shadowhaven. Instead, Blight shall be a Contact, Injection Vector toxin which, upon hitting a spirit, shall remove its Immunity to Normal Weapons for [12 - Spirit&#039;s Force hours, minimum 1 hour]. The speed, penetration, and power are unchanged. Blight has no effect on non-spirit entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GMs should generally also follow modifications listed in the [[Player_Rules|player rules]].&lt;br /&gt;
&lt;br /&gt;
===Needs Approval===&lt;br /&gt;
&lt;br /&gt;
*Fader IC (Page 89, Street Lethal) shall be permitted, but only with explicit Thematics Team approval.&lt;br /&gt;
*Bug Queens&lt;br /&gt;
*Master Shedim&lt;br /&gt;
*Crystalline Entity&lt;br /&gt;
*Yama Kings&lt;br /&gt;
*Horrors&lt;br /&gt;
*Elder Gods&lt;br /&gt;
*Great Dragons that are not named in canon&lt;br /&gt;
*(unnamed by Catalyst) Immortal Elves&lt;br /&gt;
*Plots that could potentially bring about the deaths of the people within the majority single city block.&lt;br /&gt;
*Plots that (do or stand a chance to) alter/kill/remove [[:Category:Public_Contacts|Public Contacts]] .&lt;br /&gt;
*Plots that involve raids on RP areas (just to confirm handling) such as The Daze.&lt;br /&gt;
*Canon: (established by Catalyst) runners, immortal elves, great dragons, or other important characters being directly involved in a run. (they hire the PCs/go on a mission with the PCs/oppose the PCs/tell the PCs critical information in exchange for something etc).&lt;br /&gt;
*Canon (established by Catalyst) runners, immortal elves, great dragons, or other important characters in a run being damaged or changed from their canon lore (canon character is killed/injured/has mental damage/gains a new enemy/loses something they canonically have/or in any other way has their canon meaningfully changed by the interaction)&lt;br /&gt;
*WMDs being detonated.&lt;br /&gt;
*Street Lethal Future Tech (due to it technically not being invented yet).&lt;br /&gt;
*Enemies with Tech/Magic/Skill far beyond their means (Low rank/wealth enemies geared with Deltaware, milspec gear, magic 12 or other odd things without a proper explanation as to why but simply rather to boost their stats (or perceived threat)).&lt;br /&gt;
*New Tech (futuretech+, or things that have never been published or are completely homebrew.)&lt;br /&gt;
*New creatures/spirits (unpublished, homebrewed adversaries).&lt;br /&gt;
&lt;br /&gt;
==Table Rules== &lt;br /&gt;
&lt;br /&gt;
In order to establish consistency for our often brand new Shadowrun players, GMs are not allowed to have table rules and must follow the rules listed in the [[Player_Rules|Player Rules]]. If a GM disagrees with how the ShadowHaven rules on an issue and it truly impedes their ability to GM, they are welcome to contact a council member or post their objections in the Topics for Discussion thread.&lt;br /&gt;
&lt;br /&gt;
==Run Feedback==&lt;br /&gt;
&lt;br /&gt;
We ask that all GMs ask their players to fill in the [https://docs.google.com/forms/d/e/1FAIpQLScMqaGDe4LQEcJauqpPc-qLx2wvgfqcvYAO_T7mnwH4Q0GdIw/viewform GM feedback form after their runs]. This is to help you improve as a GM and for us to detect gross misconduct, we will not judge you for a few lackluster runs.&lt;br /&gt;
&lt;br /&gt;
==GM Moderation==&lt;br /&gt;
&lt;br /&gt;
Any moderator or thematics can stop a game in progress for gross misconduct that goes against our community expectations. The thematics team can choose to ban a community member from GMing for gross misconduct and behavior that disrupts the shared sandbox and storyline that other GMs use. &lt;br /&gt;
&lt;br /&gt;
The intent of these rules is to create a safe place for new GMs to fail and learn. If you are failing and learning in good faith, no action will be taken against you. Lower level GMs should consider taking experienced players on their runs to learn from them when possible. Every experienced Shadowhaven GM has ran a lackluster game before, but we learned from our mistakes.&lt;br /&gt;
&lt;br /&gt;
However, we have a duty to ensure our players have a good time as well. Therefore, the run may be modified or fully retconned depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
GM bans may be appealed to the sysop by sending Reddit moderator mail.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgement==&lt;br /&gt;
&lt;br /&gt;
Some of these GM rules were taken, modified or inspired by the [https://shadownet.run/GM_Rules Shadownet GM rules] and the [http://thedark.run/GM_Rules Light in the Dark GM rules].&lt;br /&gt;
[[Category:GM Resources]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46030</id>
		<title>GM Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46030"/>
		<updated>2020-08-06T05:00:45Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Threat Descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Expectations of ShadowHaven GMs==&lt;br /&gt;
&lt;br /&gt;
===Have Fun and Put Real Life First===&lt;br /&gt;
&lt;br /&gt;
This should go without saying, but we&#039;ve seen our fair share of Living Community GMs burn themselves out. Never feel like anyone&#039;s fun is solely your responsibility. Never feel compelled to GM a game by a certain date. You will make mistakes, but laugh them off and learn from them. When you are relaxed, the players sense your relaxation. If you are really interested in a run&#039;s story and a metaplot&#039;s topic, your passion comes through the run. It is ShadowHaven&#039;s leadership&#039;s job to teach you this complex game system. Focus on having fun.&lt;br /&gt;
&lt;br /&gt;
===Be a Fan of the PCs===&lt;br /&gt;
&lt;br /&gt;
To quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Present the world honestly—things really are stacked against them—but don’t make yourself the enemy of the PCs. They have enemies enough. Be interested in the characters and excited about their victories.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If the players come up with a clever plan that completely negates your security plans, congratulate them on their cleverness. Play with the players, not against them. Challenge and risk can make for a great and memorable experience -- but don’t make the game you vs. the players. Assume competence, and don’t try to catch players in “gotchas” -- competent runners might make a mistake or forget something if they’re pressured for time or under fire, but it’s good practice to give them the benefit of the doubt when they aren’t.&lt;br /&gt;
&lt;br /&gt;
We’re fundamentally here to play games together and have fun, and as the GM you have a lot of control over how the game goes; with that great power comes great responsibility, and the responsibility is to try to make sure people have a good time.  &lt;br /&gt;
&lt;br /&gt;
===Ask for Help===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel shy to call and break and ask for help in our GM chat if you encounter a situation you don&#039;t know how to handle. &lt;br /&gt;
&lt;br /&gt;
===Hold on Lightly===&lt;br /&gt;
&lt;br /&gt;
To once again quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Always feel free to rewind, revise, and reconsider events as needed. This is not a “no take backs” kind of game. You can always say, “Actually, no... let’s say it was only two guys, instead. I don’t know why they’d have any more than that here.” This can be a tricky principle to internalize. It can be so tempting to put your foot down (often for no good reason) or to treat elements of the game as too sacred. Resist that impulse!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Impact our Shared Setting===&lt;br /&gt;
&lt;br /&gt;
We want organic storylines that have an impact that is felt, those are exciting and cool runs. We want to be able to write about an awesome pink mohawk exalted style sword fight on top of the Space Needle that sent its radio antenna crashing to the ground. We want to cheer on our players as their trenchcoat-wearing PCs send stock prices into freefall. As long as the core elements of the setting remain intact and major buildings can be repairable, go for it.&lt;br /&gt;
&lt;br /&gt;
===Treat our Shared Setting with Respect for Other GMs===&lt;br /&gt;
&lt;br /&gt;
Tell a story together with other GMs. It really sucks if another GM blows up the homebrew gang that you created. This is a shared sandbox, don&#039;t kick down other people&#039;s castles. Try to build your castle around their creations. Share the setting with respect towards the other GMs. &lt;br /&gt;
&lt;br /&gt;
===Understand the Setting is Vast===&lt;br /&gt;
&lt;br /&gt;
Players (and GMs) can play the kind of Shadowrun they want to play. If you have a specific view of how Shadowrun should be, you’re entirely free to pick people who conform to that philosophy, but it’s not okay to tell other people how to have fun, or their kind of fun is wrong. As the GM, it&#039;s your responsibility to communicate your particular style to your players - through a Style Guide as well as pre-game discussion.&lt;br /&gt;
&lt;br /&gt;
The setting is vast enough that we can have VTOL battles above the skies of Seattle while runners creep through a high-security facility.&lt;br /&gt;
&lt;br /&gt;
===Be Reasonable===&lt;br /&gt;
&lt;br /&gt;
Stay within reasonable expectations. It may be fun for a character to get milspec armor from a ganger in the barrens on a low-threat run, but it really cheapens the experience of the player who slogged through the amazon to pry that same armor off a super-soldier during a prime run.&lt;br /&gt;
&lt;br /&gt;
===Know the Major Rules for Key Aspects of your Run===&lt;br /&gt;
&lt;br /&gt;
If you have a major obstacle, know the rules related to that obstacle. If a big part of the run involves a car chase or a host dive, you should have a good grasp of the rules related to car chases or host dives (or whatever the obstacle is). Ask ShadowHaven leadership and team members for training on mechanics you want to learn.&lt;br /&gt;
&lt;br /&gt;
===Modulate the Number of Players at your games===&lt;br /&gt;
&lt;br /&gt;
It is tempting to take 5 or more players on a run, and it is possible to do with an experienced game master leading a group of experienced players. However, the Haven caters towards new players and the nature of online play limits some of the communication bandwidth found in real life. Consider limiting yourself to 3 or 4 players. If you seek to push beyond that number, have each player&#039;s role on the team be well defined and ask for their cooperation.&lt;br /&gt;
&lt;br /&gt;
===Assume Competence===&lt;br /&gt;
There are a lot of trivial decisions -- that is, decisions with a clear best choice and no downside -- that shadowrunners routinely make.  These are things like wiping an astral signature, infiltrating in disguise, wearing a mask in a firefight, setting up a DNI before the meet, running silent while hacking, and turning off SINs before committing crimes.  In general it’s best to assume that players do these things unless they say otherwise (or some kind of constraint -- like time -- prevents them).  Exactly what assumed competence covers is a matter for debate and should be discussed with the players at your table in the event it comes up. When in doubt, rule in the player’s favour; try to avoid “gotcha” moments. Generally for the sake of tidiness and expedient gameplay most GMs choose to assume competence, but each GM table is unique.&lt;br /&gt;
The standard is to assume competence. The onus is on the GM to explain what they mean when they say they won’t assume competence, and it something they need to ensure players are aware of before a game begins, whether through the application thread, their style guide, or before the game begins.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a lack of assumed competence doesn’t mean assumed incompetence. The nature of a community means that players will need to adjust to different GMing styles. Consider giving your players the benefit of the doubt in case they forget something obvious, or making use of the Common Sense quality to prevent potentially derailing situations.&lt;br /&gt;
&lt;br /&gt;
==Required Pre-Game X-Card Briefing==&lt;br /&gt;
&lt;br /&gt;
In order to ensure player safety, all ShadowHaven Game Masters as mandated to explain the [[Charter#1: The Right Not to be Forced to Continue and Abandon or Cease Uncomfortable Scenes .28Global X-Card.29|Haven&#039;s global x-card policy.]] (Remember, you as GM can use an x-card if a player is making you uncomfortable)&lt;br /&gt;
&lt;br /&gt;
Some example scripts:&lt;br /&gt;
&lt;br /&gt;
*This run will utilize the &#039;X-Card&#039; system. If, at any point, you are uncomfortable with the current scene or the topics, themes, and subjects starring within the scene, you may say or type the phrase &#039;X-Card&#039; and I will immediately stop the scene and move on.&lt;br /&gt;
&lt;br /&gt;
*We on the Shadowhaven use the X-card system, simply say or type x-card and the game will stop immediately. You do not have to give a reason, you do not have to explain why.&lt;br /&gt;
&lt;br /&gt;
Please see [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Game Masters==&lt;br /&gt;
===Becoming a GM===&lt;br /&gt;
Simply use the &amp;lt;code&amp;gt;!join Level 0 GM&amp;lt;/code&amp;gt; command after reading the GM expectations above.&lt;br /&gt;
&lt;br /&gt;
===GM Levels===&lt;br /&gt;
GMs are either Level 0 GM, Level 1 GM, Level 2 GM, or Level 3 GM.&lt;br /&gt;
====Level 0 GM====&lt;br /&gt;
Anyone who wants to GM can appoint themselves to level 0. These GMs are limited to running lower threat runs or higher degrees of guidance, to reduce the chance of mishaps. The intent of this level is to create a safe place for new GMs to fail and learn. Greenhorn GMs should consider taking experienced players on their runs to learn from them when possible.&lt;br /&gt;
&lt;br /&gt;
Level 0 GMs advance to level 1 by completing 3 runs with an overall game rating over 7. If a run has no feedback submitted, it counts as a passed run. They also need to make a [[#Style_Guide|Style Guide]]. When you advance from a Level 0 to a Level 1 GM, you gain 10 GMP.&lt;br /&gt;
&lt;br /&gt;
====Level 1 GM====&lt;br /&gt;
Level 1 GMs advance to level 2 by completing a high threat run, demonstrating competency in all the three big aspects of the game, meat, matrix and magic. Ping @Thematics with your high threat run AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 2 GM====&lt;br /&gt;
&lt;br /&gt;
Level 2 GMs advance to level 3 to signify the trust that the thematics department places in them. This trust is earned by completed a semi-prime run and weaving it into the shared story by writing an AAR signifying its metaplot impact. Ping @Thematics with your AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 3 GM====&lt;br /&gt;
Level 3 GMs are trusted to freeform any run, save a Prime Run. They are actual wizards forging the shared story of ShadowHaven. They can lead teams of GMs to tell an intense story across multiple runs and are the Haven’s flagship GMs.&lt;br /&gt;
&lt;br /&gt;
===GM Ranking Up===&lt;br /&gt;
&lt;br /&gt;
Ping thematics once you complete the requirements for a new level.&lt;br /&gt;
&lt;br /&gt;
===GM Limitations===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Run Limitation&lt;br /&gt;
|-&lt;br /&gt;
|Coached Run&lt;br /&gt;
|Approved Run&lt;br /&gt;
|Freeform Run&lt;br /&gt;
|May Not Run&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Run Threat Level&lt;br /&gt;
|Milk&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Prime&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|-&lt;br /&gt;
|Prime&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Coached Runs - Coached Runs have a GM of a higher level sit in as a non-player to provide real-time support. The GM or the coach can call for a break and discuss matters at hand. PMing during the game is discouraged, outside of asking for a break, because it can be distracting. Because they don&#039;t play and are on standby to support a low leveled GM, they earn 10 GMP.&lt;br /&gt;
&lt;br /&gt;
*Approved Runs - These runs have a [https://forms.gle/thiDABy8YByioA717 run proposal form] filled out and approved by Thematics. All other members of the Haven can also comment to help the GM develop their run.&lt;br /&gt;
&lt;br /&gt;
*Freeform Run - These runs are completely freeform and have no support.&lt;br /&gt;
&lt;br /&gt;
==Run Types==&lt;br /&gt;
A run is __ if ___.&lt;br /&gt;
===Selection===&lt;br /&gt;
&lt;br /&gt;
*Private: the majority of players were pre-selected. Private runs are not eligible for [[#Additional_Rewards|additional GM rewards]].&lt;br /&gt;
*Public: not private&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
&lt;br /&gt;
*Scheduled: post and picks were made at least a full day in advance of the run, the post accurately informed players when picks will be decided, and the game started within an hour of the scheduled time&lt;br /&gt;
*Impromptu: post and picks were made within just a few hours of the run&lt;br /&gt;
*Overflow: an Impromptu that was made within two hours of another run&#039;s game start in response to high player demand&lt;br /&gt;
*Replacement: an Impromptu that is hosted within two hours of another run&#039;s game start in response to a postponed game or missing GM.&lt;br /&gt;
*Normal: otherwise&lt;br /&gt;
&lt;br /&gt;
===Threat Level===&lt;br /&gt;
===Threat===&lt;br /&gt;
The following are rough guidelines on threat level in game. For a more detailed description of each level, see [[Run Threat Descriptions]].&lt;br /&gt;
&lt;br /&gt;
Each run post should state the designed threat level, but threat levels can be increased based on conditions on the table. However, these adjustments should be consented to by the players, either in advance or by signaling that an unexpected course of action may result in escalation of threat. Note that the GM still needs to have a sufficent GM level to run at the new threat level, which may require converting the run into a different type (i.e., getting a coach or employing pregenerated grunts, and so becoming a Coached or Structured Run).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Threat Descriptions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| Milk Runs are extremely low threat games, a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Rewards rarely go beyond bragging rights.&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| Low threat runs have fairly light opposition in meat, matrix and magic, usually disorganized and unlikely to do much other than point and shoot, or surrender if they know what’s good for them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| Medium threat runs are designed around more secured sites and people which still are considering the economics of their security. More skilled staff and better equipment is deployed, but they are still typical skilled levels and mass produced equipment. Powerful ‘landmine’ effects come up easily in the now mandatory legwork, and can be circumvented or defended against by a prepared team.&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| High threat is when things start to get intense. Opposition will routinely use clever tactics like focused fire, hacking unsecured ‘ware, illusion and manipulation spells, and attempts to lure PCs into traps. Static factors and obstacles, such as mana barriers, might be prohibitively difficult to overcome directly.&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| Semi-prime runs pit the runners against highly competent forces, often outnumbering them, and dangerous pitfalls hidden behind difficult legwork. Rewards typically come in the form of rare equipment or powerful contacts, in addition to money and karma. The objective is often located is large facilities such as Skyrakers or Proving grounds limiting the runner&#039;s ability to escape before HTR can engage them.&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| Prime runs are the height of a Shadowrunner’s career, offering grave danger and outrageous rewards that can make runners consider retirement, or going off the deep end. They must always be approved by Thematics.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
*Multi-Session: a run that takes place across multiple play sessions&lt;br /&gt;
*Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn&#039;t even need to use ShadowHaven characters.&lt;br /&gt;
&lt;br /&gt;
==Run Rewards==&lt;br /&gt;
Rewards are primarily based on run threat, as it (usually) represents player risk and GM preparation. However, high duration and multi-session runs may require an adjustment. You can use the following formula to adjust runner rewards and GMP at the high end:&lt;br /&gt;
&lt;br /&gt;
Reward Multiplier: &amp;lt;code&amp;gt;(Total Duration In Hours Across All Sessions) / 6&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, even if you expect the run to go long, it&#039;s best to have the Johnson pay the runners normally and consider any extra allowance from duration to help handle &amp;quot;extra&amp;quot; pay the runners might happen into (like paydata, going out of their way to &amp;quot;get paid twice&amp;quot;, fencing loot, etc).&lt;br /&gt;
&lt;br /&gt;
Also, feel free to ask the Thematics Department and fellow GMs for advice on run rewards.&lt;br /&gt;
&lt;br /&gt;
===RVP===&lt;br /&gt;
{{:RVP}}&lt;br /&gt;
&lt;br /&gt;
===Player Rewards===&lt;br /&gt;
Standard reward ranges for Normal runs based on threat:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| up to 100 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| up to 40 RVP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14-16 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10-13 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6-9 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 0-5 RVP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A Full After Action Report (AAR) must be added to the run&#039;s wiki page for any run that rewards more than 19 RVP if the run is not a Semiprime or above.&lt;br /&gt;
&lt;br /&gt;
These are merely guidelines and exceptions can occur, but chronic overpaying is frown upon and may result in consequences.&lt;br /&gt;
&lt;br /&gt;
Additionally, players may write a Full/Narrative AAR and add it to the Full AAR to earn 1 GMP. This is the PC&#039;s version of events, compared to the more unbiased version of events, and should be in character. These are placed in the run&#039;s wiki page.&lt;br /&gt;
&lt;br /&gt;
====CDP====&lt;br /&gt;
Characters also earn 2 [[CDP]] per run. This can be used to buy knowledge skills or contacts. A GM may also choose to award contacts as a part of the run rewards using CDP. See [[Contact_Rules#Buying_and_Upgrading_Contacts|Contact Rules]] for more information.&lt;br /&gt;
====Better Than Bad&#039;s Intangible Rewards====&lt;br /&gt;
&lt;br /&gt;
In reference to the Intangible Rewards listed on page 45 of Better Than Bad; &lt;br /&gt;
&lt;br /&gt;
*GMs may issue lifestyle cost reductions for 1 RVP per 4000 in cost of lifestyle modification. That is, if an anarchist commune offers a low lifestyle for a year, it will be the total cost of that lifestyle in RVP.&lt;br /&gt;
*GMs may freely issue intelligence and have the player write a description of the intel on the wikipage. At GM description, intel earned this way may make future runs easier. The wikipage should have a link to the Run&#039;s AAR, a description of what the intel is and who gave it to them. GMs are encouraged to discussed other intangible rewards with thematics.&lt;br /&gt;
&lt;br /&gt;
===GM Rewards===&lt;br /&gt;
&lt;br /&gt;
====Base Rewards====&lt;br /&gt;
Base reward for hosting a run is determined by the threat level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| 41 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| 17 GMP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 1 GMP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AAR Rewards====&lt;br /&gt;
After the run is concluded, creating an AAR will reward 4 GMP. Note, this need not be the GM. The GM may choose to allow a player to write the AAR instead, allowing the player to claim the 4 GMP.&lt;br /&gt;
&lt;br /&gt;
====Additional Rewards====&lt;br /&gt;
&lt;br /&gt;
Additional rewards, all of which are worth 1 GMP, which are not affected by the Reward Multiplier:&lt;br /&gt;
&lt;br /&gt;
*Overflow&lt;br /&gt;
*Scheduled&lt;br /&gt;
*Replacement&lt;br /&gt;
*Run was recorded and uploaded to ShadowHaven youtube&lt;br /&gt;
*Run was metaplot linked&lt;br /&gt;
*Each player taken who has not had a run in over a month. (Including a players first run)&lt;br /&gt;
*Each character taken that has had less than 3 runs total. (This stacks with the above reward.)&lt;br /&gt;
&lt;br /&gt;
===GMP===&lt;br /&gt;
{{:GMP}}&lt;br /&gt;
&lt;br /&gt;
==Run Posts==&lt;br /&gt;
===Style Guide===&lt;br /&gt;
GMs should maintain a document covering their personal GMing style, linked on their run post&lt;br /&gt;
&lt;br /&gt;
*For now, use whatever structure and information you feel best, but the following questions must be covered&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character has a high chance of declining at the meet&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character will actively attempt to thwart or derail&lt;br /&gt;
**Views on realism and seriousness of the setting&lt;br /&gt;
**Views on consequences and failure&lt;br /&gt;
*Runs that notably differ from your normal style as described in your document must be noted as such&lt;br /&gt;
&lt;br /&gt;
==Run Content==&lt;br /&gt;
===Reusing Material===&lt;br /&gt;
Re-using run concepts and ideas is allowed, but GMs are encouraged to make their games as unique as possible for the benefit of the players.&lt;br /&gt;
&lt;br /&gt;
===GMPCs===&lt;br /&gt;
You need a run proposal and approval to have a GM-controlled PC in the game. It is strongly discouraged to have GM PCs in game without good reason.&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
PVP is always at the GM’s discretion, and should only occur if both players are ok with it.  If PVP does happen, don’t let players burn edge to smackdown in PVP, and if edge is burnt for Not Dead Yet, the player who burnt the edge gets to live.  Players are not allowed to circumvent Not Dead Yet (“I shoot him in the head just to be sure”, for example) in PVP.&lt;br /&gt;
&lt;br /&gt;
===Space-time===&lt;br /&gt;
The ShadowHaven operates in real-time. A day in the real world is a day on the Haven. However, some games take place over the course of a couple days, a week, maybe even longer. These games are considered to be part of their “pocket universe.”&lt;br /&gt;
&lt;br /&gt;
====Downtime====&lt;br /&gt;
Character adjustments, purchases, and other time-sensitive cooldowns are unaffected by pocket universe time. As an example, a character who initiates before a run that spans a month in-game will not be able to initiate at the run’s conclusion as though a month has passed in real-time. Similarly, a character who learns a skill or spell, or increases an attribute during a long run only has that skill in the pocket universe of that run: they must pay for the change in downtime as normal before they can use it on other runs.&lt;br /&gt;
&lt;br /&gt;
====Multi-Session Exclusivity====&lt;br /&gt;
Note, characters in the middle of Multi-Session runs are assumed to be free to go on other runs unless either of the GMs in question elect to not let them. This should be clearly communicated in advance to avoid any issues.&lt;br /&gt;
&lt;br /&gt;
==Run Content Limitations==&lt;br /&gt;
&lt;br /&gt;
Some content GMs cannot use or must change due to their incapability with the lore and lack of consistency with the Haven&#039;s rule set. They are also considered non-canon on the Haven&lt;br /&gt;
&lt;br /&gt;
===Banned Content===&lt;br /&gt;
&lt;br /&gt;
*Growth (Page 49, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*Multiply Food (Page 50, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Street Lethal, Page 130)&lt;br /&gt;
&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Street Lethal, Page 130) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The Shiawase/Nemesis Arms Man-Catcher (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Flicker IC (KC 67) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Blue Goo IC (KC 68) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
&lt;br /&gt;
===Modified Content===&lt;br /&gt;
&lt;br /&gt;
*Sleuther IC (KC 67) shall be permitted. Rather than the normal listed effects, a successful strike places a single mark on you. This mark provides the Host that struck you with the name and location of any Grids or Hosts you may visit, stored in an automatically created file within that Host. This IC may place multiple marks, and the marks it places may be erased normally. If all such placed marks are erased through any means, the Host ceases to receive data about your travels.&lt;br /&gt;
&lt;br /&gt;
*Offline Hosts (KC 46) shall be permitted. GMs should be careful to not overuse these, as they are rare.&lt;br /&gt;
&lt;br /&gt;
*The rules text for Blight described on page 157 and 158 of Better than Bad shall not be used on Shadowhaven. Instead, Blight shall be a Contact, Injection Vector toxin which, upon hitting a spirit, shall remove its Immunity to Normal Weapons for [12 - Spirit&#039;s Force hours, minimum 1 hour]. The speed, penetration, and power are unchanged. Blight has no effect on non-spirit entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GMs should generally also follow modifications listed in the [[Player_Rules|player rules]].&lt;br /&gt;
&lt;br /&gt;
===Needs Approval===&lt;br /&gt;
&lt;br /&gt;
*Fader IC (Page 89, Street Lethal) shall be permitted, but only with explicit Thematics Team approval.&lt;br /&gt;
*Bug Queens&lt;br /&gt;
*Master Shedim&lt;br /&gt;
*Crystalline Entity&lt;br /&gt;
*Yama Kings&lt;br /&gt;
*Horrors&lt;br /&gt;
*Elder Gods&lt;br /&gt;
*Great Dragons that are not named in canon&lt;br /&gt;
*(unnamed by Catalyst) Immortal Elves&lt;br /&gt;
*Plots that could potentially bring about the deaths of the people within the majority single city block.&lt;br /&gt;
*Plots that (do or stand a chance to) alter/kill/remove [[:Category:Public_Contacts|Public Contacts]] .&lt;br /&gt;
*Plots that involve raids on RP areas (just to confirm handling) such as The Daze.&lt;br /&gt;
*Canon: (established by Catalyst) runners, immortal elves, great dragons, or other important characters being directly involved in a run. (they hire the PCs/go on a mission with the PCs/oppose the PCs/tell the PCs critical information in exchange for something etc).&lt;br /&gt;
*Canon (established by Catalyst) runners, immortal elves, great dragons, or other important characters in a run being damaged or changed from their canon lore (canon character is killed/injured/has mental damage/gains a new enemy/loses something they canonically have/or in any other way has their canon meaningfully changed by the interaction)&lt;br /&gt;
*WMDs being detonated.&lt;br /&gt;
*Street Lethal Future Tech (due to it technically not being invented yet).&lt;br /&gt;
*Enemies with Tech/Magic/Skill far beyond their means (Low rank/wealth enemies geared with Deltaware, milspec gear, magic 12 or other odd things without a proper explanation as to why but simply rather to boost their stats (or perceived threat)).&lt;br /&gt;
*New Tech (futuretech+, or things that have never been published or are completely homebrew.)&lt;br /&gt;
*New creatures/spirits (unpublished, homebrewed adversaries).&lt;br /&gt;
&lt;br /&gt;
==Table Rules== &lt;br /&gt;
&lt;br /&gt;
In order to establish consistency for our often brand new Shadowrun players, GMs are not allowed to have table rules and must follow the rules listed in the [[Player_Rules|Player Rules]]. If a GM disagrees with how the ShadowHaven rules on an issue and it truly impedes their ability to GM, they are welcome to contact a council member or post their objections in the Topics for Discussion thread.&lt;br /&gt;
&lt;br /&gt;
==Run Feedback==&lt;br /&gt;
&lt;br /&gt;
We ask that all GMs ask their players to fill in the [https://docs.google.com/forms/d/e/1FAIpQLScMqaGDe4LQEcJauqpPc-qLx2wvgfqcvYAO_T7mnwH4Q0GdIw/viewform GM feedback form after their runs]. This is to help you improve as a GM and for us to detect gross misconduct, we will not judge you for a few lackluster runs.&lt;br /&gt;
&lt;br /&gt;
==GM Moderation==&lt;br /&gt;
&lt;br /&gt;
Any moderator or thematics can stop a game in progress for gross misconduct that goes against our community expectations. The thematics team can choose to ban a community member from GMing for gross misconduct and behavior that disrupts the shared sandbox and storyline that other GMs use. &lt;br /&gt;
&lt;br /&gt;
The intent of these rules is to create a safe place for new GMs to fail and learn. If you are failing and learning in good faith, no action will be taken against you. Lower level GMs should consider taking experienced players on their runs to learn from them when possible. Every experienced Shadowhaven GM has ran a lackluster game before, but we learned from our mistakes.&lt;br /&gt;
&lt;br /&gt;
However, we have a duty to ensure our players have a good time as well. Therefore, the run may be modified or fully retconned depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
GM bans may be appealed to the sysop by sending Reddit moderator mail.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgement==&lt;br /&gt;
&lt;br /&gt;
Some of these GM rules were taken, modified or inspired by the [https://shadownet.run/GM_Rules Shadownet GM rules] and the [http://thedark.run/GM_Rules Light in the Dark GM rules].&lt;br /&gt;
[[Category:GM Resources]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46029</id>
		<title>GM Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46029"/>
		<updated>2020-08-06T04:53:16Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Base Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Expectations of ShadowHaven GMs==&lt;br /&gt;
&lt;br /&gt;
===Have Fun and Put Real Life First===&lt;br /&gt;
&lt;br /&gt;
This should go without saying, but we&#039;ve seen our fair share of Living Community GMs burn themselves out. Never feel like anyone&#039;s fun is solely your responsibility. Never feel compelled to GM a game by a certain date. You will make mistakes, but laugh them off and learn from them. When you are relaxed, the players sense your relaxation. If you are really interested in a run&#039;s story and a metaplot&#039;s topic, your passion comes through the run. It is ShadowHaven&#039;s leadership&#039;s job to teach you this complex game system. Focus on having fun.&lt;br /&gt;
&lt;br /&gt;
===Be a Fan of the PCs===&lt;br /&gt;
&lt;br /&gt;
To quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Present the world honestly—things really are stacked against them—but don’t make yourself the enemy of the PCs. They have enemies enough. Be interested in the characters and excited about their victories.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If the players come up with a clever plan that completely negates your security plans, congratulate them on their cleverness. Play with the players, not against them. Challenge and risk can make for a great and memorable experience -- but don’t make the game you vs. the players. Assume competence, and don’t try to catch players in “gotchas” -- competent runners might make a mistake or forget something if they’re pressured for time or under fire, but it’s good practice to give them the benefit of the doubt when they aren’t.&lt;br /&gt;
&lt;br /&gt;
We’re fundamentally here to play games together and have fun, and as the GM you have a lot of control over how the game goes; with that great power comes great responsibility, and the responsibility is to try to make sure people have a good time.  &lt;br /&gt;
&lt;br /&gt;
===Ask for Help===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel shy to call and break and ask for help in our GM chat if you encounter a situation you don&#039;t know how to handle. &lt;br /&gt;
&lt;br /&gt;
===Hold on Lightly===&lt;br /&gt;
&lt;br /&gt;
To once again quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Always feel free to rewind, revise, and reconsider events as needed. This is not a “no take backs” kind of game. You can always say, “Actually, no... let’s say it was only two guys, instead. I don’t know why they’d have any more than that here.” This can be a tricky principle to internalize. It can be so tempting to put your foot down (often for no good reason) or to treat elements of the game as too sacred. Resist that impulse!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Impact our Shared Setting===&lt;br /&gt;
&lt;br /&gt;
We want organic storylines that have an impact that is felt, those are exciting and cool runs. We want to be able to write about an awesome pink mohawk exalted style sword fight on top of the Space Needle that sent its radio antenna crashing to the ground. We want to cheer on our players as their trenchcoat-wearing PCs send stock prices into freefall. As long as the core elements of the setting remain intact and major buildings can be repairable, go for it.&lt;br /&gt;
&lt;br /&gt;
===Treat our Shared Setting with Respect for Other GMs===&lt;br /&gt;
&lt;br /&gt;
Tell a story together with other GMs. It really sucks if another GM blows up the homebrew gang that you created. This is a shared sandbox, don&#039;t kick down other people&#039;s castles. Try to build your castle around their creations. Share the setting with respect towards the other GMs. &lt;br /&gt;
&lt;br /&gt;
===Understand the Setting is Vast===&lt;br /&gt;
&lt;br /&gt;
Players (and GMs) can play the kind of Shadowrun they want to play. If you have a specific view of how Shadowrun should be, you’re entirely free to pick people who conform to that philosophy, but it’s not okay to tell other people how to have fun, or their kind of fun is wrong. As the GM, it&#039;s your responsibility to communicate your particular style to your players - through a Style Guide as well as pre-game discussion.&lt;br /&gt;
&lt;br /&gt;
The setting is vast enough that we can have VTOL battles above the skies of Seattle while runners creep through a high-security facility.&lt;br /&gt;
&lt;br /&gt;
===Be Reasonable===&lt;br /&gt;
&lt;br /&gt;
Stay within reasonable expectations. It may be fun for a character to get milspec armor from a ganger in the barrens on a low-threat run, but it really cheapens the experience of the player who slogged through the amazon to pry that same armor off a super-soldier during a prime run.&lt;br /&gt;
&lt;br /&gt;
===Know the Major Rules for Key Aspects of your Run===&lt;br /&gt;
&lt;br /&gt;
If you have a major obstacle, know the rules related to that obstacle. If a big part of the run involves a car chase or a host dive, you should have a good grasp of the rules related to car chases or host dives (or whatever the obstacle is). Ask ShadowHaven leadership and team members for training on mechanics you want to learn.&lt;br /&gt;
&lt;br /&gt;
===Modulate the Number of Players at your games===&lt;br /&gt;
&lt;br /&gt;
It is tempting to take 5 or more players on a run, and it is possible to do with an experienced game master leading a group of experienced players. However, the Haven caters towards new players and the nature of online play limits some of the communication bandwidth found in real life. Consider limiting yourself to 3 or 4 players. If you seek to push beyond that number, have each player&#039;s role on the team be well defined and ask for their cooperation.&lt;br /&gt;
&lt;br /&gt;
===Assume Competence===&lt;br /&gt;
There are a lot of trivial decisions -- that is, decisions with a clear best choice and no downside -- that shadowrunners routinely make.  These are things like wiping an astral signature, infiltrating in disguise, wearing a mask in a firefight, setting up a DNI before the meet, running silent while hacking, and turning off SINs before committing crimes.  In general it’s best to assume that players do these things unless they say otherwise (or some kind of constraint -- like time -- prevents them).  Exactly what assumed competence covers is a matter for debate and should be discussed with the players at your table in the event it comes up. When in doubt, rule in the player’s favour; try to avoid “gotcha” moments. Generally for the sake of tidiness and expedient gameplay most GMs choose to assume competence, but each GM table is unique.&lt;br /&gt;
The standard is to assume competence. The onus is on the GM to explain what they mean when they say they won’t assume competence, and it something they need to ensure players are aware of before a game begins, whether through the application thread, their style guide, or before the game begins.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a lack of assumed competence doesn’t mean assumed incompetence. The nature of a community means that players will need to adjust to different GMing styles. Consider giving your players the benefit of the doubt in case they forget something obvious, or making use of the Common Sense quality to prevent potentially derailing situations.&lt;br /&gt;
&lt;br /&gt;
==Required Pre-Game X-Card Briefing==&lt;br /&gt;
&lt;br /&gt;
In order to ensure player safety, all ShadowHaven Game Masters as mandated to explain the [[Charter#1: The Right Not to be Forced to Continue and Abandon or Cease Uncomfortable Scenes .28Global X-Card.29|Haven&#039;s global x-card policy.]] (Remember, you as GM can use an x-card if a player is making you uncomfortable)&lt;br /&gt;
&lt;br /&gt;
Some example scripts:&lt;br /&gt;
&lt;br /&gt;
*This run will utilize the &#039;X-Card&#039; system. If, at any point, you are uncomfortable with the current scene or the topics, themes, and subjects starring within the scene, you may say or type the phrase &#039;X-Card&#039; and I will immediately stop the scene and move on.&lt;br /&gt;
&lt;br /&gt;
*We on the Shadowhaven use the X-card system, simply say or type x-card and the game will stop immediately. You do not have to give a reason, you do not have to explain why.&lt;br /&gt;
&lt;br /&gt;
Please see [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Game Masters==&lt;br /&gt;
===Becoming a GM===&lt;br /&gt;
Simply use the &amp;lt;code&amp;gt;!join Level 0 GM&amp;lt;/code&amp;gt; command after reading the GM expectations above.&lt;br /&gt;
&lt;br /&gt;
===GM Levels===&lt;br /&gt;
GMs are either Level 0 GM, Level 1 GM, Level 2 GM, or Level 3 GM.&lt;br /&gt;
====Level 0 GM====&lt;br /&gt;
Anyone who wants to GM can appoint themselves to level 0. These GMs are limited to running lower threat runs or higher degrees of guidance, to reduce the chance of mishaps. The intent of this level is to create a safe place for new GMs to fail and learn. Greenhorn GMs should consider taking experienced players on their runs to learn from them when possible.&lt;br /&gt;
&lt;br /&gt;
Level 0 GMs advance to level 1 by completing 3 runs with an overall game rating over 7. If a run has no feedback submitted, it counts as a passed run. They also need to make a [[#Style_Guide|Style Guide]]. When you advance from a Level 0 to a Level 1 GM, you gain 10 GMP.&lt;br /&gt;
&lt;br /&gt;
====Level 1 GM====&lt;br /&gt;
Level 1 GMs advance to level 2 by completing a high threat run, demonstrating competency in all the three big aspects of the game, meat, matrix and magic. Ping @Thematics with your high threat run AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 2 GM====&lt;br /&gt;
&lt;br /&gt;
Level 2 GMs advance to level 3 to signify the trust that the thematics department places in them. This trust is earned by completed a semi-prime run and weaving it into the shared story by writing an AAR signifying its metaplot impact. Ping @Thematics with your AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 3 GM====&lt;br /&gt;
Level 3 GMs are trusted to freeform any run, save a Prime Run. They are actual wizards forging the shared story of ShadowHaven. They can lead teams of GMs to tell an intense story across multiple runs and are the Haven’s flagship GMs.&lt;br /&gt;
&lt;br /&gt;
===GM Ranking Up===&lt;br /&gt;
&lt;br /&gt;
Ping thematics once you complete the requirements for a new level.&lt;br /&gt;
&lt;br /&gt;
===GM Limitations===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Run Limitation&lt;br /&gt;
|-&lt;br /&gt;
|Coached Run&lt;br /&gt;
|Approved Run&lt;br /&gt;
|Freeform Run&lt;br /&gt;
|May Not Run&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Run Threat Level&lt;br /&gt;
|Milk&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Prime&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|-&lt;br /&gt;
|Prime&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Coached Runs - Coached Runs have a GM of a higher level sit in as a non-player to provide real-time support. The GM or the coach can call for a break and discuss matters at hand. PMing during the game is discouraged, outside of asking for a break, because it can be distracting. Because they don&#039;t play and are on standby to support a low leveled GM, they earn 10 GMP.&lt;br /&gt;
&lt;br /&gt;
*Approved Runs - These runs have a [https://forms.gle/thiDABy8YByioA717 run proposal form] filled out and approved by Thematics. All other members of the Haven can also comment to help the GM develop their run.&lt;br /&gt;
&lt;br /&gt;
*Freeform Run - These runs are completely freeform and have no support.&lt;br /&gt;
&lt;br /&gt;
==Run Types==&lt;br /&gt;
A run is __ if ___.&lt;br /&gt;
===Selection===&lt;br /&gt;
&lt;br /&gt;
*Private: the majority of players were pre-selected. Private runs are not eligible for [[#Additional_Rewards|additional GM rewards]].&lt;br /&gt;
*Public: not private&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
&lt;br /&gt;
*Scheduled: post and picks were made at least a full day in advance of the run, the post accurately informed players when picks will be decided, and the game started within an hour of the scheduled time&lt;br /&gt;
*Impromptu: post and picks were made within just a few hours of the run&lt;br /&gt;
*Overflow: an Impromptu that was made within two hours of another run&#039;s game start in response to high player demand&lt;br /&gt;
*Replacement: an Impromptu that is hosted within two hours of another run&#039;s game start in response to a postponed game or missing GM.&lt;br /&gt;
*Normal: otherwise&lt;br /&gt;
&lt;br /&gt;
===Threat Level===&lt;br /&gt;
===Threat===&lt;br /&gt;
The following are rough guidelines on threat level in game. For a more detailed description of each level, see [[Run Threat Descriptions]].&lt;br /&gt;
&lt;br /&gt;
Each run post should state the designed threat level, but threat levels can be increased based on conditions on the table. However, these adjustments should be consented to by the players, either in advance or by signaling that an unexpected course of action may result in escalation of threat. Note that the GM still needs to have a sufficent GM level to run at the new threat level, which may require converting the run into a different type (i.e., getting a coach or employing pregenerated grunts, and so becoming a Coached or Structured Run).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Threat Descriptions====&lt;br /&gt;
&lt;br /&gt;
*Milk Run&lt;br /&gt;
&lt;br /&gt;
Milk Runs are extremely low threat games, a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Rewards rarely go beyond bragging rights.&lt;br /&gt;
&lt;br /&gt;
*Low Threat&lt;br /&gt;
&lt;br /&gt;
Low threat runs have fairly light opposition in meat, matrix and magic, usually disorganized and unlikely to do much other than point and shoot, or surrender if they know what’s good for them.&lt;br /&gt;
&lt;br /&gt;
*Medium Threat&lt;br /&gt;
&lt;br /&gt;
Medium threat runs are designed around more secured sites and people which still are considering the economics of their security. More skilled staff and better equipment is deployed, but they are still typical skilled levels and mass produced equipment. Powerful ‘landmine’ effects come up easily in the now mandatory legwork, and can be circumvented or defended against by a prepared team.&lt;br /&gt;
&lt;br /&gt;
*High Threat&lt;br /&gt;
&lt;br /&gt;
High threat is when things start to get intense. Opposition will routinely use clever tactics like focused fire, hacking unsecured ‘ware, illusion and manipulation spells, and attempts to lure PCs into traps. Static factors and obstacles, such as mana barriers, might be prohibitively difficult to overcome directly.&lt;br /&gt;
&lt;br /&gt;
*Semi-prime&lt;br /&gt;
&lt;br /&gt;
Semi-prime runs pit the runners against highly competent forces, often outnumbering them, and dangerous pitfalls hidden behind difficult legwork. Rewards typically come in the form of rare equipment or powerful contacts, in addition to money and karma. The objective is often located is large facilities such as Skyrakers or Proving grounds limiting the runner&#039;s ability to escape before HTR can engage them.&lt;br /&gt;
&lt;br /&gt;
*Prime&lt;br /&gt;
&lt;br /&gt;
Prime runs are the height of a Shadowrunner’s career, offering grave danger and outrageous rewards that can make runners consider retirement, or going off the deep end. They must always be approved by Thematics. &lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
*Multi-Session: a run that takes place across multiple play sessions&lt;br /&gt;
*Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn&#039;t even need to use ShadowHaven characters.&lt;br /&gt;
&lt;br /&gt;
==Run Rewards==&lt;br /&gt;
Rewards are primarily based on run threat, as it (usually) represents player risk and GM preparation. However, high duration and multi-session runs may require an adjustment. You can use the following formula to adjust runner rewards and GMP at the high end:&lt;br /&gt;
&lt;br /&gt;
Reward Multiplier: &amp;lt;code&amp;gt;(Total Duration In Hours Across All Sessions) / 6&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, even if you expect the run to go long, it&#039;s best to have the Johnson pay the runners normally and consider any extra allowance from duration to help handle &amp;quot;extra&amp;quot; pay the runners might happen into (like paydata, going out of their way to &amp;quot;get paid twice&amp;quot;, fencing loot, etc).&lt;br /&gt;
&lt;br /&gt;
Also, feel free to ask the Thematics Department and fellow GMs for advice on run rewards.&lt;br /&gt;
&lt;br /&gt;
===RVP===&lt;br /&gt;
{{:RVP}}&lt;br /&gt;
&lt;br /&gt;
===Player Rewards===&lt;br /&gt;
Standard reward ranges for Normal runs based on threat:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| up to 100 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| up to 40 RVP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14-16 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10-13 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6-9 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 0-5 RVP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A Full After Action Report (AAR) must be added to the run&#039;s wiki page for any run that rewards more than 19 RVP if the run is not a Semiprime or above.&lt;br /&gt;
&lt;br /&gt;
These are merely guidelines and exceptions can occur, but chronic overpaying is frown upon and may result in consequences.&lt;br /&gt;
&lt;br /&gt;
Additionally, players may write a Full/Narrative AAR and add it to the Full AAR to earn 1 GMP. This is the PC&#039;s version of events, compared to the more unbiased version of events, and should be in character. These are placed in the run&#039;s wiki page.&lt;br /&gt;
&lt;br /&gt;
====CDP====&lt;br /&gt;
Characters also earn 2 [[CDP]] per run. This can be used to buy knowledge skills or contacts. A GM may also choose to award contacts as a part of the run rewards using CDP. See [[Contact_Rules#Buying_and_Upgrading_Contacts|Contact Rules]] for more information.&lt;br /&gt;
====Better Than Bad&#039;s Intangible Rewards====&lt;br /&gt;
&lt;br /&gt;
In reference to the Intangible Rewards listed on page 45 of Better Than Bad; &lt;br /&gt;
&lt;br /&gt;
*GMs may issue lifestyle cost reductions for 1 RVP per 4000 in cost of lifestyle modification. That is, if an anarchist commune offers a low lifestyle for a year, it will be the total cost of that lifestyle in RVP.&lt;br /&gt;
*GMs may freely issue intelligence and have the player write a description of the intel on the wikipage. At GM description, intel earned this way may make future runs easier. The wikipage should have a link to the Run&#039;s AAR, a description of what the intel is and who gave it to them. GMs are encouraged to discussed other intangible rewards with thematics.&lt;br /&gt;
&lt;br /&gt;
===GM Rewards===&lt;br /&gt;
&lt;br /&gt;
====Base Rewards====&lt;br /&gt;
Base reward for hosting a run is determined by the threat level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| 41 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| 17 GMP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 1 GMP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AAR Rewards====&lt;br /&gt;
After the run is concluded, creating an AAR will reward 4 GMP. Note, this need not be the GM. The GM may choose to allow a player to write the AAR instead, allowing the player to claim the 4 GMP.&lt;br /&gt;
&lt;br /&gt;
====Additional Rewards====&lt;br /&gt;
&lt;br /&gt;
Additional rewards, all of which are worth 1 GMP, which are not affected by the Reward Multiplier:&lt;br /&gt;
&lt;br /&gt;
*Overflow&lt;br /&gt;
*Scheduled&lt;br /&gt;
*Replacement&lt;br /&gt;
*Run was recorded and uploaded to ShadowHaven youtube&lt;br /&gt;
*Run was metaplot linked&lt;br /&gt;
*Each player taken who has not had a run in over a month. (Including a players first run)&lt;br /&gt;
*Each character taken that has had less than 3 runs total. (This stacks with the above reward.)&lt;br /&gt;
&lt;br /&gt;
===GMP===&lt;br /&gt;
{{:GMP}}&lt;br /&gt;
&lt;br /&gt;
==Run Posts==&lt;br /&gt;
===Style Guide===&lt;br /&gt;
GMs should maintain a document covering their personal GMing style, linked on their run post&lt;br /&gt;
&lt;br /&gt;
*For now, use whatever structure and information you feel best, but the following questions must be covered&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character has a high chance of declining at the meet&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character will actively attempt to thwart or derail&lt;br /&gt;
**Views on realism and seriousness of the setting&lt;br /&gt;
**Views on consequences and failure&lt;br /&gt;
*Runs that notably differ from your normal style as described in your document must be noted as such&lt;br /&gt;
&lt;br /&gt;
==Run Content==&lt;br /&gt;
===Reusing Material===&lt;br /&gt;
Re-using run concepts and ideas is allowed, but GMs are encouraged to make their games as unique as possible for the benefit of the players.&lt;br /&gt;
&lt;br /&gt;
===GMPCs===&lt;br /&gt;
You need a run proposal and approval to have a GM-controlled PC in the game. It is strongly discouraged to have GM PCs in game without good reason.&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
PVP is always at the GM’s discretion, and should only occur if both players are ok with it.  If PVP does happen, don’t let players burn edge to smackdown in PVP, and if edge is burnt for Not Dead Yet, the player who burnt the edge gets to live.  Players are not allowed to circumvent Not Dead Yet (“I shoot him in the head just to be sure”, for example) in PVP.&lt;br /&gt;
&lt;br /&gt;
===Space-time===&lt;br /&gt;
The ShadowHaven operates in real-time. A day in the real world is a day on the Haven. However, some games take place over the course of a couple days, a week, maybe even longer. These games are considered to be part of their “pocket universe.”&lt;br /&gt;
&lt;br /&gt;
====Downtime====&lt;br /&gt;
Character adjustments, purchases, and other time-sensitive cooldowns are unaffected by pocket universe time. As an example, a character who initiates before a run that spans a month in-game will not be able to initiate at the run’s conclusion as though a month has passed in real-time. Similarly, a character who learns a skill or spell, or increases an attribute during a long run only has that skill in the pocket universe of that run: they must pay for the change in downtime as normal before they can use it on other runs.&lt;br /&gt;
&lt;br /&gt;
====Multi-Session Exclusivity====&lt;br /&gt;
Note, characters in the middle of Multi-Session runs are assumed to be free to go on other runs unless either of the GMs in question elect to not let them. This should be clearly communicated in advance to avoid any issues.&lt;br /&gt;
&lt;br /&gt;
==Run Content Limitations==&lt;br /&gt;
&lt;br /&gt;
Some content GMs cannot use or must change due to their incapability with the lore and lack of consistency with the Haven&#039;s rule set. They are also considered non-canon on the Haven&lt;br /&gt;
&lt;br /&gt;
===Banned Content===&lt;br /&gt;
&lt;br /&gt;
*Growth (Page 49, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*Multiply Food (Page 50, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Street Lethal, Page 130)&lt;br /&gt;
&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Street Lethal, Page 130) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The Shiawase/Nemesis Arms Man-Catcher (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Flicker IC (KC 67) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Blue Goo IC (KC 68) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
&lt;br /&gt;
===Modified Content===&lt;br /&gt;
&lt;br /&gt;
*Sleuther IC (KC 67) shall be permitted. Rather than the normal listed effects, a successful strike places a single mark on you. This mark provides the Host that struck you with the name and location of any Grids or Hosts you may visit, stored in an automatically created file within that Host. This IC may place multiple marks, and the marks it places may be erased normally. If all such placed marks are erased through any means, the Host ceases to receive data about your travels.&lt;br /&gt;
&lt;br /&gt;
*Offline Hosts (KC 46) shall be permitted. GMs should be careful to not overuse these, as they are rare.&lt;br /&gt;
&lt;br /&gt;
*The rules text for Blight described on page 157 and 158 of Better than Bad shall not be used on Shadowhaven. Instead, Blight shall be a Contact, Injection Vector toxin which, upon hitting a spirit, shall remove its Immunity to Normal Weapons for [12 - Spirit&#039;s Force hours, minimum 1 hour]. The speed, penetration, and power are unchanged. Blight has no effect on non-spirit entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GMs should generally also follow modifications listed in the [[Player_Rules|player rules]].&lt;br /&gt;
&lt;br /&gt;
===Needs Approval===&lt;br /&gt;
&lt;br /&gt;
*Fader IC (Page 89, Street Lethal) shall be permitted, but only with explicit Thematics Team approval.&lt;br /&gt;
*Bug Queens&lt;br /&gt;
*Master Shedim&lt;br /&gt;
*Crystalline Entity&lt;br /&gt;
*Yama Kings&lt;br /&gt;
*Horrors&lt;br /&gt;
*Elder Gods&lt;br /&gt;
*Great Dragons that are not named in canon&lt;br /&gt;
*(unnamed by Catalyst) Immortal Elves&lt;br /&gt;
*Plots that could potentially bring about the deaths of the people within the majority single city block.&lt;br /&gt;
*Plots that (do or stand a chance to) alter/kill/remove [[:Category:Public_Contacts|Public Contacts]] .&lt;br /&gt;
*Plots that involve raids on RP areas (just to confirm handling) such as The Daze.&lt;br /&gt;
*Canon: (established by Catalyst) runners, immortal elves, great dragons, or other important characters being directly involved in a run. (they hire the PCs/go on a mission with the PCs/oppose the PCs/tell the PCs critical information in exchange for something etc).&lt;br /&gt;
*Canon (established by Catalyst) runners, immortal elves, great dragons, or other important characters in a run being damaged or changed from their canon lore (canon character is killed/injured/has mental damage/gains a new enemy/loses something they canonically have/or in any other way has their canon meaningfully changed by the interaction)&lt;br /&gt;
*WMDs being detonated.&lt;br /&gt;
*Street Lethal Future Tech (due to it technically not being invented yet).&lt;br /&gt;
*Enemies with Tech/Magic/Skill far beyond their means (Low rank/wealth enemies geared with Deltaware, milspec gear, magic 12 or other odd things without a proper explanation as to why but simply rather to boost their stats (or perceived threat)).&lt;br /&gt;
*New Tech (futuretech+, or things that have never been published or are completely homebrew.)&lt;br /&gt;
*New creatures/spirits (unpublished, homebrewed adversaries).&lt;br /&gt;
&lt;br /&gt;
==Table Rules== &lt;br /&gt;
&lt;br /&gt;
In order to establish consistency for our often brand new Shadowrun players, GMs are not allowed to have table rules and must follow the rules listed in the [[Player_Rules|Player Rules]]. If a GM disagrees with how the ShadowHaven rules on an issue and it truly impedes their ability to GM, they are welcome to contact a council member or post their objections in the Topics for Discussion thread.&lt;br /&gt;
&lt;br /&gt;
==Run Feedback==&lt;br /&gt;
&lt;br /&gt;
We ask that all GMs ask their players to fill in the [https://docs.google.com/forms/d/e/1FAIpQLScMqaGDe4LQEcJauqpPc-qLx2wvgfqcvYAO_T7mnwH4Q0GdIw/viewform GM feedback form after their runs]. This is to help you improve as a GM and for us to detect gross misconduct, we will not judge you for a few lackluster runs.&lt;br /&gt;
&lt;br /&gt;
==GM Moderation==&lt;br /&gt;
&lt;br /&gt;
Any moderator or thematics can stop a game in progress for gross misconduct that goes against our community expectations. The thematics team can choose to ban a community member from GMing for gross misconduct and behavior that disrupts the shared sandbox and storyline that other GMs use. &lt;br /&gt;
&lt;br /&gt;
The intent of these rules is to create a safe place for new GMs to fail and learn. If you are failing and learning in good faith, no action will be taken against you. Lower level GMs should consider taking experienced players on their runs to learn from them when possible. Every experienced Shadowhaven GM has ran a lackluster game before, but we learned from our mistakes.&lt;br /&gt;
&lt;br /&gt;
However, we have a duty to ensure our players have a good time as well. Therefore, the run may be modified or fully retconned depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
GM bans may be appealed to the sysop by sending Reddit moderator mail.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgement==&lt;br /&gt;
&lt;br /&gt;
Some of these GM rules were taken, modified or inspired by the [https://shadownet.run/GM_Rules Shadownet GM rules] and the [http://thedark.run/GM_Rules Light in the Dark GM rules].&lt;br /&gt;
[[Category:GM Resources]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46028</id>
		<title>GM Rules</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=GM_Rules&amp;diff=46028"/>
		<updated>2020-08-06T04:52:58Z</updated>

		<summary type="html">&lt;p&gt;Teksura: /* Player Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Expectations of ShadowHaven GMs==&lt;br /&gt;
&lt;br /&gt;
===Have Fun and Put Real Life First===&lt;br /&gt;
&lt;br /&gt;
This should go without saying, but we&#039;ve seen our fair share of Living Community GMs burn themselves out. Never feel like anyone&#039;s fun is solely your responsibility. Never feel compelled to GM a game by a certain date. You will make mistakes, but laugh them off and learn from them. When you are relaxed, the players sense your relaxation. If you are really interested in a run&#039;s story and a metaplot&#039;s topic, your passion comes through the run. It is ShadowHaven&#039;s leadership&#039;s job to teach you this complex game system. Focus on having fun.&lt;br /&gt;
&lt;br /&gt;
===Be a Fan of the PCs===&lt;br /&gt;
&lt;br /&gt;
To quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Present the world honestly—things really are stacked against them—but don’t make yourself the enemy of the PCs. They have enemies enough. Be interested in the characters and excited about their victories.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If the players come up with a clever plan that completely negates your security plans, congratulate them on their cleverness. Play with the players, not against them. Challenge and risk can make for a great and memorable experience -- but don’t make the game you vs. the players. Assume competence, and don’t try to catch players in “gotchas” -- competent runners might make a mistake or forget something if they’re pressured for time or under fire, but it’s good practice to give them the benefit of the doubt when they aren’t.&lt;br /&gt;
&lt;br /&gt;
We’re fundamentally here to play games together and have fun, and as the GM you have a lot of control over how the game goes; with that great power comes great responsibility, and the responsibility is to try to make sure people have a good time.  &lt;br /&gt;
&lt;br /&gt;
===Ask for Help===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel shy to call and break and ask for help in our GM chat if you encounter a situation you don&#039;t know how to handle. &lt;br /&gt;
&lt;br /&gt;
===Hold on Lightly===&lt;br /&gt;
&lt;br /&gt;
To once again quote Blades in the Dark&#039;s GM section on page 193, &amp;quot;Always feel free to rewind, revise, and reconsider events as needed. This is not a “no take backs” kind of game. You can always say, “Actually, no... let’s say it was only two guys, instead. I don’t know why they’d have any more than that here.” This can be a tricky principle to internalize. It can be so tempting to put your foot down (often for no good reason) or to treat elements of the game as too sacred. Resist that impulse!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Impact our Shared Setting===&lt;br /&gt;
&lt;br /&gt;
We want organic storylines that have an impact that is felt, those are exciting and cool runs. We want to be able to write about an awesome pink mohawk exalted style sword fight on top of the Space Needle that sent its radio antenna crashing to the ground. We want to cheer on our players as their trenchcoat-wearing PCs send stock prices into freefall. As long as the core elements of the setting remain intact and major buildings can be repairable, go for it.&lt;br /&gt;
&lt;br /&gt;
===Treat our Shared Setting with Respect for Other GMs===&lt;br /&gt;
&lt;br /&gt;
Tell a story together with other GMs. It really sucks if another GM blows up the homebrew gang that you created. This is a shared sandbox, don&#039;t kick down other people&#039;s castles. Try to build your castle around their creations. Share the setting with respect towards the other GMs. &lt;br /&gt;
&lt;br /&gt;
===Understand the Setting is Vast===&lt;br /&gt;
&lt;br /&gt;
Players (and GMs) can play the kind of Shadowrun they want to play. If you have a specific view of how Shadowrun should be, you’re entirely free to pick people who conform to that philosophy, but it’s not okay to tell other people how to have fun, or their kind of fun is wrong. As the GM, it&#039;s your responsibility to communicate your particular style to your players - through a Style Guide as well as pre-game discussion.&lt;br /&gt;
&lt;br /&gt;
The setting is vast enough that we can have VTOL battles above the skies of Seattle while runners creep through a high-security facility.&lt;br /&gt;
&lt;br /&gt;
===Be Reasonable===&lt;br /&gt;
&lt;br /&gt;
Stay within reasonable expectations. It may be fun for a character to get milspec armor from a ganger in the barrens on a low-threat run, but it really cheapens the experience of the player who slogged through the amazon to pry that same armor off a super-soldier during a prime run.&lt;br /&gt;
&lt;br /&gt;
===Know the Major Rules for Key Aspects of your Run===&lt;br /&gt;
&lt;br /&gt;
If you have a major obstacle, know the rules related to that obstacle. If a big part of the run involves a car chase or a host dive, you should have a good grasp of the rules related to car chases or host dives (or whatever the obstacle is). Ask ShadowHaven leadership and team members for training on mechanics you want to learn.&lt;br /&gt;
&lt;br /&gt;
===Modulate the Number of Players at your games===&lt;br /&gt;
&lt;br /&gt;
It is tempting to take 5 or more players on a run, and it is possible to do with an experienced game master leading a group of experienced players. However, the Haven caters towards new players and the nature of online play limits some of the communication bandwidth found in real life. Consider limiting yourself to 3 or 4 players. If you seek to push beyond that number, have each player&#039;s role on the team be well defined and ask for their cooperation.&lt;br /&gt;
&lt;br /&gt;
===Assume Competence===&lt;br /&gt;
There are a lot of trivial decisions -- that is, decisions with a clear best choice and no downside -- that shadowrunners routinely make.  These are things like wiping an astral signature, infiltrating in disguise, wearing a mask in a firefight, setting up a DNI before the meet, running silent while hacking, and turning off SINs before committing crimes.  In general it’s best to assume that players do these things unless they say otherwise (or some kind of constraint -- like time -- prevents them).  Exactly what assumed competence covers is a matter for debate and should be discussed with the players at your table in the event it comes up. When in doubt, rule in the player’s favour; try to avoid “gotcha” moments. Generally for the sake of tidiness and expedient gameplay most GMs choose to assume competence, but each GM table is unique.&lt;br /&gt;
The standard is to assume competence. The onus is on the GM to explain what they mean when they say they won’t assume competence, and it something they need to ensure players are aware of before a game begins, whether through the application thread, their style guide, or before the game begins.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a lack of assumed competence doesn’t mean assumed incompetence. The nature of a community means that players will need to adjust to different GMing styles. Consider giving your players the benefit of the doubt in case they forget something obvious, or making use of the Common Sense quality to prevent potentially derailing situations.&lt;br /&gt;
&lt;br /&gt;
==Required Pre-Game X-Card Briefing==&lt;br /&gt;
&lt;br /&gt;
In order to ensure player safety, all ShadowHaven Game Masters as mandated to explain the [[Charter#1: The Right Not to be Forced to Continue and Abandon or Cease Uncomfortable Scenes .28Global X-Card.29|Haven&#039;s global x-card policy.]] (Remember, you as GM can use an x-card if a player is making you uncomfortable)&lt;br /&gt;
&lt;br /&gt;
Some example scripts:&lt;br /&gt;
&lt;br /&gt;
*This run will utilize the &#039;X-Card&#039; system. If, at any point, you are uncomfortable with the current scene or the topics, themes, and subjects starring within the scene, you may say or type the phrase &#039;X-Card&#039; and I will immediately stop the scene and move on.&lt;br /&gt;
&lt;br /&gt;
*We on the Shadowhaven use the X-card system, simply say or type x-card and the game will stop immediately. You do not have to give a reason, you do not have to explain why.&lt;br /&gt;
&lt;br /&gt;
Please see [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Game Masters==&lt;br /&gt;
===Becoming a GM===&lt;br /&gt;
Simply use the &amp;lt;code&amp;gt;!join Level 0 GM&amp;lt;/code&amp;gt; command after reading the GM expectations above.&lt;br /&gt;
&lt;br /&gt;
===GM Levels===&lt;br /&gt;
GMs are either Level 0 GM, Level 1 GM, Level 2 GM, or Level 3 GM.&lt;br /&gt;
====Level 0 GM====&lt;br /&gt;
Anyone who wants to GM can appoint themselves to level 0. These GMs are limited to running lower threat runs or higher degrees of guidance, to reduce the chance of mishaps. The intent of this level is to create a safe place for new GMs to fail and learn. Greenhorn GMs should consider taking experienced players on their runs to learn from them when possible.&lt;br /&gt;
&lt;br /&gt;
Level 0 GMs advance to level 1 by completing 3 runs with an overall game rating over 7. If a run has no feedback submitted, it counts as a passed run. They also need to make a [[#Style_Guide|Style Guide]]. When you advance from a Level 0 to a Level 1 GM, you gain 10 GMP.&lt;br /&gt;
&lt;br /&gt;
====Level 1 GM====&lt;br /&gt;
Level 1 GMs advance to level 2 by completing a high threat run, demonstrating competency in all the three big aspects of the game, meat, matrix and magic. Ping @Thematics with your high threat run AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 2 GM====&lt;br /&gt;
&lt;br /&gt;
Level 2 GMs advance to level 3 to signify the trust that the thematics department places in them. This trust is earned by completed a semi-prime run and weaving it into the shared story by writing an AAR signifying its metaplot impact. Ping @Thematics with your AAR to advance.&lt;br /&gt;
&lt;br /&gt;
====Level 3 GM====&lt;br /&gt;
Level 3 GMs are trusted to freeform any run, save a Prime Run. They are actual wizards forging the shared story of ShadowHaven. They can lead teams of GMs to tell an intense story across multiple runs and are the Haven’s flagship GMs.&lt;br /&gt;
&lt;br /&gt;
===GM Ranking Up===&lt;br /&gt;
&lt;br /&gt;
Ping thematics once you complete the requirements for a new level.&lt;br /&gt;
&lt;br /&gt;
===GM Limitations===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Run Limitation&lt;br /&gt;
|-&lt;br /&gt;
|Coached Run&lt;br /&gt;
|Approved Run&lt;br /&gt;
|Freeform Run&lt;br /&gt;
|May Not Run&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Run Threat Level&lt;br /&gt;
|Milk&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#000099;&amp;quot; |Level 0&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Prime&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; |Level 1&lt;br /&gt;
|-&lt;br /&gt;
|Prime&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; |Level 3&lt;br /&gt;
|N/A&lt;br /&gt;
| style=&amp;quot;background-color:#995c00;&amp;quot; |Level 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Coached Runs - Coached Runs have a GM of a higher level sit in as a non-player to provide real-time support. The GM or the coach can call for a break and discuss matters at hand. PMing during the game is discouraged, outside of asking for a break, because it can be distracting. Because they don&#039;t play and are on standby to support a low leveled GM, they earn 10 GMP.&lt;br /&gt;
&lt;br /&gt;
*Approved Runs - These runs have a [https://forms.gle/thiDABy8YByioA717 run proposal form] filled out and approved by Thematics. All other members of the Haven can also comment to help the GM develop their run.&lt;br /&gt;
&lt;br /&gt;
*Freeform Run - These runs are completely freeform and have no support.&lt;br /&gt;
&lt;br /&gt;
==Run Types==&lt;br /&gt;
A run is __ if ___.&lt;br /&gt;
===Selection===&lt;br /&gt;
&lt;br /&gt;
*Private: the majority of players were pre-selected. Private runs are not eligible for [[#Additional_Rewards|additional GM rewards]].&lt;br /&gt;
*Public: not private&lt;br /&gt;
&lt;br /&gt;
===Scheduling===&lt;br /&gt;
&lt;br /&gt;
*Scheduled: post and picks were made at least a full day in advance of the run, the post accurately informed players when picks will be decided, and the game started within an hour of the scheduled time&lt;br /&gt;
*Impromptu: post and picks were made within just a few hours of the run&lt;br /&gt;
*Overflow: an Impromptu that was made within two hours of another run&#039;s game start in response to high player demand&lt;br /&gt;
*Replacement: an Impromptu that is hosted within two hours of another run&#039;s game start in response to a postponed game or missing GM.&lt;br /&gt;
*Normal: otherwise&lt;br /&gt;
&lt;br /&gt;
===Threat Level===&lt;br /&gt;
===Threat===&lt;br /&gt;
The following are rough guidelines on threat level in game. For a more detailed description of each level, see [[Run Threat Descriptions]].&lt;br /&gt;
&lt;br /&gt;
Each run post should state the designed threat level, but threat levels can be increased based on conditions on the table. However, these adjustments should be consented to by the players, either in advance or by signaling that an unexpected course of action may result in escalation of threat. Note that the GM still needs to have a sufficent GM level to run at the new threat level, which may require converting the run into a different type (i.e., getting a coach or employing pregenerated grunts, and so becoming a Coached or Structured Run).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Threat Descriptions====&lt;br /&gt;
&lt;br /&gt;
*Milk Run&lt;br /&gt;
&lt;br /&gt;
Milk Runs are extremely low threat games, a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Rewards rarely go beyond bragging rights.&lt;br /&gt;
&lt;br /&gt;
*Low Threat&lt;br /&gt;
&lt;br /&gt;
Low threat runs have fairly light opposition in meat, matrix and magic, usually disorganized and unlikely to do much other than point and shoot, or surrender if they know what’s good for them.&lt;br /&gt;
&lt;br /&gt;
*Medium Threat&lt;br /&gt;
&lt;br /&gt;
Medium threat runs are designed around more secured sites and people which still are considering the economics of their security. More skilled staff and better equipment is deployed, but they are still typical skilled levels and mass produced equipment. Powerful ‘landmine’ effects come up easily in the now mandatory legwork, and can be circumvented or defended against by a prepared team.&lt;br /&gt;
&lt;br /&gt;
*High Threat&lt;br /&gt;
&lt;br /&gt;
High threat is when things start to get intense. Opposition will routinely use clever tactics like focused fire, hacking unsecured ‘ware, illusion and manipulation spells, and attempts to lure PCs into traps. Static factors and obstacles, such as mana barriers, might be prohibitively difficult to overcome directly.&lt;br /&gt;
&lt;br /&gt;
*Semi-prime&lt;br /&gt;
&lt;br /&gt;
Semi-prime runs pit the runners against highly competent forces, often outnumbering them, and dangerous pitfalls hidden behind difficult legwork. Rewards typically come in the form of rare equipment or powerful contacts, in addition to money and karma. The objective is often located is large facilities such as Skyrakers or Proving grounds limiting the runner&#039;s ability to escape before HTR can engage them.&lt;br /&gt;
&lt;br /&gt;
*Prime&lt;br /&gt;
&lt;br /&gt;
Prime runs are the height of a Shadowrunner’s career, offering grave danger and outrageous rewards that can make runners consider retirement, or going off the deep end. They must always be approved by Thematics. &lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
*Multi-Session: a run that takes place across multiple play sessions&lt;br /&gt;
*Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn&#039;t even need to use ShadowHaven characters.&lt;br /&gt;
&lt;br /&gt;
==Run Rewards==&lt;br /&gt;
Rewards are primarily based on run threat, as it (usually) represents player risk and GM preparation. However, high duration and multi-session runs may require an adjustment. You can use the following formula to adjust runner rewards and GMP at the high end:&lt;br /&gt;
&lt;br /&gt;
Reward Multiplier: &amp;lt;code&amp;gt;(Total Duration In Hours Across All Sessions) / 6&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, even if you expect the run to go long, it&#039;s best to have the Johnson pay the runners normally and consider any extra allowance from duration to help handle &amp;quot;extra&amp;quot; pay the runners might happen into (like paydata, going out of their way to &amp;quot;get paid twice&amp;quot;, fencing loot, etc).&lt;br /&gt;
&lt;br /&gt;
Also, feel free to ask the Thematics Department and fellow GMs for advice on run rewards.&lt;br /&gt;
&lt;br /&gt;
===RVP===&lt;br /&gt;
{{:RVP}}&lt;br /&gt;
&lt;br /&gt;
===Player Rewards===&lt;br /&gt;
Standard reward ranges for Normal runs based on threat:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| up to 100 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
| up to 40 RVP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14-16 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10-13 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6-9 RVP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 0-5 RVP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A Full After Action Report (AAR) must be added to the run&#039;s wiki page for any run that rewards more than 19 RVP if the run is not a Semiprime or above.&lt;br /&gt;
&lt;br /&gt;
These are merely guidelines and exceptions can occur, but chronic overpaying is frown upon and may result in consequences.&lt;br /&gt;
&lt;br /&gt;
Additionally, players may write a Full/Narrative AAR and add it to the Full AAR to earn 1 GMP. This is the PC&#039;s version of events, compared to the more unbiased version of events, and should be in character. These are placed in the run&#039;s wiki page.&lt;br /&gt;
&lt;br /&gt;
====CDP====&lt;br /&gt;
Characters also earn 2 [[CDP]] per run. This can be used to buy knowledge skills or contacts. A GM may also choose to award contacts as a part of the run rewards using CDP. See [[Contact_Rules#Buying_and_Upgrading_Contacts|Contact Rules]] for more information.&lt;br /&gt;
====Better Than Bad&#039;s Intangible Rewards====&lt;br /&gt;
&lt;br /&gt;
In reference to the Intangible Rewards listed on page 45 of Better Than Bad; &lt;br /&gt;
&lt;br /&gt;
*GMs may issue lifestyle cost reductions for 1 RVP per 4000 in cost of lifestyle modification. That is, if an anarchist commune offers a low lifestyle for a year, it will be the total cost of that lifestyle in RVP.&lt;br /&gt;
*GMs may freely issue intelligence and have the player write a description of the intel on the wikipage. At GM description, intel earned this way may make future runs easier. The wikipage should have a link to the Run&#039;s AAR, a description of what the intel is and who gave it to them. GMs are encouraged to discussed other intangible rewards with thematics.&lt;br /&gt;
&lt;br /&gt;
===GM Rewards===&lt;br /&gt;
&lt;br /&gt;
====Base Rewards====&lt;br /&gt;
Base reward for hosting a run is determined by the threat level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Threat&lt;br /&gt;
!GMP Reward&lt;br /&gt;
|-&lt;br /&gt;
| Prime&lt;br /&gt;
| 41 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Semiprime&lt;br /&gt;
|17 GMP&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 14 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 10 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 6 GMP&lt;br /&gt;
|-&lt;br /&gt;
| Milk&lt;br /&gt;
| 1 GMP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AAR Rewards====&lt;br /&gt;
After the run is concluded, creating an AAR will reward 4 GMP. Note, this need not be the GM. The GM may choose to allow a player to write the AAR instead, allowing the player to claim the 4 GMP.&lt;br /&gt;
&lt;br /&gt;
====Additional Rewards====&lt;br /&gt;
&lt;br /&gt;
Additional rewards, all of which are worth 1 GMP, which are not affected by the Reward Multiplier:&lt;br /&gt;
&lt;br /&gt;
*Overflow&lt;br /&gt;
*Scheduled&lt;br /&gt;
*Replacement&lt;br /&gt;
*Run was recorded and uploaded to ShadowHaven youtube&lt;br /&gt;
*Run was metaplot linked&lt;br /&gt;
*Each player taken who has not had a run in over a month. (Including a players first run)&lt;br /&gt;
*Each character taken that has had less than 3 runs total. (This stacks with the above reward.)&lt;br /&gt;
&lt;br /&gt;
===GMP===&lt;br /&gt;
{{:GMP}}&lt;br /&gt;
&lt;br /&gt;
==Run Posts==&lt;br /&gt;
===Style Guide===&lt;br /&gt;
GMs should maintain a document covering their personal GMing style, linked on their run post&lt;br /&gt;
&lt;br /&gt;
*For now, use whatever structure and information you feel best, but the following questions must be covered&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character has a high chance of declining at the meet&lt;br /&gt;
**Whether you&#039;re okay with players applying to jobs their character will actively attempt to thwart or derail&lt;br /&gt;
**Views on realism and seriousness of the setting&lt;br /&gt;
**Views on consequences and failure&lt;br /&gt;
*Runs that notably differ from your normal style as described in your document must be noted as such&lt;br /&gt;
&lt;br /&gt;
==Run Content==&lt;br /&gt;
===Reusing Material===&lt;br /&gt;
Re-using run concepts and ideas is allowed, but GMs are encouraged to make their games as unique as possible for the benefit of the players.&lt;br /&gt;
&lt;br /&gt;
===GMPCs===&lt;br /&gt;
You need a run proposal and approval to have a GM-controlled PC in the game. It is strongly discouraged to have GM PCs in game without good reason.&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
PVP is always at the GM’s discretion, and should only occur if both players are ok with it.  If PVP does happen, don’t let players burn edge to smackdown in PVP, and if edge is burnt for Not Dead Yet, the player who burnt the edge gets to live.  Players are not allowed to circumvent Not Dead Yet (“I shoot him in the head just to be sure”, for example) in PVP.&lt;br /&gt;
&lt;br /&gt;
===Space-time===&lt;br /&gt;
The ShadowHaven operates in real-time. A day in the real world is a day on the Haven. However, some games take place over the course of a couple days, a week, maybe even longer. These games are considered to be part of their “pocket universe.”&lt;br /&gt;
&lt;br /&gt;
====Downtime====&lt;br /&gt;
Character adjustments, purchases, and other time-sensitive cooldowns are unaffected by pocket universe time. As an example, a character who initiates before a run that spans a month in-game will not be able to initiate at the run’s conclusion as though a month has passed in real-time. Similarly, a character who learns a skill or spell, or increases an attribute during a long run only has that skill in the pocket universe of that run: they must pay for the change in downtime as normal before they can use it on other runs.&lt;br /&gt;
&lt;br /&gt;
====Multi-Session Exclusivity====&lt;br /&gt;
Note, characters in the middle of Multi-Session runs are assumed to be free to go on other runs unless either of the GMs in question elect to not let them. This should be clearly communicated in advance to avoid any issues.&lt;br /&gt;
&lt;br /&gt;
==Run Content Limitations==&lt;br /&gt;
&lt;br /&gt;
Some content GMs cannot use or must change due to their incapability with the lore and lack of consistency with the Haven&#039;s rule set. They are also considered non-canon on the Haven&lt;br /&gt;
&lt;br /&gt;
===Banned Content===&lt;br /&gt;
&lt;br /&gt;
*Growth (Page 49, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*Multiply Food (Page 50, Forbidden Arcana)&lt;br /&gt;
&lt;br /&gt;
*The Ares Firewatch &amp;quot;Bug Stomper&amp;quot; Custom Armor (Street Lethal, Page 130)&lt;br /&gt;
&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (Street Lethal, Page 130) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*The Shiawase/Nemesis Arms Man-Catcher (Street Lethal, Page 132) shall be banned from all use, including by GMs.&lt;br /&gt;
&lt;br /&gt;
*Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Flicker IC (KC 67) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Blue Goo IC (KC 68) shall not be permitted on the ShadowHaven in any capacity.&lt;br /&gt;
&lt;br /&gt;
*Turn to Goo&lt;br /&gt;
&lt;br /&gt;
===Modified Content===&lt;br /&gt;
&lt;br /&gt;
*Sleuther IC (KC 67) shall be permitted. Rather than the normal listed effects, a successful strike places a single mark on you. This mark provides the Host that struck you with the name and location of any Grids or Hosts you may visit, stored in an automatically created file within that Host. This IC may place multiple marks, and the marks it places may be erased normally. If all such placed marks are erased through any means, the Host ceases to receive data about your travels.&lt;br /&gt;
&lt;br /&gt;
*Offline Hosts (KC 46) shall be permitted. GMs should be careful to not overuse these, as they are rare.&lt;br /&gt;
&lt;br /&gt;
*The rules text for Blight described on page 157 and 158 of Better than Bad shall not be used on Shadowhaven. Instead, Blight shall be a Contact, Injection Vector toxin which, upon hitting a spirit, shall remove its Immunity to Normal Weapons for [12 - Spirit&#039;s Force hours, minimum 1 hour]. The speed, penetration, and power are unchanged. Blight has no effect on non-spirit entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GMs should generally also follow modifications listed in the [[Player_Rules|player rules]].&lt;br /&gt;
&lt;br /&gt;
===Needs Approval===&lt;br /&gt;
&lt;br /&gt;
*Fader IC (Page 89, Street Lethal) shall be permitted, but only with explicit Thematics Team approval.&lt;br /&gt;
*Bug Queens&lt;br /&gt;
*Master Shedim&lt;br /&gt;
*Crystalline Entity&lt;br /&gt;
*Yama Kings&lt;br /&gt;
*Horrors&lt;br /&gt;
*Elder Gods&lt;br /&gt;
*Great Dragons that are not named in canon&lt;br /&gt;
*(unnamed by Catalyst) Immortal Elves&lt;br /&gt;
*Plots that could potentially bring about the deaths of the people within the majority single city block.&lt;br /&gt;
*Plots that (do or stand a chance to) alter/kill/remove [[:Category:Public_Contacts|Public Contacts]] .&lt;br /&gt;
*Plots that involve raids on RP areas (just to confirm handling) such as The Daze.&lt;br /&gt;
*Canon: (established by Catalyst) runners, immortal elves, great dragons, or other important characters being directly involved in a run. (they hire the PCs/go on a mission with the PCs/oppose the PCs/tell the PCs critical information in exchange for something etc).&lt;br /&gt;
*Canon (established by Catalyst) runners, immortal elves, great dragons, or other important characters in a run being damaged or changed from their canon lore (canon character is killed/injured/has mental damage/gains a new enemy/loses something they canonically have/or in any other way has their canon meaningfully changed by the interaction)&lt;br /&gt;
*WMDs being detonated.&lt;br /&gt;
*Street Lethal Future Tech (due to it technically not being invented yet).&lt;br /&gt;
*Enemies with Tech/Magic/Skill far beyond their means (Low rank/wealth enemies geared with Deltaware, milspec gear, magic 12 or other odd things without a proper explanation as to why but simply rather to boost their stats (or perceived threat)).&lt;br /&gt;
*New Tech (futuretech+, or things that have never been published or are completely homebrew.)&lt;br /&gt;
*New creatures/spirits (unpublished, homebrewed adversaries).&lt;br /&gt;
&lt;br /&gt;
==Table Rules== &lt;br /&gt;
&lt;br /&gt;
In order to establish consistency for our often brand new Shadowrun players, GMs are not allowed to have table rules and must follow the rules listed in the [[Player_Rules|Player Rules]]. If a GM disagrees with how the ShadowHaven rules on an issue and it truly impedes their ability to GM, they are welcome to contact a council member or post their objections in the Topics for Discussion thread.&lt;br /&gt;
&lt;br /&gt;
==Run Feedback==&lt;br /&gt;
&lt;br /&gt;
We ask that all GMs ask their players to fill in the [https://docs.google.com/forms/d/e/1FAIpQLScMqaGDe4LQEcJauqpPc-qLx2wvgfqcvYAO_T7mnwH4Q0GdIw/viewform GM feedback form after their runs]. This is to help you improve as a GM and for us to detect gross misconduct, we will not judge you for a few lackluster runs.&lt;br /&gt;
&lt;br /&gt;
==GM Moderation==&lt;br /&gt;
&lt;br /&gt;
Any moderator or thematics can stop a game in progress for gross misconduct that goes against our community expectations. The thematics team can choose to ban a community member from GMing for gross misconduct and behavior that disrupts the shared sandbox and storyline that other GMs use. &lt;br /&gt;
&lt;br /&gt;
The intent of these rules is to create a safe place for new GMs to fail and learn. If you are failing and learning in good faith, no action will be taken against you. Lower level GMs should consider taking experienced players on their runs to learn from them when possible. Every experienced Shadowhaven GM has ran a lackluster game before, but we learned from our mistakes.&lt;br /&gt;
&lt;br /&gt;
However, we have a duty to ensure our players have a good time as well. Therefore, the run may be modified or fully retconned depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
GM bans may be appealed to the sysop by sending Reddit moderator mail.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgement==&lt;br /&gt;
&lt;br /&gt;
Some of these GM rules were taken, modified or inspired by the [https://shadownet.run/GM_Rules Shadownet GM rules] and the [http://thedark.run/GM_Rules Light in the Dark GM rules].&lt;br /&gt;
[[Category:GM Resources]]&lt;/div&gt;</summary>
		<author><name>Teksura</name></author>
	</entry>
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