Difference between revisions of "R/Miscwipct"
(Created page with "<section begin=banned /> <!--For Transposition of Banned Content--> ==Banned Miscellaneous Content== ===Banned Items=== *Military/Future Weapons are banned with the exception of the Aztechnology-Dassault Blood Hawk Mk 1, the Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System and the Maker Mags. *Renfield (SASS 32) ====Banned Cyberware/Bioware==== *Immunization (CF 164) *Gradual Release Chemical Glands *All Gammaware *All Omegaware ===Banned Qualities=== ====Posit...") |
m (Bulldogc moved page Rulings/Miscellaneous wip council threads to R/Miscwipct without leaving a redirect: Concealing this page from easy search ) |
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<section begin=banned /> <!--For Transposition of Banned Content--> | <section begin=banned /> <!--For Transposition of Banned Content--> | ||
origonal page name - Rulings/Miscellaneous wip council threads | |||
==Banned Miscellaneous Content== | ==Banned Miscellaneous Content== | ||
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*Pharmaceutical Drug Grade (CF 190) | *Pharmaceutical Drug Grade (CF 190) | ||
*Customizing Drugs (CF 190-192) | *Customizing Drugs (CF 190-192) | ||
*Performance and downtime money methods (NF 60-61) | |||
*Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs). | *Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs). | ||
*Group Resources (DT 43) | *Group Resources (DT 43) | ||
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==Altered Miscellaneous and Rulings== | ==Altered Miscellaneous and Rulings== | ||
===Skills and Attributes=== | |||
*Skills are linked to the attribute being used with them in a given test. | *Skills are linked to the attribute being used with them in a given test. | ||
*Currently ''attribute-linked'' refers to the attribute currently in use with the skill. This is a departure from RAW. | *Currently ''attribute-linked'' refers to the attribute currently in use with the skill. This is a departure from RAW. | ||
===Street Cred=== | |||
*Street cred goes by the text, with the table assumed to be a misprint - it provides a limit increase, but no dice increase. | *Street cred goes by the text, with the table assumed to be a misprint - it provides a limit increase, but no dice increase. | ||
===Metatypes and Co.=== | |||
*Metavariants are not their parent metatype and cannot take qualities or ware restricted to them as a general rule. If there is an explicit exception, it remains in place. | *Metavariants are not their parent metatype and cannot take qualities or ware restricted to them as a general rule. If there is an explicit exception, it remains in place. | ||
*Shifters may shift with deltaware cyberware, even if it isn't purely internal, without it being automatically rejected. | *Shifters may shift with deltaware cyberware, even if it isn't purely internal, without it being automatically rejected. | ||
====Mundane-Only Content==== | ====Mundane-Only Content==== | ||
*Characters who have acquired a Magic or Resonance rating and continue to have any bonuses from the source which gave it do not qualify for mundane-only qualities, ascensions or other options. Characters who previously had it and no longer currently have any benefits from the source of that rating, aside from knowledge skills, may qualify for mundane-only options, however. | <!-- https://www.reddit.com/r/ShadowHavenBBS/comments/qk7d3f/qualifying_for_mundaneonly_options/ --> | ||
*Characters who have acquired a Magic or Resonance rating and continue to have any bonuses from the source which gave it do not qualify for mundane-only qualities, ascensions or other options. Characters who previously had it and no longer currently have any benefits from the source of that rating, aside from knowledge skills, may qualify for mundane-only options, however. This means that non-dual-natured infected do not qualify for mundane-only options, but a formerly awakened or emerged character who has burned out completely (zero magic and zero resonance) would. | |||
===Mundane Ascension=== | ====Mundane Ascension==== | ||
*Mundane characters may undertake a story building ordeal much like Awakened/Emerged characters do. Ascensions have an eight week cooldown. Make up to 5 selections (including multiple copies of the same). Each selection replaces 1 RVP normally gained from the run. Purchasing high availability items falls under the purview of Thematics. | *Mundane characters may undertake a story building ordeal much like Awakened/Emerged characters do. Ascensions have an eight week cooldown. Make up to 5 selections (including multiple copies of the same). Each selection replaces 1 RVP normally gained from the run. Purchasing high availability items falls under the purview of Thematics. | ||
*5 karma towards a skill, skill group or martial art. | *5 karma towards a skill, skill group or martial art. | ||
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*Custom cybergun availabilities are affected by the grade of the arm they are implanted in. | *Custom cybergun availabilities are affected by the grade of the arm they are implanted in. | ||
*Partial cyberlimbs may be upgraded to fuller limbs in accordance with the upgrade rules. Existing limb components must be present in the new fuller limb. This process can not be used to remove or change modifications that were present in the existing limb. | *Partial cyberlimbs may be upgraded to fuller limbs in accordance with the upgrade rules. Existing limb components must be present in the new fuller limb. This process can not be used to remove or change modifications that were present in the existing limb. | ||
*The bonus from the | *The bonus from the spider eyes implant does not stack with multiple sets. | ||
*A cybergland not installed in conjunction with an implanted cyberweapon may apply toxins to melee weapons using a complex action. A complex action is also what is required to apply a held toxin to a held melee weapon. In any case, a dose of toxin applied to a melee weapon is expended on a successful attack with that weapon. | *A cybergland not installed in conjunction with an implanted cyberweapon may apply toxins to melee weapons using a complex action. A complex action is also what is required to apply a held toxin to a held melee weapon. In any case, a dose of toxin applied to a melee weapon is expended on a successful attack with that weapon. | ||
*Cyberglands may only be used to offensively deploy toxins with explicit GM fiat and should generally only be usable in this fashion against helpless or unaware targets. | *Cyberglands may only be used to offensively deploy toxins with explicit GM fiat and should generally only be usable in this fashion against helpless or unaware targets. | ||
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*Body augmentations for the purpose of resisting damage from bone density augmentation or bone lacing are not restricted by augmented maximums. | *Body augmentations for the purpose of resisting damage from bone density augmentation or bone lacing are not restricted by augmented maximums. | ||
*Characters with the Regeneration power can take geneware via getting access to deltaware clinics, via runs at Thematics approval. | *Characters with the Regeneration power can take geneware via getting access to deltaware clinics, via runs at Thematics approval. | ||
====Deltaware Access==== | |||
*Awakened and those with Regeneration may not purchase deltaware except as part of rwards given for a specific run. | |||
*The chance for an Awakened or Emerged character to purchase deltaware may be given as a Run Reward for Semi-Prime or Prime runs. This takes up 15 RVP and must be approved by a member of the Thematics Team. | |||
*For awakened or emerged PCs with the Regeneration critter power, this takes up 30 RVP and must be approved by a member of the Thematics Team. | |||
*Cosmetic ware that would cost 0 Essence by house rules does not require a run reward for deltaware access even for Awakened or characters with Regeneration. | |||
====Tailored Greyware==== | ====Tailored Greyware==== | ||
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*The bilateral coordination coprocessor reduces penalties by 2 for any given action, including for any allowed number of Shiva arm pairs. If you are only using one non-primary hand, this will typically be sufficient. However, if you are using multiple, the GM may apply the penalty multiple times, at their discretion. We suggest they only do this in cases where multiple limbs are required to coordinate to a higher degree than firing a weapon - for example performing brain surgery. | *The bilateral coordination coprocessor reduces penalties by 2 for any given action, including for any allowed number of Shiva arm pairs. If you are only using one non-primary hand, this will typically be sufficient. However, if you are using multiple, the GM may apply the penalty multiple times, at their discretion. We suggest they only do this in cases where multiple limbs are required to coordinate to a higher degree than firing a weapon - for example performing brain surgery. | ||
*The limit increase of multiple coprocessors stacks. No wireless bonus granting extra dice on a test stacks with the bonus from the same item, unless explicitly stated to do so. | *The limit increase of multiple coprocessors stacks. No wireless bonus granting extra dice on a test stacks with the bonus from the same item, unless explicitly stated to do so. | ||
====Bone Lacing==== | |||
<!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127xb15/cyberlimbs_skin_modification_compatibility/ --> | |||
*Bone Lacing stacks with cyberlimbs. | |||
====Chemical Glands==== | ====Chemical Glands==== | ||
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====Grapple Hand/Gun==== | ====Grapple Hand/Gun==== | ||
* | <!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6can/grapple_guns_and_cyberarms/ --> | ||
*30 meters of microwire may be stored with an implanted grapple gun for use with the gun. | |||
*The grapple hand may be used as a weapon using grapple gun stats for DV and accuracy. If one has cyberimplant weapons which deal physical damage, we would suggest a GM permit the DV to change to physical instead of stun with no further alterations, but it is ultimately up to GM fiat. | *The grapple hand may be used as a weapon using grapple gun stats for DV and accuracy. If one has cyberimplant weapons which deal physical damage, we would suggest a GM permit the DV to change to physical instead of stun with no further alterations, but it is ultimately up to GM fiat. | ||
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*Hard nanite systems include rating different configurations for free. In Chummer, you may select the 'free' button when purchasing the rating different nanites that your hard nanite system supports. Note that only one at a time is active. For example, if you have a rating 3 hard nanohive, you may have it support control rig booster, anti-rad and nanite hunter nanites (but only one at a time). | *Hard nanite systems include rating different configurations for free. In Chummer, you may select the 'free' button when purchasing the rating different nanites that your hard nanite system supports. Note that only one at a time is active. For example, if you have a rating 3 hard nanohive, you may have it support control rig booster, anti-rad and nanite hunter nanites (but only one at a time). | ||
*In either case, damage still degrades your active nanites. For every 3 boxes of physical damage you suffer degrade your active nanite systems by 1. Nanite systems are considered fully replenished at the start of the next run. | *In either case, damage still degrades your active nanites. For every 3 boxes of physical damage you suffer degrade your active nanite systems by 1. Nanite systems are considered fully replenished at the start of the next run. | ||
*The restocking cost for Hard Nanohives can be ignored. | |||
====Narco==== | ====Narco==== | ||
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====Skimmers==== | ====Skimmers==== | ||
*Assume "significant extra weight" for the purposes of skimmers (CF 88) to mean anything more than roughly 2 kg/point of Body above and beyond FBA + reasonable weaponry. You can still have your combat axe or sniper rifle and FBA, but if you try carrying a ballistic shield things might get a bit hairy. Anything that needs a lift and carry test is, of course, right out. | *Assume "significant extra weight" for the purposes of skimmers (CF 88) to mean anything more than roughly 2 kg/point of Body above and beyond FBA + reasonable weaponry. You can still have your combat axe or sniper rifle and FBA, but if you try carrying a ballistic shield things might get a bit hairy. Anything that needs a lift and carry test is, of course, right out. | ||
<!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127xb15/cyberlimbs_skin_modification_compatibility/ --> | |||
====Skin Modifications==== | |||
*For the sake of accepting skin modifications, the user should have a meaningful amount of skin left, at least two natural limbs. Torso counts as 2 limbs, head counts as 1, partial limbs count as half. | |||
*Smartskin cannot go over cyberlimbs. | |||
====Skin Toner==== | ====Skin Toner==== | ||
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====Pi-Tacs and Accessories==== | ====Pi-Tacs and Accessories==== | ||
*Door Gunner: if you are on a Pi-Tac team of any rating, you may fire weapons on a vehicle-controlled by another member of your team, assuming it has a smartlink and is wirelessly connected to you. You must use the Gunnery skill to operate the weapon, though you may use your choice of Agility or Logic. You must be in VR. In either case, you only take biofeedback damage if the weapon you are using is attacked specifically. The weapon cannot be actively used by another member of your team at the same time. | *Door Gunner: if you are on a Pi-Tac team of any rating, you may fire weapons on a vehicle-controlled by another member of your team, assuming it has a smartlink and is wirelessly connected to you. You must use the Gunnery skill to operate the weapon, though you may use your choice of Agility or Logic. You must be in VR. In either case, you only take biofeedback damage if the weapon you are using is attacked specifically. The weapon cannot be actively used by another member of your team at the same time. | ||
*Pi-Tacs can be connected to living personas. | |||
====Real SINs==== | ====Real SINs==== | ||
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*BTLs do not stack with drugs. They cause drug interactions with drugs, overdose with drugs and are affected by narco like drugs. | *BTLs do not stack with drugs. They cause drug interactions with drugs, overdose with drugs and are affected by narco like drugs. | ||
*Drugs with the same name overlap (you cannot take Kamikaze twice to get twice the benefits). Drugs with different names stack (you can take Zen and Red Mescaline to get +2 Willpower before factoring in Narco). In either case overdose applies. | *Drugs with the same name overlap (you cannot take Kamikaze twice to get twice the benefits). Drugs with different names stack (you can take Zen and Red Mescaline to get +2 Willpower before factoring in Narco). In either case overdose applies. | ||
====Immunity to Toxins==== | |||
<!-- council ruling https://www.reddit.com/r/ShadowHavenBBS/comments/ly1h3u/on_drugs_and_toxins/ --> | |||
*Drugs are not toxins in a mechanical sense and are not subject to immunity to toxins. | |||
===Addiction Rules=== | ===Addiction Rules=== | ||
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*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. | *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. | ||
*Only permanent bonuses to attributes such as those from infected, from ware (e.g. cerebral booster) or those from the quality Cyber-Singularity Seeker can be used for the test. Temporary bonuses to attributes such as those from spells, drugs or ware that can be turned on and off cannot be used for the test. | *Only permanent bonuses to attributes such as those from infected, from ware (e.g. cerebral booster) or those from the quality Cyber-Singularity Seeker can be used for the test. Temporary bonuses to attributes such as those from spells, drugs or ware that can be turned on and off cannot be used for the test. | ||
<!-- https://www.reddit.com/r/ShadowHavenBBS/comments/qk77j4/beating_addiction/ --> | |||
*In order to buy off the Addiction Negative Quality, you must remain off of the drug for (Addiction Rating)/2 runs, rounded up. | |||
====Stat Changes==== | ====Stat Changes==== | ||
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====Biocompatibility==== | ====Biocompatibility==== | ||
Due to negative gameplay interactions, biocompatibility is not going to be restricted to at-gen only. However, one must still go through the normal approval process for it. | *Due to negative gameplay interactions, biocompatibility is not going to be restricted to at-gen only. However, one must still go through the normal approval process for it. | ||
====Bilingual==== | |||
*This quality can be taken post gen. | |||
====Brand Loyalty==== | ====Brand Loyalty==== | ||
*Brand Loyalty is restricted to gear (not including foci or ware). | *Brand Loyalty is restricted to gear (not including foci or ware). | ||
*Brand Loyalty at the Manufacturer level does apply to gear the brand does not make. | *Brand Loyalty at the Manufacturer level does apply to gear the brand does not make. | ||
*Brand Loyalty may be taken at the Product level for generic items. In that case it will only apply to that specific weapon. Example: Brand Loyalty (Product) | *Brand Loyalty may be taken at the Product level for generic items. In that case it will only apply to that specific type of weapon. For Example: Brand Loyalty (Product) "Sword" will only apply to the item class of "Sword" while all other Blades weapons suffer the malus. | ||
====Blandness==== | ====Blandness==== | ||
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====College Education==== | ====College Education==== | ||
*This quality is incompatible with the Uneducated quality (CRB 87). | *This quality is incompatible with the Uneducated quality (CRB 87). | ||
<!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfyxj/computer_illiterate_and_being_a_haven_runner/ --> | |||
====Computer Illiterate==== | |||
*So long as the PC has a story of how they use the electronics while not being able to understand them, a PC may have the Computer Illiterate quality and still be a Haven runner. This can range from your fixer handling these tasks to just paying a street decker 50 nuyen to send a message. | |||
====Corporate Loyalist==== | ====Corporate Loyalist==== | ||
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====Flashbacks==== | ====Flashbacks==== | ||
*In order for Flashbacks to trigger again, the situation must be different in some quantifiable way. Additionally, this should only trigger once per scene at most, barring some extended time between triggers at GM discretion. | *In order for Flashbacks to trigger again, the situation must be different in some quantifiable way. Additionally, this should only trigger once per scene at most, barring some extended time between triggers at GM discretion. | ||
<!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vypg6q/gifted_healer_rework/ --> | |||
====Gifted Healer==== | |||
*Replace the benefits of Gifted Healer with the following: | |||
**Reduce penalties for First Aid and Medicine by 2 (SR5 p. 205-208) and for the Heal spell by 2 from any source other than BGC. | |||
====Hobo with a Shotgun==== | ====Hobo with a Shotgun==== | ||
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**Positive metagenetic qualities limited to SURGE III: Arcane Arrester, Bone Spikes, Dermal Alteration (Granite Shell), Glamour, Magic Sense, Metagenetic Improvement (Attribute), Nasty Vibe, Shiva Arms<br> | **Positive metagenetic qualities limited to SURGE III: Arcane Arrester, Bone Spikes, Dermal Alteration (Granite Shell), Glamour, Magic Sense, Metagenetic Improvement (Attribute), Nasty Vibe, Shiva Arms<br> | ||
**Positive metagenetic qualities limited to SURGE II or SURGE III: Dermal Alteration (Blubber, Rhino Hide), Elongated Limbs, Functional Tail (Balance, Paddle, Prehensile, Thagomizer), Proboscis, Thorns | **Positive metagenetic qualities limited to SURGE II or SURGE III: Dermal Alteration (Blubber, Rhino Hide), Elongated Limbs, Functional Tail (Balance, Paddle, Prehensile, Thagomizer), Proboscis, Thorns | ||
**Negative metagenetic qualities limited to SURGE III: Astral Hazing, Critter Spook, Third Eye | **Negative metagenetic qualities limited to SURGE III: Astral Hazing, Critter Spook, Mood Hair, Third Eye | ||
**Negative metagenetic qualities limited to SURGE II or SURGE III: Bioluminescence, Cephalopod Skull, Feathers | **Negative metagenetic qualities limited to SURGE II or SURGE III: Bioluminescence, Cephalopod Skull, Feathers, Scales, Vestigial Tail | ||
*The Striking Skin Pigmentation quality is incompatible with the Dermal Alteration quality. | *The Striking Skin Pigmentation quality is incompatible with the Dermal Alteration quality. | ||
*Bioluminescence works with either hair modifications or skin modifications, but not with both at the same time. | *Bioluminescence works with either hair modifications or skin modifications, but not with both at the same time. | ||
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====Uneducated==== | ====Uneducated==== | ||
*This quality is incompatible with the College Education (RF 145) or the Technical School Education (RF 150) qualities. | *This quality is incompatible with the College Education (RF 145) or the Technical School Education (RF 150) qualities. | ||
====Wanted==== | |||
*Collection of bounties on other character will follow all of the rules for [[PvP on the Haven]]. Notably, collecting bounties on teammates during the course of a run is disallowed. | |||
*Should a GM organize a private run against a character with wanted where NPC runners would otherwise be used, PC runners may join on that run. The GM should get the informed consent of all players involved and thematics department approval given the often tense and unfair nature of PvP in Shadowrun 5E. | |||
*The impact of the wanted quality should be limited to the character in question. | |||
*GMs are highly encouraged to use the wanted quality to complicate runs, as with all negative qualities. | |||
*Contacts will not aid in the collection of bounties on wanted characters except in extreme, rare situations. | |||
*Rules for burning edge will be kept in mind when handling the wanted quality. | |||
*Players may appeal to the thematics team or council should they feel the awarding of wanted during the course of a run was unwarranted. | |||
====Samurai Way Qualities==== | ====Samurai Way Qualities==== | ||
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'''Bodyguard''' ( | |||
'''Bodyguard''' (WOTS 10) | |||
*Prerequisites: Charisma and Intuition must total at least 7, Pistols skill must be at least 3, Perception skill must be at least 3. | *Prerequisites: Charisma and Intuition must total at least 7, Pistols skill must be at least 3, Perception skill must be at least 3. | ||
*Advantage: Characters with this quality receive a +2 die pool bonus to Perception checks and choose one of the following: either ready weapon or take aim may become a free action. (Mechanics Note: Free actions never reset recoil, only simple actions that are not shooting your gun.) | *Advantage: Characters with this quality receive a +2 die pool bonus to Perception checks and choose one of the following: either ready weapon or take aim may become a free action. (Mechanics Note: Free actions never reset recoil, only simple actions that are not shooting your gun.) | ||
'''Merc''' ( | '''Merc''' (WOTS 10) | ||
*Prerequisites: At least 4 ranks among the following skill groups: [Athletics, Close Combat, Firearms, Outdoors] OR 14 total ranks among any skills from the following skill groups and skills: [Athletics, Close Combat, Firearms, Outdoors, Pilot Groundcraft, Pilot Aircraft, Pilot Aerospace, Pilot Walker]. | *Prerequisites: At least 4 ranks among the following skill groups: [Athletics, Close Combat, Firearms, Outdoors] OR 14 total ranks among any skills from the following skill groups and skills: [Athletics, Close Combat, Firearms, Outdoors, Pilot Groundcraft, Pilot Aircraft, Pilot Aerospace, Pilot Walker]. | ||
*Advantage: Choose one contact and one of the following types of merchandise [weapons, vehicles, armor]. Characters with this quality receive a 10% discount when buying the appropriate merchandise from that contact, and receive a +3 die pool modifier when negotiating to sell/fence those goods. In addition, characters with this quality only suffer a -1 penalty on ranged combat for attacker running and increase by 1 any bonus they received on ranged defense tests for cover (partial cover provides a +3, good cover provides a +5). | *Advantage: Choose one contact and one of the following types of merchandise [weapons, vehicles, armor]. Characters with this quality receive a 10% discount when buying the appropriate merchandise from that contact, and receive a +3 die pool modifier when negotiating to sell/fence those goods. In addition, characters with this quality only suffer a -1 penalty on ranged combat for attacker running and increase by 1 any bonus they received on ranged defense tests for cover (partial cover provides a +3, good cover provides a +5). | ||
'''Panzer''' ( | '''Panzer''' (WOTS 10) | ||
*Prerequisites: Must have a modified Body score (for damage soaking purposes) of 5 or higher. The character must have any two of the following implants: dermal plating, orthoskin, bone density Augmentation, Bone Lacing (Plastic), Bone Lacing (dluminum), bone lacing (titanium), Cybertorso with armor, or one cyberlimb with armor. | *Prerequisites: Must have a modified Body score (for damage soaking purposes) of 5 or higher. The character must have any two of the following implants: dermal plating, orthoskin, bone density Augmentation, Bone Lacing (Plastic), Bone Lacing (dluminum), bone lacing (titanium), Cybertorso with armor, or one cyberlimb with armor. | ||
*Advantage: Characters with this quality receive a +2 die pool modifier to resist fear and intimidation, including magically induced fear from spells or critter powers, or they may substitute their augmented Body attribute for Charisma when calculating their Intimidation dice pool. In addition, they may ignore two boxes of damage when calculating wound modifiers (which cannot be combined with the Pain Resistance adept power, pain editor bioware or damage compensator bioware), or receive a +1 die pool modifier to Body when making damage resistance tests. | *Advantage: Characters with this quality receive a +2 die pool modifier to resist fear and intimidation, including magically induced fear from spells or critter powers, or they may substitute their augmented Body attribute for Charisma when calculating their Intimidation dice pool. In addition, they may ignore two boxes of damage when calculating wound modifiers (which cannot be combined with the Pain Resistance adept power, pain editor bioware or damage compensator bioware), or receive a +1 die pool modifier to Body when making damage resistance tests. | ||
'''Razorboy''' ( | '''Razorboy''' (WOTS 10) | ||
*Prerequisites: Must have any of the following implants: cybereyes basic system, infrasonic generator, obvious full arm, obvious full leg, obvious torso, obvious skull. | *Prerequisites: Must have any of the following implants: cybereyes basic system, infrasonic generator, obvious full arm, obvious full leg, obvious torso, obvious skull. | ||
*Advantage: Characters with this quality may add +2 dice to Intimidation checks or +1 DV with cyberimplant weapons and bioweapons (melee only for both). In addition, they receive a +1 rating modifier to any Street knowledge skills they possess. | *Advantage: Characters with this quality may add +2 dice to Intimidation checks or +1 DV with cyberimplant weapons and bioweapons (melee only for both). In addition, they receive a +1 rating modifier to any Street knowledge skills they possess. | ||
'''Ronin''' ( | '''Ronin''' (WOTS 11) | ||
*Prerequisites: Willpower and Intuition must total at least 7. Must maintain Street Cred equal to or greater than Notoriety. | *Prerequisites: Willpower and Intuition must total at least 7. Must maintain Street Cred equal to or greater than Notoriety. | ||
*Advantage: Characters with this quality reduce the essence cost of cyberware or bioware (not geneware) by 10%. The character may not also discount that type of implant with Biocompatibility. In addition, they may choose one of the following: +1 DV with Blades, Clubs, Unarmed and Exotic Melee Weapons, or when they have a blade, club, unarmed weapon, or exotic melee weapon equipped and are not surprised, +2 to Reaction tests to defend themselves from combat, indirect Combat spells and so forth. Reaction-linked skill tests, initiative and surprise tests are not affected by this quality. A ronin must burn Street Cred to reduce Notoriety should the character's Notoriety ever be higher than 1. This quality is incompatible with Bad Rep. | *Advantage: Characters with this quality reduce the essence cost of cyberware or bioware (not geneware) by 10%. The character may not also discount that type of implant with Biocompatibility. In addition, they may choose one of the following: +1 DV with Blades, Clubs, Unarmed and Exotic Melee Weapons, or when they have a blade, club, unarmed weapon, or exotic melee weapon equipped and are not surprised, +2 to Reaction tests to defend themselves from combat, indirect Combat spells and so forth. Reaction-linked skill tests, initiative and surprise tests are not affected by this quality. A ronin must burn Street Cred to reduce Notoriety should the character's Notoriety ever be higher than 1. This quality is incompatible with Bad Rep. | ||
'''Sharpshooter | '''Sharpshooter''' (WOTS 11) | ||
*Prerequisites: Must have any two of the following implants: smartlink, vision magnification, any reflex recorder for a ranged combat skill, Tremor reducer, attention coprocessor, laser range finder. | *Prerequisites: Must have any two of the following implants: smartlink, vision magnification, any reflex recorder for a ranged combat skill, Tremor reducer, attention coprocessor, laser range finder. | ||
*Advantage: Characters with this quality are not required to half their Willpower when calculating how many take aim actions they may perform with a ranged weapon. This will most likely be commonly applied to Longarms, but it is applicable to any ranged weapon. Alternatively, the character can take a -2 reduction to all range category penalties. This quality also grants a +1 die pool bonus to Sneaking or a +1 die pool bonus single ranged weapon skill of the player's choice. Additionally, for each take aim action the character takes they receive a -1AP modifier on their next applicable shot against that target. | *Advantage: Characters with this quality are not required to half their Willpower when calculating how many take aim actions they may perform with a ranged weapon. This will most likely be commonly applied to Longarms, but it is applicable to any ranged weapon. Alternatively, the character can take a -2 reduction to all range category penalties. This quality also grants a +1 die pool bonus to Sneaking or a +1 die pool bonus single ranged weapon skill of the player's choice. Additionally, for each take aim action the character takes they receive a -1AP modifier on their next applicable shot against that target. | ||
'''Street Ninja''' ( | '''Street Ninja''' (WOTS 11) | ||
*Prerequisites: Must have a Sneaking skill of at least 4. The character must have two of the following implants: cybereyes basic system, cyberimplant weapon, enhanced articulation, synthacardium, reflex recorder (Sneaking), radar sensor. | *Prerequisites: Must have a Sneaking skill of at least 4. The character must have two of the following implants: cybereyes basic system, cyberimplant weapon, enhanced articulation, synthacardium, reflex recorder (Sneaking), radar sensor. | ||
*Advantage: In the first pass of any combat where you force your opponents to roll surprise tests, reduce the called shot penalty of any called shot to -4. Alternatively, you can take +3 dice to surprise tests. In addition, they gain either +1 dice to Sneaking tests or +1 dice to Throwing Weapons or a melee skill of the player's choice (Blades, Clubs, Exotic Melee Weapon, Unarmed Combat). Additionally, you may take a -2/4/6 die pool penalty on your Surprise test to give all enemies a -1/2/3 die pool penalty. Multiple street ninjas may combine this penalty, but the penalty may never exceed -3. | *Advantage: In the first pass of any combat where you force your opponents to roll surprise tests, reduce the called shot penalty of any called shot to -4. Alternatively, you can take +3 dice to surprise tests. In addition, they gain either +1 dice to Sneaking tests or +1 dice to Throwing Weapons or a melee skill of the player's choice (Blades, Clubs, Exotic Melee Weapon, Unarmed Combat). Additionally, you may take a -2/4/6 die pool penalty on your Surprise test to give all enemies a -1/2/3 die pool penalty. Multiple street ninjas may combine this penalty, but the penalty may never exceed -3. | ||
===Skills=== | ===Skills=== | ||
====Linked Attribute==== | |||
*When called for, the 'linked attribute' is the attribute you are currently rolling as part of a skill test. By way of example, Logic linked tests are any tests where you roll Logic combined with Skill ranks, so Edit File (Computer + Logic) is a Logic linked test whereas Matrix Perception (Computer + Intuition) is not. | |||
====Disguise==== | ====Disguise==== |
Latest revision as of 15:44, 1 April 2024
origonal page name - Rulings/Miscellaneous wip council threads
Banned Miscellaneous Content
Banned Items
- Military/Future Weapons are banned with the exception of the Aztechnology-Dassault Blood Hawk Mk 1, the Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System and the Maker Mags.
- Renfield (SASS 32)
Banned Cyberware/Bioware
- Immunization (CF 164)
- Gradual Release Chemical Glands
- All Gammaware
- All Omegaware
Banned Qualities
Positive Qualities
- Better to be Feared than Loved (CF 54)
- Friends in High Places (RF 147)
- Human Lifespan (TCT 188) - Having a human lifespan can be done for free as a fluff decision.
- Massive Network (NF 177)
- Networker (NF 177)
- Observant (SL 127): It's assumed to be automatically possessed by all characters.
Negative Qualities
- Amnesia: Neural Deletion & Surface Loss (RF 152)
- Borrowed Time (RF 153)
- Consummate Professional (AP 17)
- Dead Emotion (CF 57)
- Dead SIN (BTB 162)
- Earther (RG 169)
- Every Man For Himself (SL 181)
- Escaped Custody (KC 99)
- Hung Out to Dry (RF 155)
- In Debt (RF 156)
- Neoteny (RF 121) - It's banned for play on ShadowHaven unless the character is a gnome. Gnome neoteny does not make the gnome appear childlike.
- One of Them (CF 58)
- Pregnant (BB 12)
- So Jacked Up (CF 59)
- Stay Out Of My Way (SL 127)
- Stolen Gear (NF 177)
- This Is Your Last Chance (SL 129)
- Tough and Targeted (CF 59)
- 'Ware Intolerance (KC 100)
Banned Mechnics
- Pharmaceutical Drug Grade (CF 190)
- Customizing Drugs (CF 190-192)
- Performance and downtime money methods (NF 60-61)
- Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs).
- Group Resources (DT 43)
- The mechanics of the example groups (DT 35-43) are also not in use. See the factions page for the rules in play on ShadowHaven for those listed factions.
Banned Lifestyle Options
- Hotel California (RF 226)
- Shared Advanced Lifestyles (HT 140)
Altered Miscellaneous and Rulings
Skills and Attributes
- Skills are linked to the attribute being used with them in a given test.
- Currently attribute-linked refers to the attribute currently in use with the skill. This is a departure from RAW.
Street Cred
- Street cred goes by the text, with the table assumed to be a misprint - it provides a limit increase, but no dice increase.
Metatypes and Co.
- Metavariants are not their parent metatype and cannot take qualities or ware restricted to them as a general rule. If there is an explicit exception, it remains in place.
- Shifters may shift with deltaware cyberware, even if it isn't purely internal, without it being automatically rejected.
Mundane-Only Content
- Characters who have acquired a Magic or Resonance rating and continue to have any bonuses from the source which gave it do not qualify for mundane-only qualities, ascensions or other options. Characters who previously had it and no longer currently have any benefits from the source of that rating, aside from knowledge skills, may qualify for mundane-only options, however. This means that non-dual-natured infected do not qualify for mundane-only options, but a formerly awakened or emerged character who has burned out completely (zero magic and zero resonance) would.
Mundane Ascension
- Mundane characters may undertake a story building ordeal much like Awakened/Emerged characters do. Ascensions have an eight week cooldown. Make up to 5 selections (including multiple copies of the same). Each selection replaces 1 RVP normally gained from the run. Purchasing high availability items falls under the purview of Thematics.
- 5 karma towards a skill, skill group or martial art.
- 20000¥ towards non-ware. You may bank this across multiple ascensions.
- 6 karma towards qualities at post-gen price.
- 4 karma towards edge.
- 10000¥ towards ware. You may bank this across multiple ascensions.
- +20 Faction Rep.
Additional Prototype Materials
- It was even harder getting cutting-edge prototypes from that corporate facility a second time, but you managed to do it twice now. Furthermore, you've applied your own creative brand of ingenuity to upgrade your custom weapon with the parts. The quality Additional Prototype Materials can be taken after you have purchased the quality Prototype Materials. It allows you to further enhance the weapon you have applied the benefits of Secondary Special Modifications to. All rules for Special Modifications are in affect for these qualities.
Secondary Special Modifications
- There might be one other like it, but both weapons are yours, and you've put just as much R&D into it as your other favorite toy. Other folks spend time polishing their spell slinging or expanding their other special skills, but you've got more faith in your gear than any fancy tricks others might use. Whether it was through some inspired mechanical genius or the unauthorized borrowing of some secret prototype, you have turned your other favorite weapon into the best jury-rigged version around. The quality Secondary Special Modifications can be taken after you have purchased the quality Special Modifications. It allows you to enhance an additional weapon you have not applied the benefits of Special Modifications to. All rules for Special Modifications are in affect for these qualities.
Delivery Time
- Delivery times are based off of the cost of the total cost of all items bought, not just the cost of a single item.
Better Than Bad’s New Uses for Karma and Street Cred
- The "New Uses for Karma and Street Cred" are in effect, except where noted below.
- The rules for purchasing additional Loyalty and Connection with contacts are not in effect, superseded by our own Contact Rules.
- The uses for Reputation Score are not in effect as Reputation Score is not a game concept that exists. If the writer's intent was Faction Rep, as Mechanics Team suspects, this is also superseded by our own rules.
Lifestyle
- Your lifestyle costs are due in full every 4 runs, rather than being tied to the passage of time.
- Optionally, you may choose to pay 25% of the full costs each run if you prefer.
- 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.
- Optionally, you may choose to pay 25% of the full costs each run if you prefer.
- Runners may share residences, but when it comes to lifestyle costs every runner must pay the full 100% of their lifestyle costs. Lifestyles are not simply just an apartment - they factor many other things into it as well from food, entertainment and other essentials. So while we allow people to room with other runners you will receive no discount.
Traveler Lifestyle
When you pay rent or at character generation, roll on the traveler lifestyle table below to see what options your traveler lifestyle gets. If you have an idea for this table, feel free to send it to Leadership.
SINner, Trust Fund Interactions
- | Ork/Human/Elf | Dwarf | Troll |
---|---|---|---|
Street | 0 | 0 | 0 |
Squatter | 500 | 600 | 1000 |
Low | 2000 | 2400 | 4000 |
Medium | 5000 | 6000 | 10000 |
High | 10000 | 12000 | 20000 |
Luxury | 100000 | 120000 | 200000 |
Trust Fund should only cover up to that amount on the table above for each lifestyle/metatype. Secondly, SINner taxes should not be covered by Trust Fund.
Cost Reduction
- For luxury, high, medium, low and squatter lifestyles, street cred or karma may be exchanged to reduce the base lifestyle cost to the next lowest level. The reduction cost is to be paid in any combination of street cred and/or karma in a one to one thousand nuyen rate. Costs can never be reduced further than 1 level. No other lifestyles may be reduced in cost and only the base lifestyle cost is reduced. Any taxes are applied to the adjusted base cost. Trust Fund lifestyles cannot be reduced in this way.
AR Fashion
AR Fashion can be assumed to be part of your lifestyle at the following levels (or paid for separately at the listed prices): Casual is included in a low lifestyle, Business in medium, Formal in high and Designer in luxury.
CarnivoreGold
- There are no limits on what may be translated, though the threshold may vary. The threshold should not exceed 8 in any case.
DocWagon
- Resuscitation does not replace the requirement to burn edge in order to invoke Not Dead Yet.
Subliminal Subacoustics
- Emotions that fit are GM discretion and their decision is final.
Vocal Tension Lie Detection
- Vocal Tension Lie Detection may, at GM discretion, add to the Con resist roll.
- It always applies to judge intentions rolls to determine if someone is lying.
Workshop/Facility
- Workshops and facilities do not require a commercial lifestyle.
Ware
- Assume that additional costs (lifestyle costs etc.) are not multiplied by ware grade.
- Custom cybergun availabilities are affected by the grade of the arm they are implanted in.
- Partial cyberlimbs may be upgraded to fuller limbs in accordance with the upgrade rules. Existing limb components must be present in the new fuller limb. This process can not be used to remove or change modifications that were present in the existing limb.
- The bonus from the spider eyes implant does not stack with multiple sets.
- A cybergland not installed in conjunction with an implanted cyberweapon may apply toxins to melee weapons using a complex action. A complex action is also what is required to apply a held toxin to a held melee weapon. In any case, a dose of toxin applied to a melee weapon is expended on a successful attack with that weapon.
- Cyberglands may only be used to offensively deploy toxins with explicit GM fiat and should generally only be usable in this fashion against helpless or unaware targets.
- A character with the Shiva Arms quality still uses 2 arms, 2 legs and the torso for the purposes of encumbrance calculations and limits for knockdown. Attribute scores and limits for specific actions remain in the realm of GM fiat for these characters.
- You cannot add mods to bioweapons.
- The Biocompatibility quality affects the grade multiplier, Adapsin affects the final essence cost afterwards. Thus, Biocompatibility comes in effect first and affects the grade modified essence cost, then the final number is affected by Adapsin.
- Body augmentations for the purpose of resisting damage from bone density augmentation or bone lacing are not restricted by augmented maximums.
- Characters with the Regeneration power can take geneware via getting access to deltaware clinics, via runs at Thematics approval.
Deltaware Access
- Awakened and those with Regeneration may not purchase deltaware except as part of rwards given for a specific run.
- The chance for an Awakened or Emerged character to purchase deltaware may be given as a Run Reward for Semi-Prime or Prime runs. This takes up 15 RVP and must be approved by a member of the Thematics Team.
- For awakened or emerged PCs with the Regeneration critter power, this takes up 30 RVP and must be approved by a member of the Thematics Team.
- Cosmetic ware that would cost 0 Essence by house rules does not require a run reward for deltaware access even for Awakened or characters with Regeneration.
Tailored Greyware
- Tailored greyware is a higher grade version of greyware. The Brothers Grey Auction House, after the success of greyware, have gone about improving on the selling points of their modified cyberware. Tailored greyware is cheaper than deltaware, more readily available than betaware and costs less essence than betaware too. It's a cut above the regular greyware, but still keeps the same sleek but old-school look (with some improvements); it uses as few off-the-shelf parts as possible and is custom tuned to the recipient in order to better integrate with their body. It's got the following characteristics:
- 1.7x the nuyen cost of standard grade cyberware.
- 0.65x the essence cost of standard grade cyberware.
- Adds 2 to the availability of the cyberware (for example, availability 8 becomes 10).
- Not available at chargen.
- Otherwise, it follows the normal greyware rules.
Cosmetic and Therapeutic Ware
- Purely "cosmetic or therapeutic" pieces of ware (cyberware or bioware) cost no essence ever (and never have in-universe).
- At chargen, there is no nuyen cost for purely "cosmetic or therapeutic" pieces of ware. After chargen, they will have their nuyen prices as listed in the books.
- When using any of these, your character is still recognizable as you – just you with cat ears or whatever.
- Healing time for between runs is assumed to be done before the next run starts (as is all other 'ware upgrades). Healing time during a run is handled as taking 0-3 physical and stun boxes (GM fiat based on how extensive the augmentation is), with surgery taking as much time as the GM says it does.
- Biosculpting to look less like an infected and to not be recognizable as yourself is an exception to the above and still costs essence (and nuyen if done during chargen).
- "Cosmetic and therapeutic" pieces of ware is defined as any piece of ware which has no mechanical benefit, exists solely to buy off negative qualities (the karma cost still needs to be paid) or are therapeutic (such as limb replacements).
Geneware
- Shifters may take geneware freely and continue to shift. As it is not an implant, the Shift power does not expel it, cause any damage or loss of the geneware.
- All metatypes and metavariants can take all genetic treatments. Shifters and metasapients may take any geneware that is not part of phenotype adjustment. For transgenic alterations, shifters apply them equally to both forms. Infected may take any geneware appropriate for their type.
GreyWare
- Greyware is permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, whatever you wish to fluff it as within reason), and no cyberware may have any wireless functionality to speak of. For example, a greyware smartlink can still provide a bonus to accuracy if you plug into your gun, however, it can never provide bonus dice. Any wireless bonuses are similarly denied, and a greyware implanted commlink is not going to be able to make commcalls... you be the judge of how useful that may be.
- Direct connections do not grant wireless bonuses. You forfeit the entire bonus, not just the connectivity.
Adapsin
- Adapsin works retroactively and works as a multiplicative modifier. Multiply the final essence cost of the ware by 0.9 after including other modifiers based on grade and the presence or lack thereof of Biocompatibility.
Antenna Grill
- Requires implanted cyberdeck/commlink or a living persona.
- Can only be taken by characters with tusks (orks, trolls, people with implanted tusks, etc.).
Auto-Injector
- Slap patches may not be placed into auto-injectors.
Bilateral Coordination Coprocessor
- The bilateral coordination coprocessor reduces penalties by 2 for any given action, including for any allowed number of Shiva arm pairs. If you are only using one non-primary hand, this will typically be sufficient. However, if you are using multiple, the GM may apply the penalty multiple times, at their discretion. We suggest they only do this in cases where multiple limbs are required to coordinate to a higher degree than firing a weapon - for example performing brain surgery.
- The limit increase of multiple coprocessors stacks. No wireless bonus granting extra dice on a test stacks with the bonus from the same item, unless explicitly stated to do so.
Bone Lacing
- Bone Lacing stacks with cyberlimbs.
Chemical Glands
- Permitted drugs for use in chemical glands are:
- All drugs in CRB (BTLs, as noted below, are excepted)
- All drugs in CF, with the following exceptions: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time and Soothsayer
- All drugs in "Boston Lockdown" with the following exception: Numb
- No magical compounds, Awakened drugs or BTLs are allowed for use with the glands.
- No contact vector-only drugs are allowed for use with the glands.
Cyberlimbs and Cyberlimb Mods
- Strength and Agility customization and enhancement should be applied to the coremost (that is to say, the part closest to the torso - the uppermost part) part of any modular limbs a character has, and will automatically flow down through any parts possessed.
- Theoretically, any non-magical, non-Resonance skill may be taken as a cyberlimb optimization. However, no skill used over the Matrix or otherwise used remotely, no social skill apart from Performance and Etiquette, no skill used on the astral or against a target on the astral, or using the Resonance, may benefit from a cyberlimb optimization. Generally, a limb must be at least tangentially used to benefit, but this should be interpreted very broadly.
- Cyberlimb optimization when applied to something with accuracy will increase that items accuracy.
- Cyberhands do not play into calculations for attacks. For the time being, lower arms count as averaging halfway with the meat limb.
- Cyberhand drone stats are: Handling 5 Speed 1G Acceleration 1 Body 1(1) Armor 1 Pilot 2 Sensor 1 Avail 8.
- The drone can wear gecko gloves and make use of them for climbing.
- The Liminal Body: Centaur ware only gives capacity in the legs.
- Cyberlimbs limit armor to:
- 1 for hands and feet
- 2 for partial limbs and partial skulls
- 3 for full limbs and full skulls
Modular Cyberlimbs
- Modular connectors between flesh and limb work in one of two ways - either you purchase a connector and place it in your flesh, allowing you to change out any appropriately-sized limb, or you purchase a modular limb and can swap it out without the use of a connector, but only with other modular limbs. Essentially, you pay in capacity or essence. In either case, your essence will adjust, leaving essence holes as appropriate, to any changes in your limbs. A connector does not place a limb into its capacity, so it still costs essence to have an arm attached to a connector.
- When using modular cyber limbs, only the limb component with the highest armor is calculated.
Datajack Plus
- The datajack plus does not grant program slots to a technomancer's living persona. It still grants the noise reduction.
- Only functions when connected to a deck or RCC, it does not include any free programs and it cannot run an agent or Virtual Machine. Functionally, it increases the program slots of the deck or RCC by its rating.
Digigrade
- Digigrade legs cost both essence and capacity. The increased essence cost is affected by 'ware grade as usual. It adds to the essence cost of the leg for the purposes of reductions.
EARRS
- The -10 penalty applies to all non-Matrix, non-Resonance actions.
- Vehicle actions taken through the jumped-in device are considered Matrix actions for the purposes of EARRS. A user who is jumped into a drone or vehicle is able to operate it as they normally would, though they retain normal control of their body; actions taken by their body suffer the normal -10 penalty. You cannot perceive or project astrally, or use any other magical actions, while in VR with EARRS.
Grapple Hand/Gun
- 30 meters of microwire may be stored with an implanted grapple gun for use with the gun.
- The grapple hand may be used as a weapon using grapple gun stats for DV and accuracy. If one has cyberimplant weapons which deal physical damage, we would suggest a GM permit the DV to change to physical instead of stun with no further alterations, but it is ultimately up to GM fiat.
Grey Mana Tattoos
Grey mana tattoos follow the same rules as the grey mana armor modification. While grey mana tattoos are obvious on the astral, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an Astral Perception test is insufficient to arrest, only question.
MCT Biolink
- 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.
Mnemonic Enhancers
- Mnemonic enhancers cannot affect skills gained through knowsofts.
Nanites
- Soft nanite systems include the nanites they support for free. In Chummer, you may select the 'free' button when purchasing the initial nanites for your system.
- Hard nanite systems include rating different configurations for free. In Chummer, you may select the 'free' button when purchasing the rating different nanites that your hard nanite system supports. Note that only one at a time is active. For example, if you have a rating 3 hard nanohive, you may have it support control rig booster, anti-rad and nanite hunter nanites (but only one at a time).
- In either case, damage still degrades your active nanites. For every 3 boxes of physical damage you suffer degrade your active nanite systems by 1. Nanite systems are considered fully replenished at the start of the next run.
- The restocking cost for Hard Nanohives can be ignored.
Narco
- Narco reduces the total damage suffered during a dose of Buffout due to its effects by two. It is not a reduction for each instance of damage, however. Instead of taking 3 damage, you would take 1, but instead of taking 9 damage, you would take 7.
- Narco does not affect situational or specific bonuses to attributes, such as bonuses to Logic-linked skills or bonuses to Strength for lift and carry or grappling damage.
Sharkskin
- To gain the benefits of sharkskin, you must be striking with an area of your body that has exposed skin. A good rule of thumb is that if the armor can take a chemical seal (like FBA), there is not enough exposed skin to gain the benefits of sharkskin.
Skilljack/wires
- Skilljacks - essence becomes 0.1 regardless of rating. Currently it is 0.1 essence times rating. Cost goes to 1000¥ times rating. Currently it is 10x that amount.
- Skillwires - essence becomes 0.1 times rating. Current it is 0.2 essence times rating.
- Skills from active hardwires or any form of skillwires do not come with you onto the astral.
Skimmers
- Assume "significant extra weight" for the purposes of skimmers (CF 88) to mean anything more than roughly 2 kg/point of Body above and beyond FBA + reasonable weaponry. You can still have your combat axe or sniper rifle and FBA, but if you try carrying a ballistic shield things might get a bit hairy. Anything that needs a lift and carry test is, of course, right out.
Skin Modifications
- For the sake of accepting skin modifications, the user should have a meaningful amount of skin left, at least two natural limbs. Torso counts as 2 limbs, head counts as 1, partial limbs count as half.
- Smartskin cannot go over cyberlimbs.
Skin Toner
- Treat skin toner as a ruthenium polymer coating at rating 4 rather than a rating 4 chameleon suit.
Smuggling Compartments etc.
- A smuggling compartment can hold concealability -1 or lower. If broken down, it can hold concealability 0 or lower.
- A skin pocket functions as above.
- A large smuggling compartment can store concealability +1 or lower. If broken down, it can store concealability +2 or lower.
- A cyberarm slide can store a taser, a hold-out pistol or a light pistol. It can store nothing else.
- A cyber holster can store items with a concealibility of 0 or lower.
- An assault rifle with a sawn-off barrel or shotgun with a sawn-off barrel may be stored across two large smuggling compartments if it is broken down, again taking the vast majority of the space. No larger firearm may be stored in such compartments.
- Concealability as a kludge for storage space is not additive in any sense, but if you're storing an item that caps out your concealability, you likely do not have much more space. Please use a little common sense here and don't take advantage.
- A large smuggling compartment in a cyberlimb may only hold a rating 1 or rating 2 vault of ages. Note that it is probably not safe to place contact trigger preparations inside one's own limbs, as they would be triggered by doing so.
- In order to take a horn compartment, one must have a horn.
Striking Calluses
- Striking calluses give their benefit to natural weaponry with a base reach of at least 0. (For example, trolls get +1 reach but if a troll had a bite attack, normally reach -1, this would not benefit that.)
- Striking calluses apply to attacks with the Killing Hands adept power which use physical stats to determine DV, but not to attacks with natural or cyberweapons.
Suprathyroid Gland
- The suprathyroid gland stacks with muscle augmentation and muscle toner.
Tails
- Both the balance tail cyberware (CF 82, 85) and the tail bioware (CF 115, 117), which actually does mention weapons attached to the top, lack not only capacity for modifications, but also the attributes required to form dice pools and damage values. As such, neither will accept functional weapons.
- The bioware tail follows the same mechanics as the cyberware tail.
Tetrachromatic Vision
- Tetrachromatic vision is not compatible with cybereyes.
Improved Synthskin
- Improved synthskin no longer increases in capacity cost. Regardless of rating, it only takes one point to fit in a synthetic cyberlimb.
Internal Router
- All gear and ware that's directly connected goes offline but maintains wireless boosts if they don't need external server support (subscriptions etc.)
- Arrowlink and data cable hooking into your Data Jack does not work since the internal router network is completely sealed from external influence.
- Skinlink grappling is an exception to this, grappling Technomancers with skinlink can hack ware connected to the internal router.
Additional Eye mount
- Each Additional Eye Mount system can support a single rating 1 cyber eye (bought separately). This eye is capable of installing any mods that fit within a normal R1 cybereye basic system. This single cybereye can be purchased separately for 50% of the normal cybereye cost. In the event the player also owns a full cyber eye basic system, the additional eye mount instead installs an additional cyber eye that matches the existing cyber eye suite. When visible the owner of additional eye mounts suffers a FREAK penalty as described in the Freaks side bar in RF Page 123
Gear
Burner SINs
- 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.
Item Name | Availability | Nuyen |
---|---|---|
Burner Fake SIN (Rating 1-6) | (Rating*3)F | Rating*500 nuyen |
Burner Fake License (Rating 1-6) | (Rating*3)F | Rating*40 nuyen |
Gas Mask
- Gasmasks count as a respirator at rating 6 when active for purposes of resisting toxins, in addition to providing immunity to inhalation vector toxins while it still has air. Note that when resisting a toxin with multiple vectors, all applicable resistances apply.
Ghost Box
- The ghost box does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater-like affect in the eye. The most using this device will give is social modifiers.
Faceless
- Double the cost and availability of the base item (thus, it is rating * 4F and rating * 1000¥). The modifications for generic and specific faces remain as written. It exists from rating 1 to 6. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with essence or devices with a rating higher than the faceless rating. Generic face versions may function as plain Faceless. Specific face versions may function as generic or specific face. The specific face version may be changed with 10 minutes work by anyone with ranks in Computer or Software. As an additional note, these are subject to the upgrade rules for rating, as well as base->generic face->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.
Laced Lipstick
- While laced lipstick itself does not protect you, the acquisition of an appropriate protective method - a plastic or wax coating, for example - is assumed to be a part of lifestyle for anyone who is not literally a squatter.
Pi-Tacs and Accessories
- Door Gunner: if you are on a Pi-Tac team of any rating, you may fire weapons on a vehicle-controlled by another member of your team, assuming it has a smartlink and is wirelessly connected to you. You must use the Gunnery skill to operate the weapon, though you may use your choice of Agility or Logic. You must be in VR. In either case, you only take biofeedback damage if the weapon you are using is attacked specifically. The weapon cannot be actively used by another member of your team at the same time.
- Pi-Tacs can be connected to living personas.
Real SINs
- A corporate SIN - or any other real SIN - is assumed to come with licenses for any R-rated gear you possess. This is true for the jurisdiction which issued the SIN, as well as the jurisdiction in which you reside. For the typically runner on ShadowHaven, this means their issuing body and the UCAS. Note that a license from an outside body does not automatically permit you to use an item. No jurisdiction will permit you to have an item they consider forbidden simply because you have a license for it from somewhere else where it is considered R. Notably, the written availabiltiy codes assume UCAS law, which applies to all of Seattle, except certain extraterritorial places. As a general rule, they can also be applied elsewhere in the absence of specific Thematics justification otherwise.
Scanners
- When detecting a gun hidden inside a cyberware smuggling compartment or cyberarm slide/holster, both MAD and millimeter wave scanners may detect it as normal. If the weapon is resistant or immune to MAD scanners, the MAD scanner loses dice (from its pool equal to its rating) or cannot roll as appropriate.
- Cyberimplanted weapons are MAD-immune, but may still be detected by a millimeter wave scanner as normal.
- MAD scanners do not care about Palming or similar effects or intervening material. They can map things inside other things as long as the things being mapped are ferrous.
- Olfactory sensors may be used to detect the presence of tailored pheromones.
Shaman Tuxedo
- The price is modified to 16000¥.
- The availability is modified to 16.
- The shaman tuxedo must be something that makes your status as a mage extremely obvious, including your tradition.
- 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.
- 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).
Tailored Perfume/Cologne
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.
Vault of Ages
- A Vault of ages can hold (rating x 2) preparations, each of which can have a maximum force of (rating x 2).
- Vaults of ages have a maximum rating of 5.
- A Vault of ages has the size dependent on rating as defined by the following table:
Rating | General Size |
1 | Belt Pouch |
2 | Satchel |
3 | Backpack |
4 | Duffel Bag |
5 | Minifridge/Safe (Vehicle Portable) |
Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System
- Instead of using the existing statblock or vehicle rules at all, use the rules below.
- While wearing the Vulcan Systems "Hotdrop" 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.
- Additionally, it may be used as a free action to arrest a fall of greater than 25 meters, negating all falling damage. You must be aware of your impending impact.
- In either case, you may only spend a single action to fire the Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System per combat turn, and may not "combine" actions. You may move or arrest your fall, not both.
- 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't require you to remove the Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System.
- It cannot be used while encumbered, has no wireless functionality and is extremely loud and bright in use. Subtlety is not an option.
- On a glitch to activate the jetpack, the jetpack will fire, but the harness will fail, causing your jetpack to go flying without you. Hope you did not need that.
- 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.
- The Vulcan Systems "Hotdrop" Rapid-Egress Jetpack System costs 50000¥ and has an availability of 18F. Refuels cost 250¥ and have an availability of 16F.
Critters
Note: The bulk of critter powers are ruled on the Awakened page.
- Critters have their own edge pool they may use following all normal rules. In addition, you are permitted to spend edge or burn edge on the behalf of your animals, including the use of Not Dead Yet.
Animal Availability
Animal lifestyle cost
- Relating to the table See Here regarding animal Availability, you may raise the cost of your lifestyle by 10% per step your animal's free maintenance is above your current lifestyle.
- For example, if you have an animal requiring a Luxury lifestyle in a Medium lifestyle, raise the cost of your lifestyle by 20% to cover the cost of your animal.
Critter Training
- All animals are able to learn Logic x2 tricks, with domesticated animals able to learn Logic x3.
- Assume animals purchased at gen have a number of tricks learned equal to the PC's Animal Handling skill ranks, prior to any bonus ranks from adept powers or bioware. This does not allow them to exceed their normal limit on number of tricks. Skill improvements count as a trick per.
- Critter training time is removed.
- Technocritters, being almost impossible to train, remain in use as NPCs only. While it'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.
Domestic
- If an animal does not possess the Domesticated quality as part of its normal statblock, you cannot just add that onto the statblock. You cannot purchase animals with any modifiers based on previous treatment.
Flying
- A bird may not exceed its normal flying speed. If a GM wishes to allow a bird to dive faster, they may at their sole discretion allow the bird to move at double its normal running rate if moving straight downward, though the falling bird should not exceed the normal falling rate.
Warforms and Chimeras
- Warforms cost 10 times as much as a normal animal, plus an additional 20000¥. Both values are multiplicative with chimeric modifiers.
- Chimeric modification grants one of the enhanced senses per modification.
Critters and Owner Investments
- A critter's owner may spend karma to do the following:
- Rebuy burnt points of Edge, up to the critter's starting Edge.
- Buy off negative qualities.
- Buy the following positive qualities:
- Astral Chameleon
- Catlike
- Guts
- High Pain Tolerance
- Magic Resistance
- Natural Athlete
- Outdoorsman
- Resistance To Pathogens/Toxins
- Tough as Nails (Stun/Physical)
- Toughness
- Water Sprite
- Will to Live
Note that karma for these comes out of the owner's available karma.
Biotech, Drugs and Toxins
- When crashed from a drug, you are no longer on that drug.
- We ignore the speedballing rules.
- Smart corrosives must be purchased pre-programmed.
- As a general rule drugs that are intended to counteract toxins should apply before the toxins if both take effect on the same turn end. The order of the interractions are left to the decision of the GM.
- Nonmechanical impacts of drugs such as anti-depressants and etc. do not need to be represented on the sheet. You can assume they are a part of your lifestyle, though that might be a little tricky if you're a squatter.
- If you have an internal air tank or are using a gas mask of some variety, you are fine vs inhalation vector toxins for the duration of air you have in your tank. Otherwise you cannot hold your breath meaningfully to resist such toxins.
- Contact vector drugs and toxins may not be injected for effect. As a result, DMSO does not allow things to become injectable.
- Magical Compounds from Chrome Flesh count as drugs and as such cannot be used offensively.
Healing
- Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.
- Use the higher of the medkit's rating and your skill (First Aid or Medicine) when determining how many boxes you may heal.
- Wireless medkits may provide their rating as a dice pool bonus to the Medicine skill.
- A medkit operating autonomously through its wireless bonus is not capable of leading a teamwork test.
BTL and Drug Stacking
- BTLs do not stack with drugs. They cause drug interactions with drugs, overdose with drugs and are affected by narco like drugs.
- Drugs with the same name overlap (you cannot take Kamikaze twice to get twice the benefits). Drugs with different names stack (you can take Zen and Red Mescaline to get +2 Willpower before factoring in Narco). In either case overdose applies.
Immunity to Toxins
- Drugs are not toxins in a mechanical sense and are not subject to immunity to toxins.
Addiction Rules
- Each time you take an addictive substance, you immediately make an addiction test.
- For psychologically addicting drugs, the test is LOG + WIL + (11 - drug's effective addiction rating) + (other modifiers).
- For physiologically addicting drugs, the test will be BOD + WIL + (11 - drug's effective addiction rating) + (other modifiers).
- For drugs that are "Both", the test is the worse of your two dice pools for the above.
- If you fail the test, you immediately suffer the effects of a failed addiction test. As it is not an action, you may not Smackdown the test.
- Only permanent bonuses to attributes such as those from infected, from ware (e.g. cerebral booster) or those from the quality Cyber-Singularity Seeker can be used for the test. Temporary bonuses to attributes such as those from spells, drugs or ware that can be turned on and off cannot be used for the test.
- In order to buy off the Addiction Negative Quality, you must remain off of the drug for (Addiction Rating)/2 runs, rounded up.
Stat Changes
- All substances found in BB should be treated as having a speed of "Immediate".
- Deepweed has an addiction rating of 4 and an addiction threshold of 2.
- Snuff does not provide Pain Resistance 1. Instead it gives High Pain Tolerance 1.
- Blight is modified thus:
- Vector: Contact, Injection
- Speed: Special*
- Penetration: 0
- Power: 12
- Effect: a spirit exposed to this toxin must immediately make the toxin resistance test. If it fails, it immediately loses its Immunity to Normal Weapons power for (12 - spirit's force, min 1 hour).
- Legal psychchips may treat psychological disorders of up to 7 karma value. Illegal psychchips may treat psychological disorders of up to 15 karma value. In either case, remember that it counts as a drug for purposes of the drug interactions table. If the user develops an addiction and stops using the chips as a result, increase the level of the negative quality one step if possible.
- Dopadrine suppresses berserk effects for its duration. It does not cancel them. If Dopadrine is active when K-10 ends, you do not need to make an Edge roll.
- Assume Slab to possess all benefits of Reaper at no additional cost or availability.
- Neostigmine counters toxin-induced paralysis. It does nothing against Nerve Strike.
- Psyche does not reduce the sustaining penalty of complex forms.
- Woad Berserk lasts as long as Bear shaman berserk effect does; it can easily wear off sooner than the drug itself. You can go berserk multiple times during 1 dose of Woad as a result. It only gives +2 Agility during the effect. You can choose not to resist berserk at all, effectively getting 0 hits on the Charisma + Willpower roll to reduce its duration.
- Zone is modified thus:
- Availability: 8
- Price: 80¥/dose
Qualities
- It is not possible to buy multiple instances of the same quality, unless specifically stated. This also applies to Sensei and Codeslinger.
- In order to utilize a "free" quality, one must still meet all requirements of the quality. This does not apply if the source of the free quality explicitly states that you do not have to meet the requirements.
Gear Discounts
- Made Man and Black Market Pipeline do not stack with each other, however, both stack individually with Dealer Connection. The stacking is calculated additively - thus, when both apply, you receive a 20% discount.
- Black Market Pipeline may be attached to public contacts. Only people possessing the quality may benefit from the quality.
Qualities affecting Training
- Dependents qualities remove all references to training time. All other impacts are in effect.
- The Sensei quality has the following changes.
- If the Sensei is a skill sensei, the karma cost for increases in the selected skill will be reduced by 3.
- 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.
- 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.
- 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.
- Day Job qualities follow the table below, increasing the karma cost for attributes, skills, martial arts and specializations.
Day Job Karma Cost modifier | |||
---|---|---|---|
Fame: | None/Local | National/Megacorp | Global |
Day Job 1 | 1 | 1.5 (Every odd numbered increase is +2 instead of +1) | 2 |
Day Job 2 | 2 | 2.5 (Every odd numbered increase is +3 instead of +2) | 3 |
Day Job 3 | 3 | 3.5 (Every odd numbered increase is +4 instead of +3) | 4 |
Addiction
- You must stay off the drug for (addiction rating)/2 runs to buy off the quality.
- Some addictions are better suited with the Dependents quality and thus we recommend its use instead for alcohol, cigarettes, coffee, video games etc. Speak to your Chargen Minion to see if the Dependents or Addiction quality applies.
Ambidextrous
- A nartaki or anyone else with the Shiva Arms quality requires an instance of Ambidextrous for each additional arm in order to avoid penalties with said arm.
Allergy (Sunlight)
- Chemical seal does not have any particular effect on sunlight. However, most armor that is capable of providing chemical seal will by its nature reduce sunlight allergies by two steps when worn fully. Radiation protection has nothing to do with it, referring to alpha and beta radiation, not electromagnetic radiation.
Biocompatibility
- Due to negative gameplay interactions, biocompatibility is not going to be restricted to at-gen only. However, one must still go through the normal approval process for it.
Bilingual
- This quality can be taken post gen.
Brand Loyalty
- Brand Loyalty is restricted to gear (not including foci or ware).
- Brand Loyalty at the Manufacturer level does apply to gear the brand does not make.
- Brand Loyalty may be taken at the Product level for generic items. In that case it will only apply to that specific type of weapon. For Example: Brand Loyalty (Product) "Sword" will only apply to the item class of "Sword" while all other Blades weapons suffer the malus.
Blandness
- An oni or nartaki may take the Bland quality, but it will only work in groups of other oni or nartaki.
Black Forest Native
- You do not require this quality to be from the Black Forest.
Candle in the Darkness
- Candle In The Darkness no longer provides +2 Loyalty. Instead, it provides a +2 dicepool modifier to contact dice pools and tests to determine if the contact is available. See Contact Rules for details.
College Education
- This quality is incompatible with the Uneducated quality (CRB 87).
Computer Illiterate
- So long as the PC has a story of how they use the electronics while not being able to understand them, a PC may have the Computer Illiterate quality and still be a Haven runner. This can range from your fixer handling these tasks to just paying a street decker 50 nuyen to send a message.
Corporate Loyalist
- Corporate Loyalist is permitted only with a genuine corporate limited or full SIN. Upon loss of the SIN, you lose the quality.
Corporate Pariah
- Corporate Pariah is permitted, but only with a current (7 karma version) or past (10 karma version) corp SIN from an AAA corporation. Records on File is required for the 10 point version. It is not actually required for your character to have had the Corporate SINner negative quality, merely that they have had it in their fluff at some point in the past.
Community Connection
- Can only be taken by orks/trolls and metavariants of those.
Cyber-Snob
- Cyber-Snob is altered to allow alphaware as the minimum grade so that it may be taken at charge.
Flashbacks
- In order for Flashbacks to trigger again, the situation must be different in some quantifiable way. Additionally, this should only trigger once per scene at most, barring some extended time between triggers at GM discretion.
Gifted Healer
- Replace the benefits of Gifted Healer with the following:
- Reduce penalties for First Aid and Medicine by 2 (SR5 p. 205-208) and for the Heal spell by 2 from any source other than BGC.
Hobo with a Shotgun
- Hobo with a Shotgun does not permit you to stay in a bolthole willingly.
Incomplete Deprogramming
- Personalities from Persona Fix and Incomplete Deprogramming take precedence as follows: Persona Fix > Incomplete Deprogramming > Baseline Personality.
Location Attunement
- Location Attunement is permitted. After a month, the quality's benefits are lost, not quality itself, negating the need to repurchase it.
Nasty Trog
- Can only be taken by orks/trolls and metavariants of those.
Observant
- Observant is assumed to be possessed by all characters, free of charge, changing observe in detail from a simple action to a free action. There is no need to notate this on your sheet. That's not a joke, we are serious. The game works better that way.
Practice Practice Practice
- The Practice Practice Practice quality only applies to the physical, mental, social and astral limit.
Prototype Materials
- This quality can only be taken once and does not require a run reward. It cannot be taken at character generation.
- You do not need to buy another level of Special Modifications. That is included in the quality.
Prototype Transhuman
- This quality may allow you to take Used bioware to represent an inefficient prototype.
- Geneware may NOT be placed inside of the free essence point.
- While you can replace the ware provided by Prototype Transhuman, you cannot upgrade it, and the essence is not refunded.
- Regeneration, regardless of source, doesn't push Prototype Transhuman ware out. Otherwise it follows all normal bioware rules.
Redliner
- The penalty for Redliner caps at 4 limbs considered.
Restricted Gear
- Does not permit to buy items you would otherwise not be able to buy, except for the availability change.
Shoot First, Don't Ask Questions
Shoot First, Don't Ask Questions applies regardless of which initiative type was rolled as long as a surprise test was made. Roll Data Processing + Intuition for surprise tests on the Matrix in VR.
SINner
- Instead of a tax on nuyen earned, the SINner quality acts as an increase to lifestyle costs, similar to Dependents (CRB 80).
Special Modifications
- Only characters without a Magic or Resonance score may take the quality.
- This quality functions as written except with the following caveats: a character may shift the benefits of Special Modifications to a new weapon at the end of any given run, regardless of whether or not the weapon was lost or destroyed. When doing so, one may change the benefits granted by the quality freely, even without changing the weapon they are applied to. It does not require any payment of lifestyle or similar. If a character has any ranks, they may change the fluff of the weapon within relatively close reason without expending a "slot", 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 "slot" 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.
- This quality may be used to augment cyberweapons.
- Cyberweapons may not have their reach increased, however.
- When used to increase the AP of a weapon, Special Modifications does not count as base AP for purposes of the Bull's Eye Burst called shot.
SURGE
- Each quality grants an amount of Metagentic Quality space (both positive and negative) equal to the cost of the quality (10, 15 and 30).
- The qualities are no longer random. You must select them.
- Some metagenetic qualities are limited to various levels, see below:
- Positive metagenetic qualities limited to SURGE III: Arcane Arrester, Bone Spikes, Dermal Alteration (Granite Shell), Glamour, Magic Sense, Metagenetic Improvement (Attribute), Nasty Vibe, Shiva Arms
- Positive metagenetic qualities limited to SURGE II or SURGE III: Dermal Alteration (Blubber, Rhino Hide), Elongated Limbs, Functional Tail (Balance, Paddle, Prehensile, Thagomizer), Proboscis, Thorns
- Negative metagenetic qualities limited to SURGE III: Astral Hazing, Critter Spook, Mood Hair, Third Eye
- Negative metagenetic qualities limited to SURGE II or SURGE III: Bioluminescence, Cephalopod Skull, Feathers, Scales, Vestigial Tail
- Positive metagenetic qualities limited to SURGE III: Arcane Arrester, Bone Spikes, Dermal Alteration (Granite Shell), Glamour, Magic Sense, Metagenetic Improvement (Attribute), Nasty Vibe, Shiva Arms
- The Striking Skin Pigmentation quality is incompatible with the Dermal Alteration quality.
- Bioluminescence works with either hair modifications or skin modifications, but not with both at the same time.
Symbiosis
- In order to make the first test to change attunement location, a character with Symbiosis must have lived in a single place for a season - that is to say, 3 months, for simplicity's sake. Thereafter, each test is after 1 month, as stated.
Technical School Education
- It's incompatible with the Uneducated quality (CRB 87).
Thagomizer Tail and Venom
- The thagomizer tail can be used with the natural Venom quality. Ignore the fangs requirement for the latter.
Trog Traitor
- Can only be taken by orks/trolls and metavariants of those.
Trust Fund
- Trust Fund provides a base lifestyle of the appropriate type altered only by positive and negative qualities, metatype/variant and any ware one may have. The lifestyle may be altered, however, if the final cost of the lifestyle is higher than the base as provided above, one must pay the difference. If the final cost is lower, one does not receive the difference.
- The Corporate Limited SIN quality can be used to get Trust Fund.
- Trust Fund and Hard Luck are incompatible.
Uneducated
- This quality is incompatible with the College Education (RF 145) or the Technical School Education (RF 150) qualities.
Wanted
- Collection of bounties on other character will follow all of the rules for PvP on the Haven. Notably, collecting bounties on teammates during the course of a run is disallowed.
- Should a GM organize a private run against a character with wanted where NPC runners would otherwise be used, PC runners may join on that run. The GM should get the informed consent of all players involved and thematics department approval given the often tense and unfair nature of PvP in Shadowrun 5E.
- The impact of the wanted quality should be limited to the character in question.
- GMs are highly encouraged to use the wanted quality to complicate runs, as with all negative qualities.
- Contacts will not aid in the collection of bounties on wanted characters except in extreme, rare situations.
- Rules for burning edge will be kept in mind when handling the wanted quality.
- Players may appeal to the thematics team or council should they feel the awarding of wanted during the course of a run was unwarranted.
Samurai Way Qualities
In order to qualify for a Samurai Way quality, the character must:
- Have strictly less than 3 essence
- Not already have 2 Samurai Ways
- Be mundane, a technomancer, an explorer or an Aware
- WotS = Way of the Samurai (4th edition book)
Bodyguard (WOTS 10)
- Prerequisites: Charisma and Intuition must total at least 7, Pistols skill must be at least 3, Perception skill must be at least 3.
- Advantage: Characters with this quality receive a +2 die pool bonus to Perception checks and choose one of the following: either ready weapon or take aim may become a free action. (Mechanics Note: Free actions never reset recoil, only simple actions that are not shooting your gun.)
Merc (WOTS 10)
- Prerequisites: At least 4 ranks among the following skill groups: [Athletics, Close Combat, Firearms, Outdoors] OR 14 total ranks among any skills from the following skill groups and skills: [Athletics, Close Combat, Firearms, Outdoors, Pilot Groundcraft, Pilot Aircraft, Pilot Aerospace, Pilot Walker].
- Advantage: Choose one contact and one of the following types of merchandise [weapons, vehicles, armor]. Characters with this quality receive a 10% discount when buying the appropriate merchandise from that contact, and receive a +3 die pool modifier when negotiating to sell/fence those goods. In addition, characters with this quality only suffer a -1 penalty on ranged combat for attacker running and increase by 1 any bonus they received on ranged defense tests for cover (partial cover provides a +3, good cover provides a +5).
Panzer (WOTS 10)
- Prerequisites: Must have a modified Body score (for damage soaking purposes) of 5 or higher. The character must have any two of the following implants: dermal plating, orthoskin, bone density Augmentation, Bone Lacing (Plastic), Bone Lacing (dluminum), bone lacing (titanium), Cybertorso with armor, or one cyberlimb with armor.
- Advantage: Characters with this quality receive a +2 die pool modifier to resist fear and intimidation, including magically induced fear from spells or critter powers, or they may substitute their augmented Body attribute for Charisma when calculating their Intimidation dice pool. In addition, they may ignore two boxes of damage when calculating wound modifiers (which cannot be combined with the Pain Resistance adept power, pain editor bioware or damage compensator bioware), or receive a +1 die pool modifier to Body when making damage resistance tests.
Razorboy (WOTS 10)
- Prerequisites: Must have any of the following implants: cybereyes basic system, infrasonic generator, obvious full arm, obvious full leg, obvious torso, obvious skull.
- Advantage: Characters with this quality may add +2 dice to Intimidation checks or +1 DV with cyberimplant weapons and bioweapons (melee only for both). In addition, they receive a +1 rating modifier to any Street knowledge skills they possess.
Ronin (WOTS 11)
- Prerequisites: Willpower and Intuition must total at least 7. Must maintain Street Cred equal to or greater than Notoriety.
- Advantage: Characters with this quality reduce the essence cost of cyberware or bioware (not geneware) by 10%. The character may not also discount that type of implant with Biocompatibility. In addition, they may choose one of the following: +1 DV with Blades, Clubs, Unarmed and Exotic Melee Weapons, or when they have a blade, club, unarmed weapon, or exotic melee weapon equipped and are not surprised, +2 to Reaction tests to defend themselves from combat, indirect Combat spells and so forth. Reaction-linked skill tests, initiative and surprise tests are not affected by this quality. A ronin must burn Street Cred to reduce Notoriety should the character's Notoriety ever be higher than 1. This quality is incompatible with Bad Rep.
Sharpshooter (WOTS 11)
- Prerequisites: Must have any two of the following implants: smartlink, vision magnification, any reflex recorder for a ranged combat skill, Tremor reducer, attention coprocessor, laser range finder.
- Advantage: Characters with this quality are not required to half their Willpower when calculating how many take aim actions they may perform with a ranged weapon. This will most likely be commonly applied to Longarms, but it is applicable to any ranged weapon. Alternatively, the character can take a -2 reduction to all range category penalties. This quality also grants a +1 die pool bonus to Sneaking or a +1 die pool bonus single ranged weapon skill of the player's choice. Additionally, for each take aim action the character takes they receive a -1AP modifier on their next applicable shot against that target.
Street Ninja (WOTS 11)
- Prerequisites: Must have a Sneaking skill of at least 4. The character must have two of the following implants: cybereyes basic system, cyberimplant weapon, enhanced articulation, synthacardium, reflex recorder (Sneaking), radar sensor.
- Advantage: In the first pass of any combat where you force your opponents to roll surprise tests, reduce the called shot penalty of any called shot to -4. Alternatively, you can take +3 dice to surprise tests. In addition, they gain either +1 dice to Sneaking tests or +1 dice to Throwing Weapons or a melee skill of the player's choice (Blades, Clubs, Exotic Melee Weapon, Unarmed Combat). Additionally, you may take a -2/4/6 die pool penalty on your Surprise test to give all enemies a -1/2/3 die pool penalty. Multiple street ninjas may combine this penalty, but the penalty may never exceed -3.
Skills
Linked Attribute
- When called for, the 'linked attribute' is the attribute you are currently rolling as part of a skill test. By way of example, Logic linked tests are any tests where you roll Logic combined with Skill ranks, so Edit File (Computer + Logic) is a Logic linked test whereas Matrix Perception (Computer + Intuition) is not.
Disguise
- When you create your camouflage with the skill, roll Disguise + Intuition [Mental]. The camouflage Disguise test functions as a persistent teamwork test for your Sneaking tests as long as you are in the terrain type where it applies. This bonus does not stack with ruthenium polymer coating, chameleon skin or any other piece of gear that alters your appearance in such a way.
Diving
- In a case where you have infinite leisure, are free to take your time ascending to a significant degree and go slower than is at all necessary, you may ignore the diving table results. They are for ascending promptly, at the maximum safe speed.
- If you make a Diving test and you fail, you do suffer all missed threshold results. Penalties to actions stack. Damage suffered is soaked separately. Ignore any results that call for a kraken attack.
Gunnery
- Gunnery is both a vehicle and combat skill.
Leadership
- A character may only receive Leadership bonuses from a single individual making tests at any given time. They should also not view the individual as an inferior or a subordinate, though viewing them as a "sole superior" or themselves as entirely subordinate is not necessary to receive benefits. A person providing Leadership bonuses to other individuals may not receive them themselves, even from another source.
- Rally stacks with itself to provide multiple increases to initiative if successfully used multiple times.
- Direct may only be used in situations that use or should use initiative time; this includes, but is not limited to, silent host dives, car chases and combat. There must be some sort of time pressure, taking an action that the character using Direct could potentially use to do something else.
Specializations
These additional specializations may be used in addition to any specialisations listed in the book. No other specializations are legal to take. Please contact the mechanics team in the channel if you want to add a specialization to the list, or have it approved by your charge minion if the character is not approved yet.
- Arcana: Totem Form
- Clubs: Improvised Weapons
- Electronic Warfare: by target type (Devices, Grids, IC, Personas, Sprites, etc.)
- Gymnastics: Dodge
- Hardware: Jack Out
- Software: Data Bombs or by individual complex form
- Unarmed: Touch