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| ==Active Characters== | | ==Active Characters== |
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| | [[Scion]] |
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| | ==Inactive Characters== |
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| [[John]] | | [[John]] |
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| [[Fischer]] | | [[Fischer]] |
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| | ==Retired Characters== |
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| ==Wiki Presence== | | ==Wiki Presence== |
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| [http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions] | | [http://www.shadowhaven.info/Special:Contributions/RandomChummer All Contributions] |
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| ==Sandbox== | | =-----Sandbox-----= |
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| == Purpose ==
| | [[Chummer Setup]] |
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| This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.
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| This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things.
| | ==What's a Street Samurai?== |
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| '''''Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS''''' The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.
| | Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element. |
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| [[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It's meant to be a tool for referencing a specific rule interpretation.
| | '''Your Role:''' |
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| [[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference.
| | * Eliminate hostile combatants quickly. |
| | * Survive. |
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| == Combat == | | ==The Plan== |
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| === General ===
| | '''Essentials:''' |
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| <p><span id="ruling-dv5vykm"></span>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-dv5vykm]][[File:Reddit_share_square_rounded_128.png|20px|link=https://www.reddit.com/r/ShadowHavenBBS/comments/7xw0vr/mechanics_thread_ii/dv5vykm/]]
| | * Excellent weapon dice |
| The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.</p>
| | * Good defense and soak pools |
| <p>'''Edge'''</p>
| | * High initiative |
| <p>Edge to Seize the Initiative or Blitz will function with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5d6 initiative dice. These also work in the Astral and Matrix.</p>
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| <p>'''Qualities'''</p>
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| <p>The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative.)</p>
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| <p>The initiative from Pain is Gain applies only to matrix initiative.</p>
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| <p>The initiative from Lightning Reflexes will not stack with any drugs, adept powers, spells, cyberware, bioware, or generware. The defense die stacks normally. Lightning Reflexes will, uniquely, work in the Astral, but not Matrix VR.</p>
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| <p>The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.</p>
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| <p>'''Spells'''</p>
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| <p>The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.</p>
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| <p>The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.</p>
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| <p>'''Adept Powers'''</p>
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| <p>The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.</p>
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| <p>The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.</p>
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| <p>'''Other Magic'''</p>
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| <p>The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or generware.</p>
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| <p>'''Cyberware'''</p>
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| <p>Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.</p>
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| <p>Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.</p>
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| <p>'''Bioware'''</p>
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| <p>Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.</p>
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| <p>Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.</p>
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| <p>'''Geneware'''</p>
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| <p>Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.</p>
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| <p>Reaction Optimization, the poor thing, will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.</p>
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| <p>As a reminder, drugs will not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.</p>
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| <p>'''Final Notes'''</p>
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| <p>Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.</p>
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| <p>Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, matrix initiative, hotsim, or coldsim.</p>
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| <p>Matrix and Rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim, or coldsim.</p>
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| <p>Additional base dice, like those possessed by all shapeshifters and certain HMHVV Infected, are just that - base dice. They functionally stack with everything.</p>
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| ==Magic== | | ==The Build: Cyber Sam== |
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| ===The Astral Plane===
| | Meta: low, med, high |
| | Attr: med |
| | Mag: low |
| | Skills: low, med |
| | Res: med, high |
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| <span id="ruling-aaaaaa0"></span><p>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-ruling-aaaaaa0]]
| | ===Metatype=== |
| Martial Arts do not function in any capacity on the Astral Plane.</p>
| | Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR. |
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| ===Spells and Spellcasting=== | | ===Attributes=== |
| | Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high. |
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| <p><span id="ruling-aaaaaa1"></span><p>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-ruling-aaaaaa1]]
| | ===Magic/Resonance=== |
| Ritual Spell Formulae will have the availability and cost of Combat Spell Formulae.</p>
| | A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn't worth it. You'll be mundane. |
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| <p><span id="ruling-aaaaaa2"></span><p>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-ruling-aaaaaa2]]
| | ===Skills=== |
| Spellblades will use the 'Spellblade' skill specialization which may be applied to either Clubs or Blades (or both.) Note the normal rules on skill specializations. Neither Powerblade nor Manablade will bypass armor entirely, however, they will both have AP equal to the hits on the spellcasting test, not to exceed half the force. This is not a mechanical limit that can be bypassed by Pushing the Limit with edge, or with reagents. This is subject to change at a future date, but will likely become more permissive, not less, if that occurs.</p>
| | Primary Weapon, Perception, usually sneaking and gymnastics |
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| ===Magical Objects=== | | ===Resources=== |
| | cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you'll want high resources. |
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| <p><span id="ruling-aaaaaa2"></span><p>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-ruling-aaaaaa2]]
| | ==The Build: Adept Sam== |
| Magical Lodges will have no direct impact on the background count of an area during downtime. If it is in-run, I suggest GMs have the background count of the area covered by a lodge be 1 for every 4 full points of force it possesses, with the points being aligned to the tradition of the lodge. The GM, however, has ultimate say. They are not active during downtime to avoid certain possible shenanigans with how background counts work.</p>
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| ===Mentor Spirits===
| | Meta: low, med, high |
| | Attr: med |
| | Mag: med, high |
| | Skills: low, med |
| | Res: med |
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| <p><span id="ruling-aaaaaa3"></span><p>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-ruling-aaaaaa3]]
| | ===Metatype=== |
| '''''Regarding Oracle''''' - Adepts, Magicians, Aspected Magicians, and Mysads following Oracle both may and must take the Divination art and the Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and Mystic Adepts without the Magician's Way, as well as any Aspected Conjurers or Aspected Enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute only in d6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the Question with an Arcana + Logic check. Mystic Adepts who are not locked out of Sorcery and who are following the Magician's Way, and any Magician or Aspected Sorcerer, will use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual is highly dependent on factors that are not actually within the GM's control, and I encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle's Gifts.</p>
| | Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute. |
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| <p><span id="ruling-aaaaaa4"></span><p>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/ShadowHaven_Rules_Interpretations#ruling-ruling-aaaaaa4]]
| | ===Attributes=== |
| The Chaos Mentor spirit allows one to take two levels of Improved Potential in the same limit. You are still limited to 3 total ranks. This is an exception to the normal rules relating to Improved Potential.</p>
| | Adept powers can bump up your attributes, but you'll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high. |
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| ==The Matrix== | | ===Magic/Resonance=== |
| | You'll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you'll want your metatype priority gives you 4 special attribute points. |
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| ===Technomancers=== | | ===Skills=== |
| | Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception. |
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| * The Editor Complex Form does not trigger data bombs, nor is it blocked by encryption on a file.
| | ===Resources=== |
| | You don't need exorbitant resources, but you'll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories. |
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| ==Skills== | | = Purpose = |
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| * Nerve Strike is a valid skill specialization for Unarmed. Incidentally, so are "Shock Gloves" and "Knucks." Note the normal rules regarding specializations
| | This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format. |
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| ==Gear==
| | This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things. |
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| ===Drugs===
| | '''''Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS''''' The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding. |
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| * Chemical Glands may not take the Gradual Release option.
| | [[File:LinkSymbol.png|20px]] In rulings below, this icon links to the exact location of itself. It's meant to be a tool for referencing a specific rule interpretation. |
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| * Permitted drugs for use in Chemical Glands are:
| | [[File:Reddit_share_square_rounded_128.png|20px]] If this icon is present, it links to the original reddit thread which the ruling is drawn from, as a point of reference. |
| ** All drugs in the Core Rulebook are permitted. BTLs, as noted below, are not permitted.
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| ** All drugs in Chrome Flesh, with the following exceptions, are permitted: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.
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| ** All drugs in Boston Lockdown are permitted, with the following exception: Numb.
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| ** No magical compounds, awakened drugs, or BTLs are permitted under any circumstance.
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| ** No contact vector only drugs are permitted under any circumstance.
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| * Pretty much every entry a drug has will cause an overdose. Init dice and init score are distinct, but high pain tolerance and limit changes both overlap with themselves (not each other!) and cause overdose. If there are more specific questions, contact Mechanics Team.
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| ===Containers and Inventory===
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| * Only one weapon may be fitted into any given holster. However, it does not have to be a firearm. It simply must be the appropriate size. In this case, you can put a singular knife into a quickdraw holster.
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| ==Specific Books==
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| ===Run And Gun===
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| * The PPP Vitals kit cannot stack with armor vests and armor jackets of most varieties. Ultimately, it is up to GM fiat, however, as I do not wish to have to maintain a comprehensive list. That said, both the Wild Hunt and the Big Game Hunter would definitely not stack with PPP Vitals.
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| ===Hard Targets===
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| * Synthskin masks provide bonus dice to disguise tests - this bonus is equal to the successes on a single Software + Logic [Rating] test. In this case, one cannot use edge or other means to get around the limit - it is a hard limitation of the equipment. If you are using a biometric scan of someone's face, you may take another +2, for the purposes of duplicating that face only. In the absence of a proper disguise test, the pool of bonus dice should be rolled on their own, simply for wearing the mask. In any case, the face it is mimicing and the bonus dice a mask provides should be noted on your sheet, and remember that they cannot be changed.
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| == Mechanics Threads ==
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| Direct links to all Mechanics threads, that has more rulings:
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| * [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/ Mechanics Thread I]
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| * [https://www.reddit.com/r/ShadowHavenBBS/comments/7xw0vr/mechanics_thread_ii/ Mechanics Thread II]
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| * [https://www.reddit.com/r/ShadowHavenBBS/comments/8bbh44/mechanics_thread_iii/ Mechanics Thread III]
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| ----
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| | ==ShadowHaven== |
| | ===General=== |
| | ==Characters== |
| | ===General=== |
| | ===Races and Species=== |
| | ===Qualities=== |
| | ===Skills=== |
| | ===Lifestyle=== |
| | ===Contacts=== |
| | ==Combat== |
| | ===General=== |
| | ===Ranged=== |
| | ===Melee=== |
| | ==Matrix== |
| | ===General=== |
| | ===Hardware and Software=== |
| | ===Technomancers=== |
| | ==Piloting and Rigging== |
| | ===General=== |
| | ===Riggers=== |
| | ===Drones=== |
| | ===Vehicles and Chases=== |
| ==Magic== | | ==Magic== |
| | | ===General=== |
| ===The Astral Plane=== | | ===Spells=== |
| | | ===Traditions and Mentors=== |
| * <span id="ruling-abc0"></span> Martial Arts do not function in any capacity on the Astral Plane. [http://www.shadowhaven.info/User:RandomChummer#ruling-abc0 Permalink] [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/ Source]
| | ===Astral=== |
| | | ===Spirits=== |
| ===Spells and Spellcasting=== | | ===Enchanting=== |
| | | ===Adepts=== |
| * <span id="ruling-abc1"></span> Ritual Spell Formulae will have the availability and cost of Combat Spell Formulae. [http://www.shadowhaven.info/User:RandomChummer#ruling-abc1 Link] [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/ Source]
| | ===Initiation=== |
| | | ==Gear== |
| ===Mentor Spirits=== | | ===General=== |
| | | ===Weapons=== |
| * <p><span id="ruling-abc2"></span> Adepts, Magicians, Aspected Magicians, and Mysads following Oracle both may and must take the Divination art and the Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and Mystic Adepts without the Magician's Way, as well as any Aspected Conjurers or Aspected Enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute only in d6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the Question with an Arcana + Logic check.</p><p>Mystic Adepts who are not locked out of Sorcery and who are following the Magician's Way, and any Magician or Aspected Sorcerer, will use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual is highly dependent on factors that are not actually within the GM's control, and I encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle's Gifts. ([http://www.shadowhaven.info/User:RandomChummer#ruling-abc2 Permalink] [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/ Source])</p>
| | ===Armor=== |
| | | ===Devices=== |
| * <p><span id="ruling-abc2"></span>([http://www.shadowhaven.info/User:RandomChummer#ruling-abc2 🔗] [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/ Src]) Adepts, Magicians, Aspected Magicians, and Mysads following Oracle both may and must take the Divination art and the Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and Mystic Adepts without the Magician's Way, as well as any Aspected Conjurers or Aspected Enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute only in d6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the Question with an Arcana + Logic check.</p><p>Mystic Adepts who are not locked out of Sorcery and who are following the Magician's Way, and any Magician or Aspected Sorcerer, will use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual is highly dependent on factors that are not actually within the GM's control, and I encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle's Gifts. </p>
| | ===Drugs and Toxins=== |
| | | ===Augmentations=== |
| * <p><span id="ruling-abc2"></span>[[File:LinkSymbol.png|20px|link=http://www.shadowhaven.info/User:RandomChummer#ruling-abc2]] [[File:Reddit_share_square_rounded_128.png |20px|link=https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzl8o/]] Adepts, Magicians, Aspected Magicians, and Mysads following Oracle both may and must take the Divination art and the Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and Mystic Adepts without the Magician's Way, as well as any Aspected Conjurers or Aspected Enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute only in d6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the Question with an Arcana + Logic check.</p><p>Mystic Adepts who are not locked out of Sorcery and who are following the Magician's Way, and any Magician or Aspected Sorcerer, will use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual is highly dependent on factors that are not actually within the GM's control, and I encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle's Gifts. </p>
| | ===Critters=== |
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| == Mechanics Threads == | |
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| Direct links to all Mechanics threads, that has more rulings:
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| * [https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/ Mechanics Thread I]
| |
Information
Reddit: RandomChummer
Discord nickname: "Borogove (<currently active character>)"
Active Characters
Scion
Inactive Characters
John
Fischer
Retired Characters
Wiki Presence
Wiki Pages Created
All Contributions
-----Sandbox-----
Chummer Setup
What's a Street Samurai?
Combat. Muscle. When the drek hits the fan and the bullets start flying, the Street Samurai is in their element.
Your Role:
- Eliminate hostile combatants quickly.
- Survive.
The Plan
Essentials:
- Excellent weapon dice
- Good defense and soak pools
- High initiative
The Build: Cyber Sam
Meta: low, med, high
Attr: med
Mag: low
Skills: low, med
Res: med, high
Metatype
Can be anything. Consider racial bonuses, typically in BOD, AGI, or STR.
Attributes
Moderately important. At the end of the day, BOD, REA, and STR all need to be decent, and AGI should be high. However, augmentations can really help get you to where you need to be. For melee characters, STR should be high.
Magic/Resonance
A cyber sam uses augmentations to get their power. This usually means a low essence score. Taking a magic or resonance score usually sacrifices too much and isn't worth it. You'll be mundane.
Skills
Primary Weapon, Perception, usually sneaking and gymnastics
Resources
cyber- or bioware, 2 weapons, armor, and sense enhancements. This is where you really pull out the stops. Cybernetic arms, wired reflexes, and other powerful augmentations are your bread and butter. These are expensive, so you'll want high resources.
The Build: Adept Sam
Meta: low, med, high
Attr: med
Mag: med, high
Skills: low, med
Res: med
Metatype
Can be anything. Two things to consider: racial bonuses, typically in BOD, AGI, or STR; and special attribute points, which can increase your Magic attribute. Putting an extra point in metatype can often mean being able to take two points out of Mag and still get the same attribute.
Attributes
Adept powers can bump up your attributes, but you'll need enough to cover all the angles. Make sure BOD, REA, STR, and WIL all have decent scores, and AGI should be high. For melee characters, STR should also be high.
Magic/Resonance
You'll need a magic score, and higher is typically better. Aim for 6. You can pick priority D here (Adept 2) but you'll want your metatype priority gives you 4 special attribute points.
Skills
Primary weapon, Perception, usually sneaking and gymnastics. Assensing, if you pick up Astral Perception.
Resources
You don't need exorbitant resources, but you'll need enough for your weapons, armor, and electronics. D is workable, but C gives you flexibility. A and B are typically better spent in one of the other categories.
Purpose
This is a wiki page collecting all interpretations rendered by the Mechanics team where there are multiple possible readings. It is, as of the time of this posting, an experiment by Mechanics team as an alternative to ShadowNET style reddit threads for similar concerns. It may or may not remain in this format.
This is not an alternative to the Player Rules, which should include all house rules - those things that deviate from RAW and likely involved the full breadth of Council. Instead, this is the place for those little things.
Questions by the community may be posed in the Mechanics Threads on /r/shadowhavenBBS The Mechanics Team, under Voro, will formulate a response, then post it to both this page and the reddit comment. While nominally no question is too small, some questions may not be deemed important enough by Mechanics team to make it over to this page. Categorization is a work in progress, and we appreciate your patience and understanding.
Error creating thumbnail: File missing
In rulings below, this icon links to the exact location of itself. It's meant to be a tool for referencing a specific rule interpretation.
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ShadowHaven
General
Characters
General
Races and Species
Qualities
Skills
Lifestyle
Contacts
Combat
General
Ranged
Melee
Matrix
General
Hardware and Software
Technomancers
Piloting and Rigging
General
Riggers
Drones
Vehicles and Chases
Magic
General
Spells
Traditions and Mentors
Astral
Spirits
Enchanting
Adepts
Initiation
Gear
General
Weapons
Armor
Devices
Drugs and Toxins
Augmentations
Critters