Property:Answer

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Showing 20 pages using this property.
M
For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including Shapeshifters) may both be considered willing and be considered subjects.  +
A weapon focus does not add dice to ramming tests, nor any other benefits of being a weapon focus. You cannot take the Adept Power Critical Strike for ram attacks, per RAW.  +
Narco will reduce the *total* damage suffered during a dose of Buffout due to it's 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.  +
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.  +
Delivery time will be based off of the cost of the final item. The item is, however, usable in that time, as much as I like the idea of someone shipping off their cyberarm for upgrades, and running the shadows with one arm. Or three, if they're certain green-skinned Hindus.  +
While it is arguably not permitted by RAW, for sanity's sake, one is permitted to invoke the "Run For Your Life" interrupt action against missiles, rockets, and grenade launchers, in addition to indirect combat spells, explosive throwing weapon attacks, and any other area of effect attack that they are aware of. It is worth noting that one is generally not going to be aware of direct combat spells, or non-combat spells, to the degree necessary to flee them. A GM may permit you to, but is not required to.  +
Matrix Search is an not extended test. It has it's own rules in Core. Within a host, it may be run as an extended test with short duration, such as to find a file, but to glean information off the matrix in general, it follows it's normal rules.  +
Cyberlimbs are considered active for the purposes of Possession.  +
Chemical Seal may be applied to any armor that comes with it's own helmet automatically. In order to use this chemical seal, it must be... * Placed via capacity into the body of the armor * The helmet must be worn * And there can be no other helmet or head-covering worn in addition to it. In essence, the helmet must be closed-face, precluding one from wearing a ballistic mask or helmet on top of it. The sole exception is for Full Body Armor, which can recieve a chemical seal without the use of capacity, by having it inbuilt at the increased availability and cost listed in the core rulebook. This is only for Full Body Armor, however, not any other armor. --- Chemical Seal does not have any particular effect on sunlight. A material's porousness to liquids and chemicals has no impact on the ability of ultraviolet (or infrared, for that matter) light to pass through. However, most armor that is capable of providing chemical seal will by it's 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. Ultimately, specific cases will come down to GM fiat, however, if no skin is exposed it likely qualifies for a reduction. Assume UV treatment is part of your lifestyle costs.  +
I would certainly hope so.  +
The spell list has been altered by Council vote.  +
At this time I am loosely working on an update to downtime, which would include skill training. This may be a bit. It's a bit of a big task. Please bear with me.  +
The full 30 karma is required in order to buy SURGE III, and accordingly any SURGE qualities. Dermal Alteration is incompatible with any other natural or artificial skin modification. It will not stack with Striking Skin Pigmentation. It is compatible with Unusual Hair and Bioluminescence.  +
Gaining spirit index due to disrupting a spirit will typically only trigger for the person who delivers the final blow, however, at a GM's discretion, they may award it to other integral combatants.  +
A weapon is mounted when it is on a weapon mount. A tripod is not a weapon mount. A smart firing platform is a weapon mount, but it is only usable remotely. The only other source of weapon mounts by RAW are on Vehicles and Drones, though a GM is free to use manual mounts on fixed locations if they deem fit.  +
Astral Signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the Spirit-Summoner link (a very low-bandwidth link, incidentally), making the Quicksilver Camera the only way to spread astral signatures around ... and that way not a particularly good one.  +
Commlinks can recieve Program Carriers and other Cyberdeck Modules, but only through the device modding rules presented in Data Trails.  +
For the ShadowHaven, the 2nd printing text for the Bonding Ritual will be in use, however, instead of rolling the dice, simply take the pool and divide it by 3 if done during downtime, in order to keep results consistent.  +
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, even if you ask it really nicely to go to the gym with you. --- 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. Don't be a dumbshit.  +