Difference between revisions of "Player Rules"

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==Optional Mechanics In Effect==
==Optional Rules In Effect==


Mentor's Mask (Forbidden Arcana, Page 182)
Mentor's Mask (Forbidden Arcana, Page 182)

Revision as of 02:27, 26 July 2017

Creating a Character

Overview

Priority and Sum-To-Ten are the permitted character generation types.

Some players may earn a character slot that can use Prime Character Generation rules as reward for future charity events. Prime Character Generation is compatible with Sum-to-Ten.

Exotic characters like Metasapients and Infected are allowed but experience playing other things first is heavily recommended.

Certain qualities like Amnesia are allowed but have a lower priority to get approved due to the extra burden on the chargen staff.

Players are allotted 3 character slots. They may buy a 4th for 20 GMP, a 5th for 40 GMP, a 6th for 80 GMP and so on.

Attributes at Gen

You can only have 1 starting attribute at one that is unaugmented unless your backstory fits having more lower. Generally, having multiple attributes at 1 leads to a poor gameplay experience and quick death of player characters. As such, the CharGen team will lead you away from the choice unless your backstory is exceptional. Sheets with this status will take more time to process.

Skill Specializations

You may purchase a specialization with skill points even if the rank (or ranks) in the skill were purchased with karma.

Lifestyle Location Advisement

If your character's primary lifestyle is located outside of the city the mission takes place in and you lack a rail pass that is connected to the mission city, you will likely incur transportation fees and fatigue before runs, at GM discretion. The cost of a plane ticket between two cities is half the distance between the two cities in kilometers plus 100 nuyen.

((Todo, add cities connected via rail))

Maintaining a Character

Skill Training

Improving a Single Skill, without a Trainer
New Skill Level Training Time Cost
1 1 Day 0 nY
2 4 Days 0 nY
3 9 Days 0 nY
4 16 Days 0 nY
5 25 Days 0 nY
6 36 Days 0 nY
7 49 Days 0 nY
8 64 Days 0 nY
9 81 Days 0 nY
10 100 Days 0 nY
11 121 Days 0 nY
12 144 Days 0 nY
13 169 Days 0 nY
Improving a Single Skill, with a Trainer
New Skill Level Training Time Cost
1 1 Day 2000 nY
2 3 Days 4000 nY
3 6 Days 6000 nY
4 10 Days 8000 nY
5 15 Days 10000 nY
6 21 Days 12000 nY
7 28 Days 14000 nY
8 36 Days 16000 nY
9 45 Days 18000 nY
10 55 Days 20000 nY
11 66 Days 22000 nY
12 78 Days 24000 nY
13 91 Days 26000 nY
Improving a Group Skill, without a Trainer
New Skill Level Training Time Cost
1 2 Days 0 nY
2 6 Days 0 nY
3 14 Days 0 nY
4 24 Days 0 nY
5 38 Days 0 nY
6 54 Days 0 nY
7 74 Days 0 nY
8 97 Days 0 nY
9 122 Days 0 nY
10 151 Days 0 nY
11 183 Days 0 nY
12 217 Days 0 nY
13 255 Days 0 nY
Improving a Group Skill, with a Trainer
New Skill Level Training Time Cost
1 2 Days 3000 nY
2 5 Days 6000 nY
3 9 Days 9000 nY
4 15 Days 12000 nY
5 23 Days 15000 nY
6 32 Days 18000 nY
7 42 Days 21000 nY
8 54 Days 24000 nY
9 68 Days 27000 nY
10 83 Days 30000 nY
11 100 Days 33000 nY
12 118 Days 36000 nY
13 137 Days 39000 nY

Attributes

Increasing an Attribute takes a number of days equal to the new Attribute Rating*3 days.

Combined Training

Attributes and skills can be trained simultaneously, whether doing multiple skills (as per LOG/2) or skill groups.

Day Job

To represent the effect of Day Job, a multiplier is applied to required time for all downtime activites, such as skill or attribute training, learning martial arts, and intitations.

No change is made to income.

Day Job multiplier
Fame None National/Megacorp Global
Day Job 1 1.5 1.5167 1.55
Day Job 2 1.667 1.7 1.8334
Day Job 3 2 2.0667 2.1667

Shadowgrid Houserules and Custom Mechanics

Contacts

The default is for players to choose their contacts from the already made public contacts. We additionally allow, as an option for the die hards, to create and stat out your own contact. Shadowgrid uses a custom contact system you can read about here.

Note: If you create your own contact you can temporarily not stat it out right away at the penalty of not being able to use it. If the GM asks/lets you use it anyway, the assumed dice pool for their primary skill is Skill = Connection * 2 + 2.

Infected

We allow Ghouls, Vampires, Gnawers and Banshees on ShadowHaven. PCs are not sterile, so your teammates may be extra cautious around you.

Meta Types

AI are not permitted for PC use.

Banned Qualities

The following qualities are not permitted for characters to have:

  • Amnesia: Neural Deletion
  • Better to be Feared than Loved
  • Dead Emotion
  • Dracoform (Any)
  • Friends in High Places
  • Hung Out to Dry
  • Illusionist (Page 37, Forbidden Arcana)
  • In Debt
  • Immunization
  • Latent Dracomorphosis
  • One of Them
  • Pregnant
  • Puppet Master (Page 39, Forbidden Arcana)
  • Revels in Murder
  • So Jacked Up
  • SURGE I and SURGE II
  • Tough and Targeted

Play Test Qualities

This quality is approved, but with the understanding it may be removed after 1 to 3 months of testing. Refunds will be addressed should the feature need to be removed. We ask players and GMs to write their experiences with this quality in this Topics for Discussion so it may be studied.

  • Death Dealer
  • Pacifist Adept
  • Shock Mage
  • Stalwart Ally
  • Taboo Transformer

Altered Qualities

  • Adept Healer (Page 31, Forbidden Arcana)
    • Adept Healer does not function on drain damage.
    • Damage transferred by this ability will count as drain, and as such, cannot be transferred by further instances of this power, or healed by anything other than rest.
  • Amnesia: Surface Loss
    • You are allowed to take this however you should be aware that since chargen has to create your knowledge skills for you as well as creating a backstory, that these character submissions can take longer than normal. While the chargen department should do everything within their power to make the backstory and knowledge skills reflect the rest of the character that has been created that it is ultimately up to the chargen department to pick these so you may not necessarily like what you end up with. The quality works as written in every other way, if a knowledge skill you have on the list is brought up in a run you can spend 2 karma to learn an additional rank and unlock the knowledge skill for later use as well. Backstory can only be discovered as part of a public or private run and the GM has more or less free reign to edit in your backstory as they see fit.
  • Animal Familiar (Page 31, Forbidden Arcana)
    • Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in attune animal, to function.
    • As stated in the RAW, this does not apply to Awakened animals.
  • Alchemical Bombmaker (Page 31, Forbidden Arcana)
    • Alchemical Bombmaker is limited to a number of increases in drain equal to your alchemy skill rating divided by 4, rounded down: Once at rating 4, twice at rating 8, three times at rating 12.)
    • Can only be used with combat spell preparations.
  • Alchemical Armorer (Page 31, Forbidden Arcana)
    • Alchemical Armorer is required to learn the Alter Ballistics (p51) preparation. It has no other effect.
  • Apt Pupil (Page 32, Forbidden Arcana)
    • Apt Pupil applies Alchemy, Arcana, Artificing, Assensing, Astral Combat, Banishing, Binding, Counterspelling, Disenchanting, Ritual Spellcasting, Spellcasting, Summoning
    • It applies to the following knowledge skills: Magical Theory, Magical Threats, Magic Traditions, Magical Groups, Magical background, (Appraising of) Magical Goods, Manasphere Studies, Astral Topography, Talismongering, Thaumaturgy and Arcano-Archaeology. More may be added to this list by requesting approval from the Council.
    • This will not work with skillsofts, knowsofts, and Demara.
  • Arcane Bodyguard (Page 32, Forbidden Arcana)
    • As per page 48 of the Core Rules, "A Note on Rounding", round the dice you can use on yourself up
  • Arcane Improviser (Page 32, Forbidden Arcana)
    • Requires 4 spells (not preps) from each category, excluding rituals.
    • Does not allow you to perform rituals you don't know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.
    • The 1/week limitation will be altered to 1/run for ease/simplicity of bookkeeping
    • You must meet all the prerequisites to cast the spell, or otherwise be able to learn the spell (meaning no banned spells, and no spells that you wouldn't be able to take otherwise.)
  • Archivist (Page 32, Forbidden Arcana)
    • This will only work with the following knowledge skills: Magical Theory, Magical Threats, Magic Traditions, Magical Groups, Magical background, (Appraising of) Magical Goods, Manasphere Studies, Astral Topography, Talismongering, Thaumaturgy and Arcano-Archaeology. More may be added to this list by requesting approval from the Council.
  • Astral Bouncer (Page 32, Forbidden Arcana)
    • This will only identity the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, Adept Waysc Magic Resistance, Arcane Arrester, Astral Hazing and all Mastery Qualities.
    • This will only identity the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’s Code, Spirit Bane, Spirit Pariah, Reduced (astral sight), Initiate grade, an initiate power, an adept power and type of awakened.
    • Edge can not be determined.
    • Physical and mental attributes can not be determined.
    • It is GM fiat which items gets revealed
  • Barehanded Adept (Page 33, Forbidden Arcana)
    • This will not work with a spell learned with adept spell
    • These spells will not work on yourself. Further, the target must be attacked.
    • This will only work with the following spells: Corrode [Object], Death touch, Knockout, One less [Metatype/Species], Punch, Ram [Object], Shatter, Shattershield, Thought Recognition, Decrease [Attibute], Decrease Inherent ** Limits, Decrease Reflexes, Dehydrate, Detox, Enabler, Forced Defense, Inflict Disease, Nauseate, Prophylasix, Rot, Stabilize, Intoxication, Mind Probe
  • Chain Breaker (Page 33, Forbidden Arcana)
    • New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)
  • Chosen Follower (Page 33, Forbidden Arcana)
    • The following options are removed from the list of benefits: ‘Learn two spells or rituals.’ & ‘Improve a magical active skill from rank 1 to rank 3.'
  • Dark Ally (Page 35, Forbidden Arcana)
    • Only spirits that are not toxic or blood related which PCs normally have access to can be chosen.
  • Death Dealer (Page 35, Forbidden Arcana)
    • Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.
  • Dedicated Conjurer (Page 33, Forbidden Arcana)
    • New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)
  • Dependent
    • Some addictions are better suited with the Dependent quality, and thus we recommend its use instead for alcohol, cigarettes, coffee, video games etc. Speak to your Chargen Minion to see if the Dependents or Addiction quality applies.
  • Durable Preparations (Page 36, Forbidden Arcana)
    • Durable Preparations stacks with Practiced Alchemist (p39, FA), effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.
  • Elemental Master (Page 36, Forbidden Arcana)
    • This will only work with the natural elements air, earth, fire, or water. Electricity does not apply.
    • This does not apply to drain.
  • Dual-Natured Defender (Page 36, Forbidden Arcana)
    • Dual-Natured Defender is a free action to activate, and free action to deactivate
    • Dual-Natured Defender only functions on your innate dual natured quality, such as that from being infected. Any other sources of dual natured, such as channeling, or being in an astral rift, are unaffected, and do not qualify you for the quality.
    • The duration of having this ability active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.
    • Rather than simply cease astral perception, dual-natured defender will temporarily cause you to not count as a dual natured being while active.
  • Missile Deflector (Page 38, Forbidden Arcana)
    • Missile Deflector requires a successful Missile Parry (p310. CRB) interrupt, followed by an adept power Counterstrike (p170, SG) interrupt, for a total of -10 initiative to use. Rather than the normal effects of the counterstrike adept power, when this ability is used, it will allow you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.
  • Pacifist Adept (Page 39, Forbidden Arcana)
    • The notoriety restriction on Pacifist Adept is removed, due to the possibility of gaining notoriety via peaceful means such as refusing to do a job when you realise it involves murder, or similar.
  • Restricted Gear
    • May not be used to get Deltaware or Milspec armor.
  • Revenant Adept (Page 40, Forbidden Arcana)
    • If used, note the date used on your wiki along with a link to the run where it was used on.
    • Revenant Adept works until it's cleared all the damage that regeneration can clear, you've died, or the run ends. This means that having one box of drain does not allow you to have regeneration indefinitely.
    • Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack, and the user does not need to be aware, in character, to do this.
  • Shock Mage (Page. 40, Forbidden Arcana)
    • “Electricity based skill” shall be at least 1 electricity based spell including [Electricity] Grenade, Ball Lighting, Lighting Bolt, Interference and Pulse.
  • Spell Jammer (Page 40, Forbidden Arcana)
    • Spell Jammer is not affected by mana barriers, but is affected by background counts.
  • Spirit Hunter (Page. 40, Forbidden Arcana)
    • Spirit Hunter will cancel any sustained powers, and prevents the use of any active powers, with the exception of materialization.
  • Skinwalker (Page 40, Forbidden Arcana)
    • The pelt for a mundane creature will cost 50% of the price of purchasing the critter itself, and has an availability equal to that of the critter. Prices and availabilities can be found at Animal Availability.
  • Spectral Warden (Page 40, Forbidden Arcana)
    • Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.
  • Sprawl Tamer (Page 41, Forbidden Arcana)
    • Sprawl Tamer interacts additively with our existing house rules (Effectively adds another +1 modifier to the number of tricks a critter can learn.)
  • Vexcraft (Page 42, Forbidden Arcana)
    • Suppress focus is a simple action, and can be used from either the astral or physical, if you have line of sight on an active focus.
    • Grounding focus is a complex action, and can be used from either the astral or physical, but requires both the focus to be eligible to target, and the owner to be eligible to target. This means you can only use this ability to damage a dual natured, or purely astral target, if you yourself are astral, for example.
    • Counterspelling does not apply to the defence test, but power foci do, as does the force of any mana-barriers between the caster and the defender.
  • Worship Leader (Page 42, Forbidden Arcana)
    • The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.

Altered Spells

  • Comet (Page 50, Forbidden Arcana)
    • Comet does not ignore armour specific elemental resistances (Specifically, fire resistance.)
  • Altered Ballistics (Page 51, Forbidden Arcana)
    • Alter Ballistics can also be used on arrows & bolts, as well as bullets, but not area of effect explosives such as rockets or grenades, or other “ballistic” weapons such as darts, thrown weapons, or tasers.
    • Alter Ballistics requires Alchemical Armorer to learn, and can only be made into a preparation, not cast as a spell.

Banned Spells

Everything involving Blood, Bug, and Toxic Magic is restricted to NPCs.

The following spells are unavailable to Player Characters:

  • Convert Blood to Ichor
  • Growth (Page 49, Forbidden Arcana)
  • Inflict Disease
  • Multiply Food (Page 50, Forbidden Arcana)
  • Plague Cloud
  • Rot
  • Pollution and Radiation spell, adept powers, etc.

Play Test Spirits

  • Wild Spirits (Page 177, Forbidden Arcana)
    • Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.
  • Vehicle Spirits (Page 180, Forbidden Arcana)
    • Details about the Spirit and the Status must be documented on the wiki. Player does not have any say in the powers or force.

Altered Mechanics

  • Mana Strike (Page 102, Forbidden Arcana)
    • Mundanes/Magicians cannot One Trick Pony Mana Strike
  • Mana Choke (Page 102, Forbidden Arcana)
    • Mundanes/Magicians cannot One Trick Pony Mana Choke
    • Damage is resisted as drain. Body + Willpower for adepts and mundanes, Willpower + Drain attribute for magicians and mystic adepts. This damage cannot be healed by anything other than rest.
  • Mentor's Mask (Page 182, Forbidden Arcana)
    • The negative affect to magician abilities from a Mentor’s Mask will make it possible to detect sustained spells with numinous perception, due to their mentor’s mask manifesting.
    • Mystic Adepts, if they take a mentor’s mask, get the type of mask bonus dependant on the bonus they receive from their mentor spirit (IE: If they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask.) The negative effect of a mentor’s mask applies to all aspects of their magic usage that have a force (Both their adept powers, and magician abilities.)
    • The choice to have a mentor’s mask is made when a character acquires a mentor spirit.If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor’s mask.
    • You may obtain or remove your mentor’s mask by paying 20 karma without ‘losing’ your mentor. (Effectively buying off the mentor, then buying it again.
    • There is no way to hide a mentor’s mask, there is no way to hide it.
  • Blood Crystals (Page. 132, Forbidden Arcana)
    • Restricted to NPCs

Banned Mechanics

  • Customizing Drugs (pgs. 190-192 Chrome Flesh)
  • Updated Raw Reagents (pg. 188, Forbidden Arcana)
  • Refined Reagents Uses (pg. 188, Forbidden Arcana)
    • Street Grimoire uses still allowed
  • Radical Reagent Uses (pg. 188, Forbidden Arcana)
    • Street Grimoire uses still allowed
  • Spirit Leashing (Page 182, Forbidden Arcana)

Banned Mentor Spirits

Planar Entity is banned for player use

Altered Traditions

  • Traditionalist Traditions (Pages 60-91, Forbidden Arcana)
    • If you take a traditionalist or other special path, it is a paradigm shift to leave said path. Your initiation count can not “restart”. If you missed the initiation for the level 1 gain, it is missed.
  • Norse (Page 68, Forbidden Arcana)
    • Godi/Runemaster: Durable Preparations means that the time until potency starts fading is changed to potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.
    • Cunning Woman: Can only be taken by a full mage, mysad, or aspected spellcaster
    • The Berserker adept power is banned
  • Elder God Magic (Page 78, Forbidden Arcana)
    • Traditionalist is NPC-only
  • Planar Magic (Page 87, Forbidden Arcana)
    • Traditionalist is NPC-only
  • Romani (Page 90, Forbidden Arcana)
    • Drain is INT+WIL

Play Test Traditions

  • Traditional Black Mage (Page 60, Forbidden Arcana)
    • No Animal Familiar for free
    • Flight skill equal to Force only
  • Ancestor Shamans (Page 74, Forbidden Arcana)
    • Free channeling at Initiate Grade 5 instead of 2
  • Tarot (Page 91, Forbidden Arcana)
  • Hybrid Traditions (Page 101, Forbidden Arcana)
    • Must be clarified on wiki for approval

Altered Metamagic

  • Spirit Expansion: Shedim (Page 44, Forbidden Arcana)
    • Restricted to NPCs
  • Harmonious Defense (Page 46, Forbidden Arcana)
    • Mystic Adepts cannot take this quality.
    • Harmonious Defense does require the user to astrally perceive to be used.
  • Harmonious Reflection (Page 46, Forbidden Arcana)
    • Mystic Adepts cannot take this quality.
    • Harmonious Reflection requires the user to be astrally perceiving, similar to reflect spell.

Play Test Metamagic

  • Tarot Summoning (Page 45, Forbidden Arcana)
  • Noble Sacrifice (Page 56, Forbidden Arcana)
    • Must have line of sight to allies to work.

Altered Mage Archetypes

  • The Elementalist (Page 43, Forbidden Arcana)
    • Aspected magicians, full magicians, and mystic adepts may be Elementalists. You must choose to be an Elementalist at character generation.
  • The Hedge Witch/Wizard (Page 43, Forbidden Arcana)
    • Aspected magicians, full magicians, and mystic adepts may become Hedge Witches/Wizards. You must choose to be a Hedge Witch/Wizard at character generation.
  • The Null Wizard (Page 43, Forbidden Arcana)
    • Aspected magicians, full magicians, and mystic adepts may be Null Wizards. You must choose to be a Null Wizard at character generation.
    • The ‘Conjuring’ skill will be added to the list of skills they cannot take.
    • A Null Wizard receives the ‘Spell Resistance’ adept power, at a rating equal to initiate grade.
  • The Seer (Page 43, Forbidden Arcana)
    • Aspected magicians, full magicians, and mystic adepts may be Seers. You must chose to be a Seer at character generation.
  • The Apprentice (Page 47, Forbidden Arcana)
    • An Apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)
  • Mystic Adept Alterations (Page 47, Forbidden Arcana)
    • Mystic Adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access too.
    • Mystic Adepts do not gain the ability to astrally perceive without purchasing the adept power to do so.
  • The Explorer (Page 47, Forbidden Arcana)
    • An Explorer can take metamagics/enhancements/focussed awakened as an aspected magician.
  • The Aware (Page 49, Forbidden Arcana)
    • An Aware can take metamagics/enhancements/focussed awakened as an aspected magician.

Banned Items

The following items are not permitted for use:

  • Crucible (Page 193, Forbidden Arcana)
  • Drain Away (Page 195, Forbidden Arcana)
  • Laminate (Page 196, Forbidden Arcana)
  • Lightning Blade (Page 199, Forbidden Arcana)
  • Medusa Extensions (Page 147, Cutting Aces)
  • One Shot Dart Gun (Page 91, Chrome Flesh)
  • Official Emergency Vehicle attribute modifier (Page 187,197 Stolen Souls)
  • Painade (Page 135, Cutting Aces)
  • Pheromone Detection (Page 144, Cutting Aces)
  • Shaman Tuxedo (Page 143, Cutting Aces)
  • Smuggling compartment (Dwarf, Human, Elf, or Ork) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)
  • Smuggling compartment (Troll) (Page 186, Stolen Souls) (We only use the Rigger 5 smuggling compartments on ShadowHaven)

Altered and Clarified Items

These items function differently or have added clarification than what is stated Rules As Written.

  • Atomizer (Page 193, Forbidden Arcana)
    • An Atomizer has an accuracy of 3, and concealability of +0, uses exotic weapon (Atomizer) with a range array of 0.1/0.25/0.5/1 m, takes a complex action to reload, and requires a Simple Action to fire.
    • The preparation used with an Atomizer will trigger on a valid target after firing (i.e., a living aura, similar to a contact prep).
    • The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e., if the Atomizer is broken, the spell will drop.)
    • An Atomizer cannot take accessories or modifications.
  • AR Enhanced (Page 138, Cutting Aces)
    • Creation of your own is permitted only on-table at GM discretion and shall not be carried off the table on which they were created. AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for seperately at the listed prices. Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.
  • Nemesis Arms Praetorian (Page 134, Cutting Aces)
    • Accuracy code should read 4(5), not 4(6).
  • Ghost Box (Page 141, Cutting Aces)
    • This does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater like affect in the eye. The most using this device will give is social modifiers.
  • Tailored Perfume/Cologne (Page 143, Cutting Aces)
    • 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.
  • Subliminal Subacoustics (Page 146, Cutting Aces)
    • Emotions that fit are GM discretion, and their decision is final.
  • Vault of Ages (Page 193, Forbidden Arcana)
    • 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 a size dependant 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)

Custom Items and Mechanics

Techno Errata

The fade values for complex forms is -3 from their printed values.

There is also a priority table change (P. 65, Priority Table) For Technomancers, change the number of Complex Forms in each row as follows:

Priority A: Increase from 5 to 7

Priority B: Increase from 2 to 4

Priority C: Increase from 1 to 3

The karma cost of submersion is 10+(grade x 3)

Critter Tricks

All animals are able to learn LOGx2 tricks, with domesticated animals able to learn LOGx3.

WFTM / WFTP

After a run you may convert karma into Nuyen (Working For the Man), or vice versa (Working For the People) at a ratio of 2000nY to 1 karma. This can be done up to 5 times per run. For example, your initial rewards for a run are 7 Karma and 10,000nY. You Work For the Man, converting 5 karma into 10,000nY, making your final rewards 2 Karma and 20,000nY.

In any case, you must document this on the page for the run in the rewards section. If you have a quality that taxes income, apply to tax to the initial amount you earn.

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

Optional Rules In Effect

Mentor's Mask (Forbidden Arcana, Page 182)

Gear

You cannot purchase Mil-Spec armor without a private run.

You can't purchase items with availability over 20, unless it is upgradable (ie, has a rating). The exception to this is:

  • You can't purchase foci over availability 19, even though they are otherwise upgradable and have a rating.
  • You can purchase Deltaware, but you must record on your character's wiki page which corp you got each piece from.

Upgrades

You can upgrade (paying only the difference in cost) anything that has a rating. If the gear also has a quality (like cyberware), there is an additional 25% fee for upgrading.

Banned Lifestyle Options

Hotel California (Page 226, Run Faster)

Traveler Lifestyle (Page 218, Run Faster)

When you pay rent or at gen, roll on this table to see what options your Traveler lifestyle gets. If you have an idea for this table, feel free to send it to leadership.

Traveler Lifestyle Table
Die Result Name Location Comforts and Necessities Security Neighborhood Assets, Services, and Outings
1 Crusher 495 Community Outreach Shelter Redmond 2 2 2 Bat Cave (Sociology), Sports Court (Small, Basket Ball)
2 R@-Pack Hacker Den Redmond 2 2 2 Global Grid Subscription (Ares), Global Grid Subscription (NeoNet),Global Grid Subscription (MCT), Local Grid Subscription (Seattle), Bat Cave (Computer Science), Bat Cave (Matrix Design)
3 Redmond Public Pool Supply Shack Redmond 2 2 2 Swimming Pool
4 Redmond Public Pool Supply Shack Redmond 2 2 2 Swimming Pool
5 YMAC, Puyallup Puyallup 2 2 2 Swimming Pool, Gym, Sports Court (Small, Handball)
6 Underworld 93 Store Room Puyallup 2 2 2 Patron of the Arts(Underworld 93)
7 The Fish & Chips Hole, Shadowrunner Hangout Puyallup 2 2 2 Zen Den(Shadow Community, AROs of runners on the walls), Armory, Shooting Range, Local Bar Patron, Walk-In Freezer
8 The Fun Zone Arcade Redmond 2 2 2 Zen Den(Arcades)
9 Ghoul gang (Lunatic Horrors of Afterlife) Sewer hidout Redmond 2 2 2 Indoor Arboretum, Subsistence Hutning/Gathering Rating 2, Escape Tunnel Rating 1
10 Nuno Implants United Cleanrooms Tacoma 3 2 2 Cleaning Service, Cleaning Serivce (Mage Sensitive), Cleaning Service (Pollution Sensitive)
11 Alan's Refurbished Flooring, Shadowrunner Hangout Aurburn 3 2 2 Discreet Cleaning Service,Discreet Deliveryman
12 Recently abandoned factory Tacoma 3 2 2 Yard
13 Radioshack Renton 3 2 2 Merchandise: Goods (Radio Shack PCD-500)
14 Smuggling Tunnel Puyallup 3 2 2 Private Room, Merchandise: Used Goods (Aztech Striker), Escape Tunnel Rating 4
15 Islander Motel Outremer 4 2 2 Garage (Boat), Local Grid Subscription (Seattle), Merchandise: Goods (Mitsubushi Waveskipper), Merchandise: Goods (Kawasaki Manta Ray)
16 U-stor-it Climate Controlled Storage Snohomish 4 2 2 Garage (Small Car)
17 Quick Rest Coffin Motel Ork Underground 4 2 2 Indoor Arboretum, Local Grid Subscription (Seattle), Global Grid Subscription (Evo), Escape Tunnel (Rating 1)
18 Sailor's Heart Motel Everett 4 2 2 Zen Den (Maritime culture), Global Grid Subscription (Wuxing)
19 Evergreen Ranch Snohomish 2 3 2 Zen Den (Animal Husbandry)
20 Into The Shadows, Theme Restaurant and Motel Downtown 2 2 4 Bat Cave (Secuirty Design), Shooting Range
21 Phase Shift Cybercafe and Motel Downtown 2 3 2 Bat Cave (Matrix Law),Patron of the Arts(E-Gaming @ Phase Shift), Global Grid Subscription (Aztechnology), Global Grid Subscription (Ares),Global Grid Subscription (Horizon), Global Grid Subscription (Sader-Krupp),
22 Island House Outremer 4 3 2
23 Ballyhoo Family Campground Renton 2 4 2
24 Hotel Firangipani Bellevue 2 4 2
25 North Star Lodge Auburn 3 4 2
26 Swiss Holiday Resort Outremer 4 4 2
27 Harpers Ferry Guest House Everett 2 2 3
28 LANcity Cybercafe and Motel Auburn 2 2 3 Zen Den (Trid Games), Global Grid Subscription (MCT), Global Grid Subscription (Shiawase),Global Grid Subscription (Horizon), Global Grid Subscription (Sader-Krupp), Global Grid Subscription (Renraku)
29 Bywater Bed & Breakfast Bellevue 3 2 3
30 Radisson Hotels & Resorts Everett 2 3 3
31 Cousin's Country Inn Fort Lewis 3 3 3
32 Higgins Beach Inn Ork Underground 3 3 3
33 Heritage Manor Outremer 2 4 3
34 Thunderbird Motel Renton 3 4 3
35 Loveless Cafe Downtown 4 4 3
36 Back Ground Count Motel Snohomish 4 4 3
37 Castamere Motel Tacoma 4 4 3 Zen Den (Medieval Literature)
38 Whispering Pines Cottages Auburn 2 2 4
39 Inn On Church Street Bellevue 2 2 4
40 Country Inn-Somerset Everett 2 2 4
41 Huntington Country Inn Fort Lewis 3 2 4
42 Hexagon House Bed & Breakfast Outremer 4 3 4
43 Budget Host Renton 2 4 4
44 Aztec Motel Downtown 3 4 4
45 Lucas Palace, Luxury hotel Downtown 4 4 4 Manservant/Maid - Servant