Rulings/Miscellaneous

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Banned Miscellaneous Content

Banned Items

Banned Cyberware/Bioware

  • Immunization (CF 164)
  • 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

Banned Lifestyle Options

Hotel California (RF 226)


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.

Armor Stacking

  • Concealability stacking: concealability from multiple pieces of armor does not stack with other pieces of armor. It will, however, stack with a concealed pocket or a concealed holster. Note the singular articles there.

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.

Delivery Time

  • Delivery time will be based off of the cost of the final item.

Lifestyle

Workshop/Facility

  • Workshops and facilities do not require a commercial lifestyle.

CarnivoreGold

  • There are no limits on what may be translated, though the threshold may vary. The threshold should not exceed 8 in any case.

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.

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.

DocWagon

  • Resuscitation does not replace the requirement to burn edge in order to invoke Not Dead Yet.

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.

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 sider 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.

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.

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.

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. Don't be a dumbshit.
  • 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.

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.

Auto-Injector

  • Slap patches may not be placed into auto-injectors.

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.

Bilateral Coordination Coprocessor

  • The bilateral coordination xoprocessor will reduce 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.

Skin Toner

  • Treat skin toner as a ruthenium polymer coating at rating 4 rather than a rating 4 chameleon suit.

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.

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.

Tetrachromatic Vision

  • Tetrachromatic vision is not compatible with cybereyes.

Tails and Weapons

  • 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.

Cyberhand Drone

  • 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.

Mnemonic Enhancers

  • Mnemonic enhancers cannot affect skills gained through knowsofts.

EARRS

  • 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.

Skillwires

  • Skills from active hardwires or any form of skillwires do not come with you onto the astral.

Grappling Gun

  • Microwire may be stored with an implanted grapple gun for use with the gun.

Liminal Body

  • The Liminal Body: Centaur ware only gives capacity in the legs.

Suprathyroid Gland

  • The suprathyroid gland stacks with muscle augmentation and muscle toner.

Scanners

  • When detecting a gun hidden inside a cyberware smuggling compartment or cyberarm slide/holster, both a MAD and a millimeter wave scanner 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.

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.

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.

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 Smart-Link 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.

Critters

Note: The bulk of critter powers are ruled on the Awakened page.

  • You are permitted to spend edge or burn edge on the behalf of your animals, including the use of Not Dead Yet.

Critter Training

  • 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. Additionally, critters have their own edge pool they may use following all normal rules.

Domestic

  • If an animal does not possess the Domesticated quality as part of it's 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

  • All substances found in "Bullets and Bandages" should be treated as having a speed of "Immediate".
  • When crashed from a drug, you are no longer on that drug.
  • 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.
  • 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.
  • 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.
  • BTLs do not stack with drugs, but cause drug interactions like drugs and overdose like drugs and are affected by narco like drugs.
  • The same drug does not stack, it overlaps.
  • Contact vector drugs and toxins may not be injected for effect. As a result, DMSO does not allow things to become injectable.
  • We ignore the speedballing rules.
  • Neostigmine counters toxin-induced paralysis. It does nothing against Nerve Strike.
  • Psyche does not reduce the sustaining penalty of complex forms.
  • BTLs do not stack with, but do overdose and interact with drugs.
  • Assume Slab to possess all benefits of Reaper at no additional cost or availability.
  • A medkit operating autonomously through its wireless bonus is not capable of leading a teamwork test.
  • Only permanent bonuses to attributes apply to addiction tests. Bonuses from spells, spirit possession or channeling, Essence Drain, drugs, BTLs, temporary bonuses such as from adrenaline glands or anything else that is not permanently altering your attributes, do not apply.
  • 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.
  • Wireless medkits may provide their rating as a dice pool bonus to the Medicine skill.
  • 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.
  • 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.
  • Smart corrosives must be purchased pre-programmed.
  • 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.
  • 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).
  • Use the higher of the medkit's rating and your skill (First Aid or Medicine) when determining how many boxes you may heal.
  • Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.

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.

Hobo with a Shotgun

  • Hobo with a Shotgun does not permit you to stay in a bolthole willingly.

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.

Practice Practice Practice

  • The Practice Practice Practice quality only applies to the physical, mental, social and astral limit.

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.

Prototype Transhuman

  • 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.
  • Geneware is not allowed.

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 weapon. Example: Brand Loyalty (Product) Monosword only applies to Monoswords while all other Blades weapons suffer the malus.

Thagomizer Tail and Venom

  • The thagomizer tail can be used with the natural Venom quality. Ignore the fangs requirement for the latter.

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.

Cyber-Snob

  • Cyber-Snob is modified: you need only take alphaware and above.

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.

Incomplete Deprogramming

  • Personalities from Persona Fix and Incomplete Deprogramming take precedence as follows: Persona Fix > Incomplete Deprogramming > Baseline Personality.

Special Modification

  • Special Modifications 1-2 and Prototype Materials can be applied to cyberweapons.

Blandness

  • An oni or nartaki may take the Bland quality, but it will only work in groups of other oni or nartaki.

Sprawl Tamer

  • Mundanes may take Sprawl Tamer.

Addiction

  • You must stay off the drug for (Addiction Rating)/2 runs to buy off the quality.

SURGE

  • 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.

Skills

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