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A list of all pages that have property "Answer" with value "I would certainly hope so.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

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  • Mechanics Thread I  + (Chemical Seal may be applied to any armor 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...</br></br>* Placed via capacity into the body of the armor</br></br>* The helmet must be worn</br></br>* And there can be no other helmet or head-covering worn in addition to it.</br></br>In essence, the helmet must be closed-face, precluding one from wearing a ballistic mask or helmet on top of it.</br></br>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.</br></br>---</br></br>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.treatment is part of your lifestyle costs.)
  • Mechanics Thread I  + (Chummer is not a rules source.)
  • Mechanics Thread I  + (Commlinks can recieve Program Carriers and other Cyberdeck Modules, but only through the device modding rules presented in Data Trails.)
  • Mechanics Thread I  + (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.)
  • Mechanics Thread I  + (Confirming that called shots with spells are not possible.)
  • Mechanics Thread I  + (Control Rigs do not provide bonus dice to vehicle defense tests. Hotsim bonuses, control rig boosters, and any other modifiers to "Vehicle Tests" but *not* "Vehicle Skill Tests" will apply. This includes penalties for, say, flat tires.)
  • Mechanics Thread I  + (Counterspelling will turn Indirect AOE speCounterspelling will turn Indirect AOE spells into an Opposed Threshold 3 test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the spellcasting test, with each of your hits reducing their hits by one. This will reduce their damage, introduce the potential to scatter where it may not have existed before, and if you cause them to get zero hits, the spell will not go off at all, though they will still suffer the drain., though they will still suffer the drain.)
  • Mechanics Thread I  + (Cyberlimbs are considered active for the purposes of Possession.)
  • Mechanics Thread I  + (Delivery time will be based off of the cosDelivery 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., if they're certain green-skinned Hindus.)
  • Mechanics Thread I  + (Disregard the reference to "Grapple" in that passage. I am unsure what the writer meant, but it is not a thing in SR5e.)
  • Mechanics Thread I  + (Druidic Traditionalists are the only people who can create Sacred Circles at this time.)
  • Mechanics Thread I  + (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.)
  • Mechanics Thread I  + (Emerged contacts do not have a reduction in their nuyen available.)
  • Mechanics Thread I  + (Essence lost on any character affects theiEssence lost on any character affects their essence score. This applies to Strain 1 infected equally. However, Strain 1 can store essence points in excess of their current, actual essence, typically twice as many points. So a Banshee who burns out one point of essence then has a "maximum" essence of 10. They also lose one point of current essence, as well as any essence in excess of their new maximum.ny essence in excess of their new maximum.)
  • Mechanics Thread I  + (Flamethrowers will fit on a "Heavy" weapon mount for drones.)
  • Mechanics Thread I  + (For sanity's sake, assume that the free action in conjunction with the attack action for a Called Shot does not reset the Take Aim bonuses. It happens simultaneously, not prior to. So Take Aim and Called Shots can work together.)
  • Mechanics Thread I  + (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.)
  • Mechanics Thread I  + (For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including Shapeshifters) may both be considered willing and be considered subjects.)
  • Mechanics Thread I  + (For the purposes of drone mounts, Hunting For the purposes of drone mounts, Hunting Rifles will include all Sporting rifles.</br></br>Sporting rifles will include all such weapons listed explicitly in crunch as a sporting rifle or using the sporting rifle specialization, as well as the Ruger 950.</br></br>Sniper Rifles will include all other non-shotguns utilizing the longarms skills.on-shotguns utilizing the longarms skills.)
  • Mechanics Thread I  + (For the purposes of the Movement Power, ignore the line about "domain" when used by a metahuman.)
  • Mechanics Thread I  + (Free spirits cannot learn or utilize the CFree spirits cannot learn or utilize the Calling Ritual. As a general rule, "Can a spirit make more spirits" will be answered with "No" unless there is an explicit "Yes" as an exception to the general rule.</br></br>As relates to the Calling Ritual, someone who is Mundane (and thus able to utilize Arcana instead of Ritual Spellcasting) shall be considered to be someone who has no Magic score whatsoever. This means that Emerged can, but that non ritual spellcasting Awakened cannot. Incidentally, it also means that Dual Natured beings cannot unless they have Ritual Spellcasting.nnot unless they have Ritual Spellcasting.)
  • Mechanics Thread I  + (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.)
  • Mechanics Thread I  + (Geneware is not permitted as part of your free essence for Prototype Transhuman.)
  • Mechanics Thread I  + (Given that people no longer recieve contact chips each month with rent, this question is no longer relevant to the Haven.)
  • Mechanics Thread I  + (I am unsure what you mean by "active or passive." Damage resistance tests are not penalized by background counts, regardless of the scenario, so the Mystic Armor adept power is functionally not affected by background counts.)
  • Mechanics Thread I  + (Implants of any kind cannot be both implanImplants of any kind cannot be both implanted in a living body and be a focus. Per SG, the conflicting auras do not permit it.</br></br>EDIT: Qi foci may explicitly be tattooed. As a result, one may have a cyberimplant that is also a Qi Focus. Other foci remain invalid targets. Focus. Other foci remain invalid targets.)
  • Mechanics Thread I  + (In order to attempt Calling, you must make the papropriate Logic + Arcana extended test to identify Paraphenalia each time.)
  • Mechanics Thread I  + (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.)
  • Mechanics Thread I  + (In order to summon an Ally Spirit, you musIn order to summon an Ally Spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it.) You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity's sake. Then, finally, you must bind the spirit (or give up and try again another day.)</br></br>-</br></br>In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual Change at the force of the ally spirit (the desired force, if upgrading it.) You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lost the karma you would have spent and may try again.</br></br>-</br></br>Of extra note, applicable to the above and in other situations - If your spirit's loyalty minus your Astral Reputation is less than 2, it will try to break free as described under "Losing an Ally," whenever it is presented with a chance.," whenever it is presented with a chance.)
  • Mechanics Thread I  + (Increased Seating may not be taken multiple times, as hilarious as the 296 seat Omnibus is. Or the even scarier 2052 seat Omnibus is.)
  • Mechanics Thread I  + (Invited marks do not travel up the stream at this time. This may be changed later.)
  • Mechanics Thread I  + (It is **not** possible to substitute as stated in your original, unedited question.)
  • Mechanics Thread I  + (Just because you have an RCC does not meanJust because you have an RCC does not mean you are a Rigger in-universe. A rigger is someone who has a control rig.</br></br>Dual natured creatures have no special difficulties interacting with the matrix.</br></br>Utilizing a non-AR method of interacting with the matrix is permitted by default with all normal commlinks, RCCs, and cyberdecks, assuming they do not have a form factor that renders this impossible. However, utilizing non-AR methods of interacting with the matrix means that you functionally cannot "keep up" in matrix combat, and thus cannot realistically hack.</br></br>In effect, they are not capable of entering initiative, and all actions should be considered as taking a minimum of a combat turn to enact.</br></br>It is also worth noting that spirits (specifically, as opposed to dual natured creatures generally) are not capable of entering AR or VR.lly) are not capable of entering AR or VR.)
  • Mechanics Thread I  + (Knucks do **not** work with Killing Hands Knucks do **not** work with Penetrating Strike. Knucks do work with Critical Strike Knucks do **not** work with smashing blow.)
  • Mechanics Thread I  + (Licenses for spells will be handled by speLicenses for spells will be handled by spell category on the ShadowHaven.</br></br>There are no rules in 5th edition or on ShadowHaven for the use of material links in place of a spotter at this time, and there are no plans to add them at a future date.</br></br>There are no rules in 5th edition or on Shadowhaven for the creation of your own spell formulae at this time. They may, but probably will not, be included in my future theoretical downtime overhaul, or FTDTO for short.cal downtime overhaul, or FTDTO for short.)
  • Mechanics Thread I  + (Machine Sprite do not inhabit electronics, mechanically speaking. They cannot use devices to perform matrix actions as they cannot run their persona through a device. They are their own persona.)
  • Mechanics Thread I  + (Made Man and Black Market Pipeline will not stack with each other, however, both will stack individually with Dealer Connection. The stacking is calculated Additively - thus, when both apply, you recieve a 20% discount.)
  • Mechanics Thread I  + (Making a perception test does not use the Control Device matrix action.)
  • Mechanics Thread I  + (Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.)
  • Mechanics Thread I  + (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.)
  • Mechanics Thread I  + (Mechanics department at this time will notMechanics department at this time will not be unbanning medusa extensions. The concept of strapping guns to your hair that can fire autonomously is extremely problematic. It is not likely that this Mechanics Head will unban them at any point in the future.ill unban them at any point in the future.)
  • Mechanics Thread I  + (Modular connectors between flesh and limb 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 you pay in essence.</br></br>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.ce to have an arm attached to a connector.)
  • Mechanics Thread I  + (Narco will 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.)
  • Mechanics Thread I  + (Narco will reduce the *total* damage suffeNarco 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.tead of taking 9 damage, you would take 7.)
  • Mechanics Thread I  + (No)
  • Mechanics Thread I  + (Nonmechanical impact of drugs such as antiNonmechanical impact of drugs such as anti-depressants and etc. do not need to be represented on the sheet. You can assume that they are a part of your lifestyle, though that might be a little tricky if you're a squatter. The real pro tip is don't be a squatter.. The real pro tip is don't be a squatter.)
  • Mechanics Thread I  + (One cannot channel a bound spirit. When cOne cannot channel a bound spirit.</br></br>When channeling, you use the spirit's mental attributes, except when defending against spells, in which case you use the lower of the two sets of attributes. Since this is a replacement effect, it is (unfortunately) not affected by augmented maximums.ately) not affected by augmented maximums.)
  • Mechanics Thread I  + (Only basic wards may be permanent. None of the GM-Permission required wards may be combined in any combination with each other or other wards.)
  • Mechanics Thread I  + (Per recent Council ruling, it is now permanent burnout to reach 0 current magic.)
  • Mechanics Thread I  + (Please phrase your question in the form of a question.)