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A list of all pages that have property "Answer" with value "Please rephrase your question as a question.". 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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List of results

  • 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.)
  • Mechanics Thread I  + (Please re-thread this question when a new Chargen head is selected.)
  • Mechanics Thread I  + (Please see [this](https://www.reddit.com/r/ShadowHavenBBS/comments/7fhhvl/mechanics_thread_i/dsqzfdj/) ruling.)
  • Mechanics Thread I  + (Pouncing Dragon is it's own special Complex Action. Utilizing it as part of a subdual action is not possible as a result.)
  • Mechanics Thread I  + (Prehensile Tails work off of your unaugmenPrehensile Tails work off of your unaugmented strength. This means any increase to your strength does not affect it. If you have spent karma to raise your strength to 6, then your tail is at strength 3. This is true regardless of what other things affect your current strength score positively.ct your current strength score positively.)
  • Mechanics Thread I  + (RCC noise reduction and sharing are out of a pool of Device Rating. They also slots for cyberprograms equal to their device rating. Note that in order for a program to modify an attribute, the device must possess that attribute in the first place.)
  • Mechanics Thread I  + (Riggers in VR - whether jumped in or using remote control - make use of their choice of their agility or logic in tests that call for either, and their choice of their intuition or reaction in tests that call for either.)
  • Mechanics Thread I  + (Shredded Flesh does not require physical damage to trigger. Stun damage is sufficient.)
  • Mechanics Thread I  + (Since there is no currently listed alteration to the availability, Market Scan has no effect on the 'haven at this time. This is subject to change at a later date.)
  • Mechanics Thread I  + (Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move. While this is only explicitly stated under Dead/Inanimate Vessels, we will extrapolate this to apply to living ones as well.)
  • Mechanics Thread I  + (Stick n Shock Flechette can only be loadedStick n Shock Flechette can only be loaded into shotguns per RAW.</br></br>Weapons with Flechette as part of their damage code default can *only* fire flechette rounds. This does not include Stick n Shock Flechette.</br></br>Parashield Dart Pistols will be treated as Heavy Pistols for the purposes of mounting them on drones and vehicles.</br></br>Parashield Dart Rifles will be treated as Sniper Rifles for the purposes of mounting them on drones and vehicles.s of mounting them on drones and vehicles.)
  • Mechanics Thread I  + (The Aztechnology Striker is destroyed upon firing. It is not reusable in any sense of the word.)
  • Mechanics Thread I  + (The Bullets+Bandages medkit rules are not in use on the ShadowHaven.)
  • Mechanics Thread I  + (The Gyrojet pistol has two types of ammo. The Gyrojet pistol has two types of ammo. The full statline will be provided below. One of these is fabricated but identical to what is listed in Hero Lab.</br></br>-</br></br>Gyrojet Ammo - +0 DV, +0 AP. 12F availability. 80 nuyen/10 rounds.</br></br>Gyrojet Stick'n'shock - -2S(e), -5 AP. 14R availability. 160 nuyen/10 rounds.AP. 14R availability. 160 nuyen/10 rounds.)
  • Mechanics Thread I  + (The Hobo With A Shotgun actually states thThe Hobo With A Shotgun actually states that you will not willingly stay in a better lifestyle than squatter. This means that you cannot pay for it and add it to your sheet. The penalty to mental attributes will apply if you are *forced* into that situation, such as if a fellow runner kidnaps you and locks you in their penthouse in order to try to cure your obvious mental illness.</br></br>The Hobo With A Shotgun quality actually does not care about your comforts and necessities value, nor any other value of an advanced lifestyle. Incidentally, a Bolt Hole is not intended for long term inhabitation. While the argument could be made that neither is a particularly sturdy cardboard box hidden under a pier, the difference is a little academic - Hobo With A Shotgun does not permit you to stay in a Bolt Hole willingly. It's something about the roofs, man.ngly. It's something about the roofs, man.)
  • Mechanics Thread I  + (The Improved Range Finder accessory does not stack with magnification of any kind, whether or not it is on the weapon. This is a tighter reading of the rules than is strictly reading, but matches with Mechanics Team's perceived reading of the intent.)
  • Mechanics Thread I  + (The Islamic Alchemist, when required to taThe Islamic Alchemist, when required to take Quickening, instead gains no metamagic for that initiation. When required to take Anchoring, they instead gain no metamagic for that initiation.</br></br>This sounds awful, but is de facto RAW, since they, as you say, cannot use Spellcasting or Ritual Spellcasting.t use Spellcasting or Ritual Spellcasting.)
  • Mechanics Thread I  + (The Object Resistance of Orichalcum, an alloy of multiple metals, is 9.)
  • Mechanics Thread I  + (The Practice Practice Practice quality will only apply to inherent and gear limits, per recent Council ruling.)
  • Mechanics Thread I  + (The Sensei quality shall, at this point in time, be treated as a free trainer for their skill or skill group. They do not cost money to utilize, and they are capped at their own skill, rather than their Instruction rating.)
  • Mechanics Thread I  + (The Virtual Machine Program does **not** iThe Virtual Machine Program does **not** increase the number of autosofts that an RCC can run.</br></br>The RCC can run any common or hacking program, though many of them will not be useful. The sole exception is that they cannot run programs that alter an attribute they do not possess already. This means they cannot run, for example, Smoke and Mirrors to gain a sleaze score unless they somehow already have one.core unless they somehow already have one.)
  • Mechanics Thread I  + (The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.)
  • Mechanics Thread I  + (The automatic hits from Hardened Armor are extra, and thus do not detract from the dice pool of the subsequent damage resistance test. Unfortunately.)
  • Mechanics Thread I  + (The cost of customizing the attributes of a cyberlimb is part of the cost of the cyberlimb itself, and is accordingly affected by the grade of the cyberlimb.)
  • Mechanics Thread I  + (The first portion of your post is under coThe first portion of your post is under consideration by Council. Please hold.</br></br>The second portion of your post is not a question, however, I am forced to agree with you. It would be odd to find a man covered in whipped cream in a public place. It is almost exactly the sort of thing one would find odd.ctly the sort of thing one would find odd.)
  • Mechanics Thread I  + (The full 30 karma is required in order to The full 30 karma is required in order to buy SURGE III, and accordingly any SURGE qualities.</br></br>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.ble with Unusual Hair and Bioluminescence.)