New Active Skills

These new active skills that will replace certain existing skills. For exotic weapons, each exotic weapon or exotic weapon class (in bold), covered under the skill will serve as a valid specialization for their listed skill. For specializations that cover a class of exotic weapons, the weapons that they cover are written beside them. None of the listed skills can be defaulted.

Directed Energy
(Combat Active)

Ranged weapons that direct some kind of energy beam at a target.Each bullet point in bold is a valid specialization for the skill.

  • Ares Screech Sonic Rifle. (RG 26)
  • Fichetti Pain Inducer. (SR5 430)
  • Laser Weapons: Ares Redline (RG 48), Ares Lancer MP Laser (RG 48), Ares Archon Heavy MP Laser (RG 49), Repeating Laser (LCD 209), Ares armatus (HT 184)
  • Microwave Gun. (LCD 209)
  • Narcoject PEP. (SL 44)

Exotic Ballistic
(Combat Active)

Ballistic ranged weapons that fire non-standard ammunition. Each bullet point in bold is a valid specialization for the skill.

  • Blowgun. (RG 26)
  • Grapple Guns: Grapple Gun (SR5 449), Tactical Grapple Gun (HT 187), Grapple Hand (CF 87)
  • Harpoon Guns. (RG 22)
  • Net Guns. (RG 28)

Spray Weapons
(Combat Active)

Ranged weapons that spray some form of liquid or aerosol at the target. Each bullet point in bold is a valid specialization for the skill.

  • Ares S-III Super Squirt. (SR5 429)
  • Atomizer. (FA 193)
  • BioSprayer: Sprayer (CF 121), Chemical Gland (Exhalation Spray or Spitter) (CF 112), Natural Venom (Spit) (RF 117), Corrosive Spit (RF 113), SpiderSilk Gland (CF 114)
  • Flamethrowers: Halloweener Barbeque Lighter (TSG 29), Shiawase Arms Incinerator (GH3 36), Shiawase Blazer (RG 50), Flame Bracer (HT 184), Flametosser (CF 91)
  • Hold-Fast Adhesive Spray. (RG 104)
  • Narcoject Gas Gun. (SL 43)
  • Narcoject Trackstopper. (SL 44)
  • Spray Pen: Pepper Punch Pen and Modified Spray Pen (CA 134)

Flexile Melee
(Combat Active)

Melee weapons that are wire, whips, chains or rope based. Each bullet point in bold is a valid specialization for the skill.

  • Bullwhip. (RG 20)
  • Garrote: Standard or Monofilament (RG 20)
  • Improvised: Chain (RG 22)
  • Monofilament Whip. (SR5 423)
  • Oral Slasher. (CF 92)
  • Yo-Yo: Bladed, Hardened or Monofilament Yo-Yo (NF 171)

Atypical Melee

(Combat Active)
Melee weapons that are awkward to use with any other skill. Each bullet point in bold is a valid specialization for the skill.

  • Chainsaw: Ash Arms Chainsaw (RG 21), Monofilament Chainsaw (SR5 448)
  • Injection: Injector Pen (CA 134), Medusa Extensions (CA 147)
  • Rolling Blades: Rolling Blades and Skateboards; both bladed or hardened (NF 171)
  • Shield: Ares Briefcase Shield (CA 136), Ballistic Shield (SR5 438), Riot Shield (SR5 438), Blast Shield (RG 104)

Mechanic

(Technical Active)
This skill condenses the four different mechanic skills in RAW into a single skill. Each bullet point in bold is a valid specialization for the skill.

  • Aeronautics Mechanic: Covers all flying vehicles and drones.
  • Automotive Mechanic: Covers all land based vehicles and drones.
  • Industrial Mechanic: Covers gear and anthro drones.
  • Nautical Mechanic: Covers all aquatic vehicles and drones.

Reorganized Exotic Weapons and Vehicles

Exotic weapons and vehicles that are not covered by the new skills have been included into existing active skills. They no longer use exotic weapon skills and instead use the listed active skills.

  • Battering Rams: Uses Clubs skill. (RG 103)
  • Bolas: Uses Throwing Weapons skill. (RG 28)
  • Chakram: Uses Blades for melee and Throwing Weapons for thrown attacks. (RG 20)
  • Festo Pigeon 2.0: Uses Pilot Aircraft skill. (R5 129)
  • FN-AAL Gyrojet Pistol: Uses Pistols skill. (RG 26)
  • Frog Tongue: Uses Unarmed Combat skill (Natural Weapon specialization). (RF 115)
  • Functional Tail (Thagomizer): Uses Unarmed Combat skill (Natural Weapon specialization). (RF 115)
  • Goring Horns: Uses Unarmed Combat skill (Natural Weapon specialization). (RF 115)
  • Gun Canes: Uses Pistols skill. (RG 27)
  • Krime Stun Lance: Uses Clubs skill or the Blades skill at a -2 penalty. (SL 24)
  • Laced Lipstick: Uses Unarmed Combat skill. (SS 178)
  • Micro Flare Launcher: Uses Pistols skill. (SR5 449)
  • Parashield Dart Pistol: Uses Pistols skill. (SR5 430)
  • Parashield Dart Rifle: Uses Longarms skill. (SR5 430)
  • Proboscis: Uses Unarmed Combat skill (Natural Weapon specialization). (RF 117)
  • Quills: Uses Unarmed Combat skill (Natural Weapon specialization). (RF 111)
  • Shiawase Arms Simoom: Uses Pistols skill. (HT 184)
  • Shooting Bracer: Uses Pistols skill. (RG 28)
  • Stimtouch Hosiery: Uses Unarmed Combat skill (SS 178)
  • Throwing Syringe: Uses Throwing Weapons skill. (HT 184)

Reorganized Skills and Groups

  • Engineering: Is now made of Armorer, Demolitions and Mechanic.
  • Freefall: Is now performed using Body + Gymnastics. Freefall is now a specialization of Gymnastics.

Custom Drugs

Custom drugs (CF 190) can have a maximum addiction threshold of 4. Drugs may only be designed as long as the threshold does not exceed 4. When designing a drug keep in mind the following.

  • The maximum bonus to an attribute from all sources is +4.
  • An Attribute can’t be modified below 1.
  • The base duration for a customized drug is 10 x 1d6 minutes. The base vector is injection (not ingestion) and the base speed is 3 combat turns.
  • Custom drugs that grant positive bonuses to only physical attributes (Bod, Str, Agi, Rea) have Physiological addiction. Drugs that grant positive bonuses to only mental attributes (Int, Log, Cha, Wil) have Psychological addiction. Drugs that grant positive bonuses to a mix of physical and mental attributes have an addiction type of Both.
  • Custom drugs can only be of Standard grade.

Choose a Foundation

Foundations have an addiction threshold of 0 and an addiction rating of 6. You can only choose one foundation.

Choose Blocks

  • Each level of each block increases the addiction threshold of the drug by 1 (Eg: a level 2 block increases the addiction threshold by 2). You must choose a minimum of one block and a maximum of two blocks (at whichever level). The same block cannot be applied to a drug more than once (even at different levels).
  • Each block (regardless of level) increases the addiction rating by 1.
  • A block that has a negative modification is incompatible with another block that has a positive modification on the same attribute. Additionally, if a foundation has a negative modifier for an attribute, only Level 1 or Level 2 or a block positively modifying that attribute can be used.
  • Block 9 (Shock & Awe) is now an advanced block and only has 2 levels. Level 3 has been removed.

Choose Enhancers

  • Each custom drug can have two free enhancers (including the same enhancer twice). This does not raise the addiction threshold, addiction rating, availability or price of the drug.
  • Each additional enhancer (per level) increases both the addiction threshold and the addiction rating of the drug by 1 each (Eg: Speed enhancer applied twice, increases the addiction threshold and the addiction rating by 2).
  • Long Lasting is a new enhancer. It cannot be taken as a free enhancer. Long Lasting is incompatible with the Duration Enhancer as well as with Level 2 and 3 blocks. It changes the base duration of the drug to (12 – Body) hours, minimum 1 hour. This makes the drug compatible with Chemical gland (Gradual release).

Buying or Crafting Custom Drugs

Custom drugs can be purchased by either personally rolling for availability or via a Gear Contact (Chemist) of any Connection rating. Using the same methods you may also buy raw materials for crafting custom drugs yourself (the availability remains the same but the cost is half). You need a Chemistry worksop/facility (RF 224) or a Special Work Area (SR5 374). Make an extended test using Knowledge skill Chemistry + Logic [Mental] (Drug’s Availability x 2). This must be done via the Prepwork downtime action (A single slot’s worth allows you to craft as much as you want). A glitch on any part of the Extended Test requires the player to start the entire test over with no successes; a critical glitch means the ingredients are destroyed and cannot be used. Check out our list of Pre-Made Custom Drugs. This spreadsheet was borrowed and modified from ALitD LC.

General

Action Downgrade

A Simple action may be downgraded to a Free action, in case you need a free action and have an extra simple to spare.

Addiction

  • Addiction tests must be made with every use of a drug or BTL (ignore the addiction rating, simply use the addiction threshold). For drugs or BTLs with “both” addiction, roll Willpower + Body or Logic (whichever is lower). Only permanent effects to attributes count into this roll. Attribute increases from spells, temporary drugs or other temporary effects do not count.
  • Taking multiple drugs or BTLs at the same time is now more dangerous. With every additional drug or BTL taken beyond the first, increase the addiction threshold for the new drug or BTL by +1. This holds true even if you take a mix of drugs and BTLs. These effects happen in addition to drug interaction rolls.
  • Taking multiple Drugs or a mix of Drugs and BTLs will cause drug interaction. Just taking multiple BTLs won’t.
  • Two or more Drugs, two or more BTLs as well as Drugs and BTLs (taken together) with shared effects will cause Overdosing (SR5 415).
  • You may buy hits on addiction tests, but only for your first drug or BTL taken (if taking multiple drugs).
  • Foci addiction and Skillwires addiction is no longer a thing.
  • Addiction for things that are not statted drugs in the book are handled by the Dependents quality. Eg: smoking or alcohol dependency.

Animal Handling

  • The number of tricks a critter is capable of learning is 2x their Logic (not 1x Logic). Domesticated critters can learn a number of tricks equal to 3x their Logic. (HS 183)
  • You may train critters using the “Prep Work” downtime action listed in our Downtime Rules.
  • We will use SR Missions animal prices and availability. This can be enabled in Chummer by going to Tools > Options > Optional Rules.
  • Critter pets can use their own edge for defense, drug addiction rolls and any resistance test rolls (soak, toxin resistance, etc). Player owned critters cannot burn their edge or use their edge for offensive actions. Which rolls are to be edged depends on the player who owns the critter. A rigged in critter cannot use their own edge.
  • You may burn your own edge to Not Dead Yet for your critter pet(s). If multiple critters go down in the same turn, a single edge is enough to Not Dead Yet them all.

Armor Stacking

  • Armor from cyberlimbs (includes hand/feet, cyber skulls, cyber torso and liminal body) no longer stacks with any other implanted armor (except each other) or ware that provides bonuses to damage resistance, like bone density or bone lacing.
  • Cyber hands or feet can contain a maximum of 1 armor each. Partial cyber limbs or partial cyber skulls can contain a maximum of 2 armor each. Full cyber limbs, torsos and full cyber skulls can take 3 armor each.
  • Armor from two different magic sources (spell/alchemical prep or adept power) does not stack with each other or with any other type of implanted armor, or ware that provides bonuses to damage resistance.
  • Armor from skin implants will stack with armor/soak enhancements from bone implants.

Augmentation

Any instance or type of ware, qualities, magic or technomancer ability that can permanently augment your initiative or attribute counts as an augmentation. Permanent bonuses from drugs via Chemical gland (Gradual release) or BTLs don’t count as augmentations and still count as temporary effects.

Called Shots and Attack Actions

  • Aimed Burst: Cannot be used with medium or wide choke settings. (RG 119)
  • Brain Blaster: The attack loses the -5 to defense. Cannot be used with medium or wide choke settings. (RG 119)
  • Bulls-Eye Double-Tap/Burst: Does not apply any penalty to defense tests. (RG 116)

Counterstrike/Riposte

(CF 124-125)

  • Even if you fail to successfully counter attack, you still reduce the hits of the incoming attack by an amount equal to your hits on your Counterstrike/Riposte test. Basically it’s just like a defense test and the attacker’s hits – your hits will determine the net hits.
  • Can be used against touch attacks (including touch spells). If you successfully Counterstrike/Riposte, you will not set off the touch spell.

Crashes

(SR5 201)

  • Damage from crashes is now calculated using 1/Body of the vehicle x Speed attribute of the vehicle x 50 (rounded up). The damage is stun if the damage is less than the character’s modified armor, or physical if the crash damage is equal to or greater than the character’s modified armor.  All other effects of crashes remain as per RAW.
  • Passengers resisting crash damage do not gain the armor of the vehicle on their damage resistance test (except passenger protection system).

Cyberlimbs and Average Agi/Str

  • When using full cyberlimbs, use average agility and strength to determine the agi and str of your whole body. Averages are calculated using 2 arms (Nartaki can choose any two arms), 2 legs and torso. These are also used to calculate the physical limit.
  • When using partial cyberlimbs the average of each limb is first calculated between the partial and non cyberlimb meat part. The result is then used for whole body average calculation as described in point 1.
  • Weapons use Agi/Str of cyberarms (1 or 2 depending on 1-handed or 2-handed weapons). Locksmith uses the average of two cyberarms.
  • Movement is calculated using the average Agi of both legs only. Upper body doesn’t count.
  • Sneaking, Gymnastics, Swimming, Lifting/Carrying and Armor encumbrance use full body average values.
  • Effects that reduce Agi or Str target the full body average value.
  • An FLR/FBR character has Agi or Str listed as X(Y). X is the unaugmented meat attribute and Y is the full body average attribute (in combination with cyberlimbs). Any effect that reduces Agi or Str ignores X and directly affects the Y value. If Y reaches 0, the FLR/FBR character is paralyzed, preventing you from taking any physical actions with your cyberlimbs. However, as long as your Y value is above 0, you can use your individual cyberlimbs without any penalty. Even if all four of your limbs and torso are cybernetic, these penalties (including penalties from drugs) will directly apply to your Y value on a 1:1 basis.
  • While cyberlimbs themselves cannot benefit from positive effects of drugs and spells that grant bonuses to Str or Agi. The value of X does gain the positive bonuses upto +4. This in turn may increase the full body average value Y as long as at least one of your 4 limbs or torso is not a cyberlimb. Penalties, however, will directly apply to Y (bypassing X) for game balance reasons.

Damage Conversion S->P

Once the stun track is full, any extra Stun damage converts to Physical damage on a 1:1 basis (instead of 2:1 as per RAW).

Drone and Vehicle Speeds

Instead of RAW, Drone and Vehicle speeds will be based on This Spreadsheet. The speeds also determine ramming damage listed in the spreadsheet. This table was borrowed and modified from the Scrapyard LC.

Drugs

Cannot be used offensively. They can be used on another player to help them, only with their explicit OOC approval. In addition, drugs cannot be delivered by capsule rounds, injection darts, gas grenades or be used with DMSO.

Edge

Edge used on a run, fully recovers at the end of the run. Edge used between runs does not recover until you finish your next run. During a run, you regain edge at a rate of 1 per in game day.

Elemental Damage

(SR5 170)

  • Acid: Reduces armor by 1, each time acid is applied. The armor reduction happens before damage resistance tests and persists regardless of whether or not the damage was resisted entirely.
  • Cold: Apply -AP from the attack before making the simple armor test. Additionally, each time cold damage is taken, it reduces movement speed by a number of meters equal to twice the damage taken directly to your condition monitor.
  • Fire: If you catch fire, the damage from the ongoing fire is resisted with only Body.
  • Radiation: Ignores half of total armor instead of all armor. Radiation based attacks will not have any -AP beyond ignoring half total armor. [NPC only]

Full Defense

  • Cannot be combined with parry/block/dodge or its pre-emptive variant.
  • Full matrix defense only applies against Attack actions.

Group Initiation or Submersion

Group initiations or submersions can be done in two ways.

  • Group Contact: Add the connection of the group’s contact (usually 1) to your initiation/submersion roll as a dice pool bonus, applying the 10% karma discount on a success. Initiating or Submerging this way must use the usual dice roll method and cannot be used via an ordeal or private run. Undergoing a group initiation this way cannot increase karma discount beyond 10%.
  • Player Groups:
  1. Three or more awakened player characters belonging to the same tradition can form an initiation group (SG 129) (traditionalists and non-traditionalists can be in the same group). They must follow at least 3 strictures. All members must initiate at the same time via dice rolls or a private run. Undergoing a group initiation this way can apply the 10% ordeal discount on top of the 10% discount for group initiation.
  2. Three or more technomancer player characters can form a tribe (submersion group) (KC 106). They must follow at least 3 strictures. Additionally, all members of the tribe must follow the same Paragon (but they can be of different streams). All members must submerge at the same time via dice rolls or a private run. Undergoing a group submersion this way can apply the 10% discount from the run on top of the 10% discount for group submersion.

Hardened Armor

(SR5 397)

-AP will deplete hardened armor before depleting non hardened armor.

Healing Between Runs

  • Each character, at the end of each run and at the end of each real time day, completely heals their Stun condition monitor. This rule also applies to the Physical condition monitor of characters with the Regeneration power, as long as the physical damage taken wasn’t magical or from drain, fade or called shot (vitals).
  • Physical condition monitor isn’t healed so easily. Between two runs, a character can receive a single First Aid and a single Magical Healing test (provided they haven’t already for their current set of injuries). In addition, the character can make one natural healing test (wound modifiers apply) per day, in real time, as an extended test. Medicine skill can be used to help with this test. This rule also applies to any Physical damage taken between two runs.
  • Implanting ware (but not repair or maintenance) requires surgery and causes Physical damage (rounded up). Use the rules in “Cybersurgery and Recovery Time” in (SR5 451).
  • Remember to apply Healing modifiers (SR5 208) and also wound modifiers if using a skill (first aid, medicine, spellcasting) to heal yourself. Keep in mind extended tests apply a cumulative -1 dice for each test beyond the first.
  • You can also have a contact heal you (First Aid, Magical or both), for the cost of a Rating 1 favor per roll. Contacts are not affected by the healing modifiers table. First aid by contacts don’t have a threshold of 2, they heal one box of damage per hit. Heal spell is cast at Connection + 6 Force. The contact takes no drain. Medicine rolls cost a Rating 2 favor but the dice pool bonus will last you for all subsequent healing tests made between two runs.

HTR Team Response Time

(SR5 356)

Halve the time listed in the table after rolling dice.

Infection and Edge

You may burn an edge to avoid being infected by any type of HMHVV, in case you fail your disease resistance tests. In case of HMHVV 1, burning edge this way also counts as a “Not Dead Yet” and thus your character survives with no essence lost.

Initiative Stacking

Overriding RAW, this set of house rules define what can or cannot stack for purposes of initiative. This ruling applies to things that improve both initiative or initiative dice directly, but not anything that improves initiative indirectly (such as improvements to Rea or Int).

  • Improved reflexes, Increase reflexes or Predictive analytics does not stack with any other improvements to initiative.
  • Adrenaline boost, Move by wire, Wired reflexes, Synaptic acceleration or Boosted reflexes can stack with drugs that improve initiative but not with any other improvements to initiative.
  • Accelerator can stack with any ware (cyber, bio, gene)  that improves initiative. Even with ones that are normally incompatible with any other such enhancements, like Synaptic booster. Accelerator can also stack with Lightning Reflexes.

Interrupt Actions

You cannot use them unless you have enough initiative left.

Jumping and Running

  • Jumping is considered a part of the running action and can be used with the same free action. Base jump height is Str/2 (rounded up) meters.
  • Once you start running, you are considered running till the beginning of your next pass (not turn) and are affected by the running bonuses and penalties. It still needs a free action each pass to run.
  • In order to gain the bonuses from running/charging, you must spend at least 5 meters of movement each pass (even if you don’t move).

Knowledge Skills

  • If you have multiple knowledge skills that are applicable for a dice roll (GM discretion), you may use one knowledge skill to teamwork the other.
  • For language skills, the skill ranks of any social skill is limited by the ranks in the applicable language skill.
  • Specializations for knowledge skills cost 3 karma instead of 7.

Lifestyle

Every player character must pay the full price of their lifestyle even if they are living with someone else.


Martial Arts

  • Work in the astral. Substitute physical attributes for some martial art techniques with their corresponding mental attribute as per the astral combat table.
  • Clinch: Does not count as an attack and thus can be combined with throw in the same combat pass. (RG 119)
  • Defiant Dance: Is also available to Capoeira (RG 137)
  • Grasping Vines: Is available to the Cowboy way and Whip fighting. (RG 137)
  • Half Sword: The technique improves the AP of the weapon by -2 at the cost of 1 less reach for the attack. If the character fails, there is no penalty to their next action and they can use the parry or pre-emptive parry defensive action. Readying the weapon to enter the stance is a non-action (instead of a Simple). (RG 121)
  • Iaijutsu: After a successful quick draw via Iaijutsu, you may attack using the same simple action as per (SR5 165). Resheathing the melee weapon is a complex action. (RG 122)
  • Two weapon style attack / defense: In addition to Blades and Clubs, the martial arts (RG 141) can be performed using dual cyber/bio implanted melee weapons like Spurs, Hand blades, Hand razors, Bone spikes and Claws, including the Claws quality (RF 113). This applies as long as the reach of the weapon is no more than 1.

Melee Weapon Limit

You can choose to use your Physical limit instead of the accuracy of your melee weapon, as the limit for your melee weapon attacks. You can choose to use your Astral limit for astral combat with a weapon focus. Gear that increases melee weapon limit such as personalized grip and cyberlimb optimization may be added to Physical or Astral limit for purposes of calculating melee weapon limit. Improvised melee weapons have a limit of (Physical Limit – 4), if they decide to use Physical limit.

Metatypes

  • Dwarves and Trolls do not suffer increased lifestyle costs.
  • Dryads are all born female. But you may use a combination of surgery, styling, drugs or hormones to transition into a different gender. This doesn’t cost essence, karma or nuyen. It’s pure fluff.

Multiple Simultaneous Blasts

(SR5 183)

  • Just for clarification; the 1st blast will do full damage, the second will do half damage of 1st blast, the 3rd blast will do half damage of 2nd blast (25% of the 1st blast) and so on. In case of a decimal value, always round down.
  • Semi auto or Burst fire grenade launchers and rocket launchers don’t impose standard defense penalties. Instead they use, Multiple Simultaneous Blasts rule.

Notoriety

Notoriety acts as a negative dice pool modifier on all social rolls made against a Johnson or an NPC affiliated with the shadows.

Multiple Attacks

  • You may only make one attack per pass, unless splitting dice to attack multiple targets.
  • You may not split dice to attack the same target more than once (except while using non-explosive thrown weapons).
  • Detonating an explosive or a grenade counts as an attack action.
  • Touch attacks made as part of touch spells, together count as an attack.
  • Exceptions to this rule include contact preps on arrow or non-explosive thrown weapons.

One-handed and Two-handed Weapons

  • Any melee weapon of a reach 2 or higher is considered two-handed. The exceptions are Whips of any type, which are one-handed even though it has a reach of 2. Disregard anything else RAW says; this applies universally unless stated otherwise in this doc.
  • The Katana (SR5 422) can be used one-handed but unless you are a Troll, it inflicts a -1DV penalty.
  • Two-handed weapons whose reach has been reduced via Called Shot: Break Weapon (RG 111) still count as two-handed and don’t qualify for Two-Weapon Style Attack/Defense (RG 141).
  • Tasers, pistols, revolvers, machine pistols, SMGs and other exotic firearms that resemble these in the form of shape and firing range, are considered one-handed. All other firearms are two-handed.
  • A two-handed weapon must be used two handed unless specified.
  • Trolls can use any two-handed melee weapon as one-handed (provided they meet the strength requirement, if any). Trolls can also use shotguns and assault rifles, one-handed.
  • Shields require a free hand to use as a weapon and/or gain its armor benefits.

Paralysis and Incapacitation

A character who is paralyzed or incapacitated/restrained (including having an attribute reduced to 0) cannot cast spells or make defense tests.

Protecting the Principle

(RG 125)

Can be done as many times as you have initiative and edge, or just initiative if using the bodyguard BTL, in a combat turn.

Purity Bonus

Awakened and emerged characters gain different bonuses as long as they don’t have ware (cyber, bio, gene, nano). If they gain any ware (except cosmetic modifications), they will retroactively lose all bonuses. Technomancers who have a datajack, as part of the “Otaku to Technomancer” quality, do not lose the purity bonus for just having the datajack. However, Prototype Transhuman cannot have the purity bonus. The bonus for awakened depends on the type of awakened.

  • Adept:
  1. A pure adept gains an extra 0.5 power point for every point of Magic or Metamagic (Power Point) that they have.
  2. The force of bonded qi foci counts as 1/4th the actual force for the purpose of total force of foci that can be bound. This does not change the actual force of the focus, its cost, availability or bonding karma cost. There is no limit to the number of qi foci you can bind as long as the Total modified force of bound qi foci + Force of all other bound foci, does not exceed your (Magic x 2) + IG.
  • Magician or Aspected magician: The force of any bonded focus counts as one higher. This does not change the actual force of the focus or bonding karma cost. This increase in force doesn’t count towards the maximum force of a focus that can be bound. This bonus applies to Focused awakened or Expanded aspects as well.
  • Mystic adept: May choose either the adept (only applies to power points bought at character creation and power point metamagic) or magician bonus, but not both.
  • Technomancer: For every two submersions, they gain an extra echo for free. Additionally, they gain bonus benefits based on their Stream.
  1. Cyberadept: Cyberware (not bioware or geneware) does not count against the purity bonus.
  2. Machinist: Gains 3 slots for autosofts that can be run on their Living Persona. These autosofts must be purchased with nuyen and can be freely swapped in and out between the 3 slots. These are in addition to the usual number of programs that their Living Persona can normally run.
  3. Sourcerer: Can attune a cyberdeck for no karma cost. The cyberdeck attuned by the Sourcerer provides a dice pool bonus equal to its Device Rating. The dice pool bonus acts as teamwork for the Software skill for threading complex forms. The Sourcerer can only attune to one cyberdeck at a time.
  4. Technoshaman: Treat as if possessing the Spirit Whisperer quality (RF 150), but for compiling sprites. Choose any one type of sprite. This cannot be applied to Sprite Pets or Great Form Sprites (KC 91). Binding level cap is increased by 1 for the relevant sprite.

(Inspired by ALitD LC)

Quick Draw

  • Hostering or setting a weapon to a “low ready” position requires a complex action.
  • You may buy hits on quick draw tests.

Ramming

(R5 177)

  • A ramming vehicle and its passengers take no damage from ramming, when ramming anything whose body/structure is lower than that of the ramming vehicle. The vehicle (but not its passengers) may still take damage from other sources like energy aura.
  • Damage from ramming being resisted by a vehicle’s passengers gains the armor and any applicable armor mods of the vehicle.
  • A ramming vehicle is not usually subject to crashes unless it glitches or critically glitches its attack roll; or it takes too much damage in the process. A rammed vehicle may be subject to a crash if the GM deems so.
  • A ramming attack cannot be countered using a counter strike or riposte.

Reach

  • Works in the astral.
  • There is no maximum cap for reach.
  • Each point of reach grants the weapon approximately 0.5 meters of length. This can be problematic when using a high reach weapon in confined spaces.

Repair Rules

  • Matrix damage taken during a run is automatically healed at the end of the run.
  • Instead of RAW, Drones and Vehicles that took Physical damage can be repaired by making a Logic + Mechanic [Mental] extended test with a threshold equal to the number of boxes of damage to repair. Up to three dice rolls can be made per day, as part of the extended test (Total, not per vehicle). Ignore the repair table modifiers in (R5 30). The costs for repairing are considered to be paid for by your lifestyle.
  • Alternatively, you can have a contact roll repair, for the cost of a Rating 1 favor per roll. Contacts are not affected by the repair modifiers table. For contacts, the repair rolls are not considered an extended test.

Resistance Tests

Damage resistance, Drain resistance, Fade resistance, Toxin resistance or any other similar test where you must resist incoming damage is never penalized by anything that is not -AP or Penetration. Thus Sustaining penalties, Wound modifiers or Background counts do not affect these tests.

Riggers

  • While jumped in, you may use Int instead of Rea to pilot a vehicle and Log instead of Agi for gunnery.
  • While Jumped into a drone or vehicle, you don’t need to take the Control Vehicle action (SR5 203).

Run For Your Life

Cannot be used if you cannot see the AoE blast, such as in the case of an AoE direct spell like Manaball. (RG 125)

Stacking Bonuses

  • Bonuses from the same source don’t stack. Eg: You cannot have two Rating 1 muscle toners and get +2 Agi.
  • Attribute bonuses from temporary effects such as Drugs, BTLs or Spells stack with that of permanent augmentations like ware and adept powers.
  • Temporary bonuses (even from different sources) that give the same bonus don’t stack with each other. Eg: Drugs and BTLs that give the same bonuses don’t stack.
  • Permanent bonuses from drugs via Chemical gland (Gradual release) or BTLs don’t count as augmentations and still count as temporary effects.

Stacking Penalties

Dissimilar sources applying penalties to the same thing (eg: same attribute) will stack. There are exceptions to this, such as Nerve Strike (SG 173) and Narcoject Trackstopper (SL 44) which applies cumulative penalties with each consecutive attack.

Street Cred

  • Karma gained from GMP, WFTP or knowledge karma does not apply towards street cred or career karma.
  • Street cred only gives bonus to social limit not dice.

Subduing

  • Damage inflicted from subduing ignores armor. Damage resistance tests are made using Body + Willpower. (SR5 195)
  • Garrotes count as subdual and thus inflicts only base weapon damage. (RG 20)

Surprise Test

Is now an opposed test. Agility + Sneaking [Physical] by ambushers vs Intuition + Perception [Mental] by defenders. If the ambushers get more net hits, the defenders are surprised.

Teamwork Tests

(SR5 49)

  • Any skill test except leadership can be teamworked if everyone teamworking has at least one rank in the skill.
  • For summoning or binding, all team members must be able to summon the type of spirit. Any team member of a different tradition compared to the leader suffers a -2 dice pool penalty. The spirit is bound to the leader.
  • Melee teamwork will follow the rules of regular teamwork and not the rules listed in (SR5 188).

Thrown Weapon Limit

All non-improvised thrown weapons use your Physical Limit as its limit on attack tests. Improvised thrown weapons have a limit of your (Physical Limit – 3).

Toxins

Do not overflow from Stun to Physical track, unless the target is immune to unconsciousness from a full stun track (pain editor, numb, etc).

Upgrading Gear

Any piece of gear with a rating and/or grade (eg: cyberware grades) can be upgraded by rolling for the new availability and simply paying the difference in price.

Working for the People/Man

Once per run, at the end of the run, you may WFTP/M and convert nuyen to karma and vice versa at the exchange rate of 4000¥ = 1 karma upto 20,000¥ or 5 karma.

Qualities

Acrobatic or Perceptive Defender

(RF 127)

Applies its skill ranks only. Not specializations or dice.

Addiction

(SR5 77-78)

  • Imposes a penalty of -1 dice, per level of the quality, to all actions if the affected character has not indulged their addiction at least once per run. This penalty carries over from one to the next and stays persistent till the character indulges.
  • The Addiction quality can be bought off or brought down to a lower level anytime, by paying the requisite amount of karma.
  • Addiction for things that are not statted drugs in the book are handled with the Dependents quality instead. Eg: smoking or alcohol dependency.

Adept Healer

(FA 31)

Cannot heal drain or fade.

Adept Ways

(SG 176-178)

  • You may only benefit from a single adept way at a time. If you purchase multiple ways you may choose which adept way to follow at the beginning of each lifestyle cycle. Changing a way undoes all adept power discounts and turns off any metamagic that is linked to the way. However, you do not lose those metamagics and they can reactivate if you switch back to their linked way.
  • The Magician’s Way allows adepts to qualify for any Magician metamagic such as centering, provided they meet all other requirements. Eg: Channeling has no use for an adept as they don’t have the Summoning skill.

Animal Familiar

(FA 31)

The quality need not be repurchased. But it takes a full lifestyle cycle to attune another animal into a familiar. The animal needs to be purchased separately.

Alchemical Bomb Maker

(FA 31)

Damage increase is capped to +2 DV per 3 ranks in the alchemy skill the alchemist has.

Arcane Improviser

(FA 32)

You may improvise once per run.

Archivist

(FA 32)

The following knowledge skills can be taken as academic knowledge skills for this quality (even if some of them are professional by default): Alchemy, Infected, Magical theory (Academic), Magical threats, Magical law, Magical security, Magic traditions, Paraanthropology, Parabotany, Parageology, Parazoology and Undead. If you make up a new magical academic skill for your character, chargen staff must approve it.

Astral Bouncer

(FA 32)

  • 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, All Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all Mastery Qualities.
  • This will only identify the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).
  • In addition to Initiate Grade and Adept Powers, Astral Bouncer determines a certain metamagic from an Initiate Grade.
  • Edge or other attributes can not be determined.

AVRSE

(KC 76)

Applies the -4 penalty regardless of your location.

Barehanded Adept

(FA 33)

  • Only spells with a Range of T can be cast with this quality.
  • Cannot be used to cast Combat Sense (SR5 286) or Increase Reflexes (SR5 288).
  • Spells may be learned as limited (requires a fetish to cast) if the adept desires. 

Black Market Pipeline

(RF 145)

  • Can be acquired after character creation.
  • The discount does not stack with discounts from Dealer Connection or Made Man.

Chain Breaker

(FA 33)

May use Negotiation in place of Binding to conjure an Ally Spirit. This counts as a spirit pact. If the character reaches an Astral Reputation of 3 or higher, their ally spirit will go away and will not return them until the character has adequately atoned via the Atonement ritual (SG 123). If the quality is bought off, the character must re-conjure an ally spirit using standard rules. All the karma spent on the previous ally spirit goes into an “Astral Bank”. You can use karma from the bank to pay for the new ally spirit.

Chosen Follower

(FA 35)

  • Can be used once per 3 lifestyle cycles.
  • Learning spells, rituals or improving skills cost karma as usual, but doesn’t require downtime slots.
  • Cannot reduce training times.

Code of Honor

(SR5 79, RF 22, HT 191, KC 99, DT 46)

  • Existing codes of honor can be refluffed into a different name and flavor as long as the mechanics are kept as is.
  • Thug Life (RF 26) doesn’t cost you half your earnings. It instead increases your lifestyle cost by 30%. This increase in the lifestyle’s base cost is not covered by Trust Fund’s free lifestyle or reduced by karma/street cred. You must pay this out of your pocket.
  • Custom codes of honor are subject to approval. Approved codes can be found here.

Corporate Loyalist

(SL 126)

Requires a corporate limited or full corporate SIN.

Cyber-Snob

(CF 57)

Replace Betaware with Alphaware as the minimum.

Dark Ally and Dedicated Conjurer

(FA 35, 36)

Non UMT spirits may not be summoned.

Day Job

(RF 154)

You must spend a number of downtime slots equal to the level of the quality, each downtime cycle. There are no additional benefits from this apart from your day job salary.

Dependents

(SR5 80)

  • Has no effect on training times.
  • Increase in lifestyle cost applies to the base cost of the lifestyle. This increase in the lifestyle’s base cost is not covered by Trust Fund’s free lifestyle or reduced by karma/street cred. You must pay this out of your pocket.
  • Addiction for things that are not statted drugs in the book are handled with this quality. Eg: smoking or alcohol dependency.

Echo Chamber

(KC 78)

Does not grant any bonus to matrix searches.

Education Qualities

Like College education and Technical school of education are incompatible with Uneducated.

Elemental Master

(FA 36)

  1. Does not apply to damage from drain (from the Elemental Focus quality).
  2. For purposes of elemental damage: Earth (acid), Fire, Water (water and cold) and Air (electricity).

Aspected Awakened

The listed awakened gain these added benefits.

  • Apprentice (FA 47): Gain three spells from their chosen category and the mentor spirit quality for free. In addition, any benefits they gain from their mentor spirit is doubled.

Note: The only magical skills available to Apprentice are Spellcasting and Summoning. They don’t have access to Ritual Spellcasting, Counterspelling, Binding or Banishing.

  • Aspected Conjurer: Gain the Dedicated Conjurer quality (FA 36) for free.
  • Aspected Enchanter and Enchanter (FA 47): Gain the Durable Preparations quality (FA 36) for free. If they already get that quality for free via some other source, they instead gain the Practiced Alchemist quality (FA 39) for free.
  • Aspected Sorcerer: Gain the Dedicated Spellslinger quality (FA 36) for free.
  • Aware (FA 49): Gain the Astral Bouncer quality (FA 32) for free.
  • Explorer (FA 47): Gain one rank of the Spirit Hunter quality (FA 40) for free.

Frog Tongue, Functional Tail and Proboscis

(RF 115, 117)
Has strength equal to your augmented strength.

Human Lifespan

(TCT 188)

Can be taken by orks, trolls and their metavariants for free.

Illusionist

(FA 37)

  • Only one rank may be purchased.
  • You need not specify Physical or Mana. You can sustain any one illusion spell.

Instinctive Hack

(BTB 160)

You may not change programs or alter deck atts before you make your action.

Made Man

(RF 148)

  • Can be taken for any criminal syndicate or gang, but not any corp or agency.
  • Discounts on purchases only apply when you are doing the negotiation yourself or using a contact affiliated with the faction you are a made man of (the contact must also have the Made Man power). This discount does not stack with discounts from Black Market Pipeline or Dealer Connection.

Magic Resistance

(SR5 76)

  • Magic resistance works against not only spells but also any critter, spirit or adept power that uses the Magic attribute as part of its dice pool or any effect (eg: DV).
  • Magic resistance does not impede beneficial spells cast on the subject with the subject’s consent.

Master Debater

(CA 151)

Works with all Negotiation tests.

Mentor Spirit

(SR5 76)

  • Spider Alt gets 1 rank of Spirit Claw and 1 rank of Hang Time.
  • Mages with Hermetic Elementals (FA 181) cannot have a mentor spirit.

Otaku To Technomancer

(DT 45)

  • Can only be taken during character creation.
  • The technomancer must have a datajack at character creation, but it costs no essence.

Prototype Transhuman

(CF 54)

  • Geneware does not count as bioware for purposes of this quality.
  • Ware must be of at least standard grade.
  • Ware from prototype transhuman is rejected by regeneration.

Revenant Adept

(FA 40)

Can be used once per lifestyle cycle (up to 12 times a year).

Redliner

(CF 55)

Doesn’t apply its negative aspects beyond four limbs.

Rootkit

(KC 76)

Extra DV added for resonance spike is equal to your (Resonance/3) rounded down, instead of equal to your device rating.

Sensei

(RF 149)

  • The sensei does not need to be a contact. You may only have one sensei, ever.
  • Sensei grants you an extra downtime slot. This can be used to improve a single skill or skill group by 1 every lifestyle cycle (if you have the karma). If a skill or skill group is improved this way it cannot be improved via a standard training slot.
  • If your sensei is a teacher of the Close Combat skill group or any other melee combat skill, they can also teach you martial arts. In this case, the extra downtime slot sensei grants may be used to learn up to two martial arts or up to four martial art techniques, per lifestyle cycle. (if you have the karma). If martial arts is learned this way, you may not learn additional martial arts via a standard training slot. You do not need to pay training fees for martial arts and techniques learned via your sensei.
  • If you and your sensei are both spellcasters, your sensei can also teach you spells. Your sensei must be a teacher of either the Sorcery or Enchanting skill groups. In this case, the extra downtime slot sensei grants may be used to learn up to four spells (can be rituals or alchemical preps), per lifestyle cycle. (if you have the karma). If spells are learned this way, you may still learn more spells via standard training slots. You do not need to buy spell formulae for learning via your sensei.
  • If you and your sensei are both technomancers, your sensei can also teach you complex forms. Your sensei must be a teacher of either Software or the Tasking skill group. In this case, the extra downtime slot sensei grants may be used to learn up to four complex forms, per lifestyle cycle. (if you have the karma). If complex forms are learned this way, you may still learn more via standard training slots.

SINner

(SR5 84-85)

No longer taxes your income. Instead, it increases your lifestyle’s base cost by 10% (National or Criminal), 15% (Corporate limited) or 20% (Corporate). This increase is not covered by Trust Fund’s free lifestyle or reduced by karma/street cred. You must pay this out of your pocket.

Shock Mage

(FA 40)

Instead of RAW, any damage inflicted by the mage using lightning spells doubles the initiative reduction (-10 instead of -5) as well as the dice pool penalty (-2 instead of -1). This initiative and dice pool penalty does not add up or stack with subsequent attacks using electricity from any source, but the length of the penalty is extended as per RAW.

Shoot First, Don’t Ask Questions

(BTB 161)

Instead of RAW, the quality applies a flat +2 bonus to initiative if you succeed on your surprise test, for that combat turn.

Skinwalker

(FA 40)

  • Applies to Shapechange spell as well.
  • The cost of the mundane critter’s pelt is half the cost of the critter.

Special Modifications and Prototype Materials

(BTB 161-160)

  • Prototype materials cannot be bought at gen.
  • You may spend a rank of special modification to alter the element type of a weapon already possessing elemental damage (like shock gloves). You may switch between the unlocked elements (1 per rank) with a complex action. Available elements are acid, fire, electricity and cold. All elements deal P damage except electricity which can be chosen to deal P or S (once chosen you cannot change this even when you switch back and forth between unlocked elemental options).
  • Elemental damage from special modifications counts as mundane damage. Acid being non-magical will reapply every turn, instead of evaporating as described in SR5 p.170.
  • You may change the selected properties or the amount of the properties (DV, -AP or elemental damage) from the qualities between each run.
  • -AP from special mods are not considered as base AP of the weapon and thus do not get tripled for bullseye burst, instead getting added after tripling base AP.
  • You may purchase up to two ranks of Special Modifications for additional weapons beyond your first. There is no limit to the additional number of weapons that can have this.
  • If a weapon is a combination of different weapons or modes (eg: Krime Trollbow,  Krime Whammy or Microwave Gun), the player must choose which of the weapons the qualities’ bonuses would apply to.
  • Special Modifications cannot be used to reduce the reach of a weapon beyond its base value.
  • The qualities cannot be applied to Bone lacing or Bone density as they are not weapons.

Spectral Warden

(FA 40)

Binding skill replaces Summoning. The initial summoning test and drain resistance must still be made, just with the binding skill instead of summoning.

Sprawl Tamer

(FA 41)

Increases the number of tricks that a critter can learn by a multiplier of 1 and stacks with everything else that increases the number of tricks. Hence, the number of tricks a critter is capable of learning becomes 3x their Logic. Domesticated critters can now learn a number of tricks equal to 4x their Logic.

Strive for Perfection

(AP 17)

  • Applies before Sharpshooter.
  • Doesn’t impede you from making an attack if making a called shot is impossible. Eg: medium or wide choke settings, interrupt action attacks, etc. However, not being able to call a shot due to having used up your free action elsewhere is not a valid reason.

SURGE

(RF 103)

  • SURGE I (10 karma) and SURGE II (15 karma) will follow the same rules as SURGE III (30 karma). The maximum total karma value of positive metagenic qualities that you can get from these qualities are equal to the karma values listed in brackets. You can only have one the three SURGE qualities.
  • You can exceed the metagenic negative quality limit, but you gain no karma from it. The total karma value of negative metagenic qualities must be at least equal to that of the total karma value of positive metagenic qualities you have.
  • Certain metagenic qualities are not allowed for SURGE I and SURGE II. They are.

Positive Metagenic Qualities:

  1. Arcane Arrester (RF 111)
  2. Celerity (RF 113)
  3. Dermal Alteration (RF 113)
  4. Dermal Deposits (RF 114)
  5. Elongated Limbs (RF 114)
  6. Glamour (RF 115)
  7. Metagenic Improvement (RF 116)
  8. Satyr Legs (RF 118)

Negative Metagenic Qualities:

  1. Astral Hazing (RF 119)
  2. Berserker (RF 119)
  3. Impaired Attribute (RF 120)
  4. Symbiosis (RF 122)
  • This is currently under playtest and subject to change in the future.

Technomancer Qualities

The following qualities may also be taken by non-emerged characters.

  • Brilliant heuristics (KC 96)
  • Code of Honor: Black hat (KC 99)
  • Data hog (KC 99)
  • Hold the door (KC 96)
  • Lone wolf (KC 96)
  • On the wagon (KC 99)
  • Trust data not lore (KC 97)
  • Trust lore not data (KC 97)
  • Unique avatar (KC 98)
  • Wired user (KC 100)

Thorns

(RF 118)

Increases the cost of armor by 20% only.

Trust Fund

(RF 151)

May be acquired using any of the SINner level qualities, except criminal.

Vexcraft

(FA 42)

Suppress focus is a simple action. Grounding focus is a complex action.

Magic

Ally Spirits

(SG 200)

  • The force of an ally spirit cannot exceed its summoner’s magic. This restriction exists in addition to the force of an ally spirit being limited by the ranks of the summoner’s Summoning and Binding skills.
  • Conjuring an ally spirit no longer requires a Ritual Spellcasting roll and thus can be performed by aspected summoners. You must still learn the ally conjuration ritual itself.
  • Enhancing an ally (SG 202) spirit still costs 8 karma per point of force beyond the spirit’s initial force, as long as the force being upgraded to, does not exceed F6. If exceeding F6, use the rules as in (SG 202).

Analyze Device

(SR5 285)

Doesn’t grant any bonus dice or ignore skill defaulting modifiers.

Ancestor Shamans
(FA 73)

Can channel spirits at initiate grade 5 (instead of 2), without taking the metamagic.

Artificing

  • Step 1-4: Follow the rules as stated in (SR5 306-307).
  • Step 5: Instead of net hits, the force of the focus formula (limited by your magic rating) becomes the actual force of the focus, provided you get at least 1 net hit. Additional net hits can be used to increase the number of 1s on your roll needed to glitch or critical glitch, by 1 per net hit you dedicate towards that.
  • Step 6: Net hits beyond your first (on Step 5) can also be used to reduce the final drain that needs to be resisted, at the rate of -1 drain per net hit, down to a minimum final drain of 2. Net hits from step 5 can be divided between countering glitches or reducing drain.
  • You can take teamwork for artificing from relevant focus (like power focus) as well as the Aid Alchemy service of bound spirits (SR5 302), up to your ranks in the Artificing skill.
  • You cannot artifice a focus higher than your unaugmented magic rating, even if the focus formula is higher than your magic. This also means that drain from artificing is always stun.
  • Any focus crafted a player character, is usable by that player character only.
  • You can burn a point of edge to reduce a critical glitch at Step 5 to a glitch.

Astral Combat

  • To make an astral attack, you must be within melee reach.
  • When two Dual Natured creatures engage in combat, they can choose to attack each other, via meatspace melee or via astral combat (but not both).
  • A dual natured creature being targeted via astral combat, by another dual natured creature, must use Int + Rea or Log (whichever is lower) to defend against the astral attack.
  • A dual natured creature being targeted via astral combat, by a wholly astral entity, must use Int + Log to defend against the astral attack.
  • Astral full defense is Log + Int + Wil. If you have the Too Pretty to Hit quality (RG 127), you may substitute Cha for Wil. Agile Defender doesn’t allow you to substitute Log for Agi in astral full defense.
  • Damage from Astral Combat is resisted by Wil + Astral armor.

Astral Sneaking

Sneaking on the astral is done using a Log + Sneaking [Astral] vs Int + Assensing [Astral] test.

Body Sculpt

(BLB 160)

Body Sculpt allows you to make one change, plus additional changes equal to the number of hits on a Body + Magic test. The initial change takes 1 hour, plus an additional 10 minutes for each extra change based on your Body + Magic test. It takes 1 minute to undo all changes.

Black Magic

(SG 41, FA 60)

  • Followers of this tradition cannot have a Code of Honor.
  • Cannot have any of the following mentor spirits: Dog, Dolphin, Dove, Dragonslayer, Fire-Bringer, Great Mother, Green Man, Guyanyin, Holy Text, Lion, Peacemaker, Sun, Whale or Wise Warrior.

Disclaimer: Black mages are utterly selfish, hedonistic, often malicious and assholes of the highest order. So expect many people to not like you.

Channeling

(SG 148)

While channeling, your Edge attribute is not replaced by that of the spirit and the spirit’s edge cannot be used by you.

Claw/Barrage

(FA 50)

  • Claw has a drain value of F-3 and Barrage has a drain value of F-1.
  • Instead of gaining a base DV of +1 per Force of the spell, the spells gain +1DV every even Force value. However, the spells gain -2AP per Force (instead of -1).

Cleansing

(SG 155)

In addition to RAW, if you manage to reduce the background count of an area to 0, you can choose to sustain a “cleansed aura” around you. This causes any sustained spells and bonded foci or fetish on you to remain unaffected by the background count until you stop sustaining or the background count of the area increases. This applies the standard sustaining penalty of -2.

Combat Sense

(SR5 286, SR5 309)

The adept power and spell of the same name does not stack. The Combat Sense spell also does not stack with the Deflection spell (SG 115).

Comet

(FA 50)

Damage does not ignore fire resistance.

Critter Powers

  • Astral Gateway: The power has no effect on unwilling creatures or creatures unable to consent. (SG 194)
  • Concealment: The power does not stack with any other gear or ability that penalizes perception tests to spot them. A concealed character is spotted if they engage in any offensive or attack action, ending the effect. (SR5 395)
  • Endowment: The summoner may benefit from only a single endowed power at a time no matter the number of spirits endowing them with different powers. (SG 195)
  • Energy Aura: Damage from Energy aura does not apply to Engulf. Energy Aura simply changes the damage type of the Engulf to the element of the aura. (SR5 396)
  • Entropic Aura: Doesn’t decay or do damage to gear, ware, vehicles or drones. (HS 190)
  • Movement: The power adds Magic to Agility for purposes of movement speed only (is not limited by aug max). Does not stack with any other gear, cyberware or bioware that increases movement, such as skates, skimmers digigrade legs, etc. The power cannot be used to reduce movement speed of an unwilling target. Movement cannot be used on things that lack essence (positive or negative). (SR5 399)
  • Paralyzing Howl: Doesn’t stack, only the highest effect applies. (SR5 399)
  • Possession: If a spirit fails its possession test against an unprepared vessel, it suffers unresisted drain (stun) equal to the hits (not net hits) on the defense/object resistance test and cannot attempt to possess that vessel again for the next 24 hours. (SG 197)
  • Regeneration: Damage from fade or called shot (vitals) cannot be regenerated. (SR5 400)
  • Spirit Aid: Such as Aid Sorcery and Aid Alchemy counts as teamwork. It simply adds the Force of the spirit to your dice pool but is limited by the ranks in that skill. (SR5 302)

Elemental Body

(SG 170)

Prerequisite is either Elemental Strike or Elemental Weapon.

Elemental Strike

(SG 170)
Stacks with Penetrating Strike. (SG 173)

Evil Eye

(FA 50)
Doesn’t do damage.

Fixation

(SR5 325)
Instead of RAW, Fixation increases the duration of a sustained alchemical preparation to (Potency x 2) minutes. There is no karma cost. It also gets a dice pool bonus against Disjoining (SR5 307) equal to your Initiate Grade. Additionally the metamagic reduces the added drain from the preparation trigger by -1.

Flame Burst

(SSP 16)

  • The spell shall be an Indirect spell instead of Direct.
  • The area of the spell is equal to a sphere of Force radius.
  • The damage applied will always be the base damage only (Force physical damage; -Force AP). There is no attack roll.
  • The attack automatically hits and there is no defense test against it. Damage is resisted by Body + Armor (including fire resistance) + any spell/magic resistance. You may “Run For Your Life” from the pulse of flame.
  • The pulse of flame occurs at the start of the mage’s first pass every turn and does not impede them from making an attack that pass.
  • The threshold to see if the spell sets an object on fire is equal to Hits on the spellcasting test.

Growth

(FA 49)

The maximum bonuses to your attributes is limited by your augmented maximum. The caster may choose not to physically grow as part of the effect. If the caster chooses to grow, their carried equipment grows with them. This does not grant any mechanical advantages but may pose mechanical hindrances, such as in confined spaces, depending on the GM.

Hapsum Do

(FA 101)

The martial art or any of its techniques cannot be learned via One Trick Pony.

Initiation Ordeals

  • Diverging from RAW, initiation ordeals are private runs that a player can request to go on. Any of the various styles of ordeals (SG 140) can be incorporated into the run, but are limited only to the run.
  • Nine paths of enlightenment is banned.

Islamic Tradition

Islamic alchemists can skip the requirement for Quickening and Anchoring. (FA 69)

Harmonious Defense

(FA 46)

  • The adept or mystic adept requires astral perception as a prerequisite for this ability (as well as for Harmonious Reflection). While harmonious defense is active the adept or mystic adept’s astral perception remains active and thus they will become dual natured.
  • The spell defense dice from harmonious defense does not stack with spell defense offered by counterspelling, foci or shielding metamagic. If you have both, you must choose one or the other to activate during your turn and once one option is chosen the other cannot be activated in the same turn.

Hermetic Elementals

(FA 181)

In addition to gaining +1 service (when summoning and binding), Mages with Hermetic Elementals are also subject to the following rules:

  • The +1 service stacks with that of Shaman Tuxedo (CA 143).
  • When binding an elemental, it resists with Force dice (instead of Force x 2).
  • The number of bound elementals you can have increases by 1, ie: (Mag/2) +1 instead of Mag/2 (rounded down).
  • Hermetic Elementals are more akin to astral drones and thus immune to mind magic.
  • Mages with Hermetic Elementals cannot have a mentor spirit. If they had one before, they lose it.
  • The mage loses access to all non-elemental type spirits, including ones gained from qualities like Dedicated Conjurer (FA 36). Leaving the path of Hermetic Elementals, via a Paradigm shift, will give back the mage access to any lost spirits, along with accumulated Astral Reputation.

Kiai

(HT 190)

Requires a Simple Action to activate.

Killing Hands

(SR5 310)

  • A dual-natured adept with Killing Hands can use this power against astral targets that are within their reach. Use the adept’s normal Unarmed Combat skill and Damage Value for this attack.
  • Elemental effects associated with Killing Hands don’t work in the astral.

Mentor’s Mask

(FA 182)

  • Is allowed for any awakened of any tradition, as long as they have a mentor spirit. They appear as some form of intangible, spectral manifestation closely tied to the thematics of the mentor spirit.
  • Invisibility spells cannot conceal an active mentor’s mask. Benefits of Concealment or RPC cloaks don’t apply as long as the mentor’s mask is active. Mentor’s Mask does not penalize sneaking tests or make it easier to perceive an awakened character with a mentor’s mask trying to sneak. But if spotted, their magical nature is easily discerned.
  • Mystic adepts may choose either the Magician bonus or Adept bonus.

Mind Magic

  • Force of any mind magic spell does not apply as a negative modifier to resistance tests.
  • Disclaimer: Mind magic is considered disgusting and vile in most societies and by many in the shadow community. It’s also illegal in many countries including UCAS, CAS and CFS. But is technically legal in the NAN (as long as you don’t abuse it).

Minions

  • The maximum force of a minion that can be conjured is equal to your ranks in the Ritual Spellcasting skill.
  • The maximum number of minions that an awakened can have at a time, is equal to half their Magic attribute (rounded down), not Charisma. This rule doesn’t apply to Necro spirits, which follow the rules in (FA 52).
  • Instead of RAW, the duration that a minion will last is a number of runs equal to its (Force x Your net hits on the sealing test), with a minimum value equal to your Magic rating.

Mystic Adept

  • Can only gain Astral Perception via the Astral Perception adept power (SR5 309).
  • Instead of losing the Enchanting skill group. Mystic adepts get a choice of losing any one of Sorcery, Conjuring or Enchanting groups. Once this choice is made it cannot be undone.
  • Mystic adepts qualify for any metamagics or qualities that Magicians and Adepts do, provided they meet all other requirements.
  • Mystic adepts have two magic ratings: Magic and Magic (Adept). The standard magic is treated the same way as a Magician’s magic rating. The Magic (Adept) is treated the same way as an adept’s Magic rating (ie: for every point of adept magic rating you gain 1 power point).
  • Adept powers as well as qualities and metamagics that are adept based (eg: Harmonious defense) will scale off the Magic (Adept) attribute. While qualities, metamagics and spells for magicians will scale off the Magic attribute.
  • Mystic adepts start with standard Magic at their chosen priority level and Magic (Adept) of 1. You can use special attribute points to raise either or both scores to a maximum of 6 at character creation.
  • When you initiate it increases the maximum magic ratings of both magic scores, but each magic score must be improved, with karma, individually. Raising Magic (Adept) after character creation will give you power points just like it would for an adept.
  • On the other hand, burning out will cause the loss of both Magic (and maximum Magic) attributes by 1 for each point of essence (even at minimal loss).
  • Background counts apply to both Magic attributes at the same magnitude.
  • Foci cap is determined by the higher of the two Magic attributes.
  • Power focus adds its rating to both Magic attributes for Magic based dice rolls.
  • Channeling replaces your Magic [not Magic (Adept)] with the Magic of the spirit.
  • Both Magic attributes need to be at X rating before you can get initiate grade X.

To enable these options in chummer go to Tools > Options > House Rules tab and make sure “Mystic Adepts use second MAG attribute for Adept abilities instead of special PP rules” is checked.

Necro Summoning

(FA 82)

  • Or Reckless Necro Conjuring can only be used by mages of Necro Magic tradition.
  • When summoning necro spirits as a ritual, the maximum force of a spirit that can be summoned is equal to your ranks in the Ritual Spellcasting skill (not Summoning, unless using Reckless Necro Conjuring).
  • Instead of RAW, the duration that a necro spirit will remain in its vessel is a number of runs equal to its (Force x Your net hits on the sealing test), with a minimum value equal to your unmodified Magic rating.
  • Each necro spirit can carry out a number of services equal to your unmodified Magic rating. Used services are restored on the next sunrise or sunset as long as the spirit is under your control.
  • When summoning a necro spirit while you have another necro spirit summoned, use your reduced magic rating to determine if you are over summoning (and thus suffer additional drain).
  • Once the spirit leaves the vessel or is disrupted. The vessel is destroyed and cannot be possessed again.

Nimble Fingers

(SG 173)

Turns reloading cylinders (with or without Speed Loader) from a Complex into a Simple action.

Noble Sacrifice

(FA 46)

  • Cannot be used to take drain or fade on behalf of another.
  • Counts as magical damage.

Null Wizard

(FA 43)
Cannot use the Summoning skill in addition to other restrictions.

Numinous Perception

Cannot be used to detect sustained spells, only spells while the spellcasting roll is being made.

Paradigm Shift

(FA 43)
Paradigm shift is no longer a metamagic. Instead an awakened character can change tradition, during downtime, by paying 10 + (Current initiate grade x 3) karma. This karma needs to be paid each time tradition is changed and becomes more expensive the more initiations one has. Any foci, fetishes or bound spirits will automatically change to the new tradition without any extra cost. However, any reagents and lodges will not and must be repurchased. A paradigm shift does not require an arcana roll or an initiation ordeal. Traditionalist and non-traditionalist versions of a tradition are considered different traditions for purposes of paradigm shift and thus require karma expenditure.

Penetrating Spell

(SG 153)
For reducing each point of base DV of a spell by 1 and increasing drain value by 1, the -AP of the spell improves by 3 (not 1). The maximum base DV of the spell that you can reduce is equal to your Initiate Grade or the Force of the spell (whichever is lower), down to a minimum base DV of 0.

Spirit Pacts

(SG 137)
Spirit Pacts can be obtained only as a run reward and requires explicit approval from the GM department. It costs 5 RVP to bestow a spirit pact. A character may only benefit from a single spirit pact at a time. Before you can enter a new spirit pact, the older one must be broken by paying 10 karma. Spirit pacts can only be done with free spirits. Unless stated otherwise anyone can enter a spirit pact, not just awakened. To invoke a spirit pact that has a karma cost, you must have unused karma available for your character. You cannot liquify GMP to give yourself karma during a run, unless the GM approves.

  • Drain Pact: Banned.
  • Dream Pact: The character gains +1 downtime slot, cumulative with all other downtime slots. You must pay 5 karma each time you pay for lifestyle.
  • Formula Pact: A single hit on an assensing test reveals the spirit’s aura. Extended Masking (SG 149) can be used to mask this aura. There is no karma cost to invoke this pact.
  • Life Pact: Can be invoked even if you are unconscious. Cannot be used to heal drain or fade.
  • Magic Pact: Once per day, by spending a point of edge and 2 karma, you can augment your Magic attribute by +4 for 1 combat turn. This ability cannot be used during downtime. This pact can only be taken on a character with a magic attribute. If involved by adepts, they also get +1 rating to all their adept powers (which have a rating) for 1 combat turn. This cannot take an adept power beyond its maximum rating (if it has one), such as Improved Reflexes 3.
  • Power Pact: Banned.

State of Purity

(BTB 160)
Instead of RAW, the drain for the power is equal to [(Magic + Number of combat turns active) x 0.5], rounded down.

Reagents

Using reagents now requires a simple action to be readied per spell cast. Essentially it means to be able to use reagents and cast a spell in the same pass you have to cast the spell recklessly and cannot be used with multiple spells per pass.

Spellblades

(HT 192)

  • Manablade
  1. Force does not act as base DV. In fact, the blade has no base DV. The damage is purely the net hits you get on your attack roll.
  2. Martial arts cannot be used with the weapon.
  3. Abilities, Magic, Powers or Qualities that increase the DV of an attack (eg: Critical Strike, Auras, Elemental body, etc) do not apply to Manablade.
  • Powerblade
  1. Is resisted by Body + Armor.
  2. Has an -AP equal to 1/3 the force of the spell (rounded down).
  3. Can be used with martial arts.

Summoning and Binding

  • The max force of a spirit that can be summoned is limited to the Summoning skill rating of the awakened. Qualities that can increase this cap such as Spirit Whisperer will still work as usual.
  • The max force of a spirit that can be bound is limited to the Binding skill rating of the awakened. This is increased by 1 for the relevant spirit if possessing the Spirit Whisperer quality (RF 150).
  • The max number of bound spirits that an awakened may have at a time is equal to half their Magic attribute (rounded down), not Charisma.
  • When trying to summon a spirit who’s force is higher than your magic (over summoning), you suffer additional drain equal to X, where X = force of spirit/2 (rounded down). This drain is in addition to the drain you normally suffer (as per RAW). The drain is physical and can be resisted as usual.

Supernatural Prowess

(SG 156)

  • Can only be used for actions. Thus may not be used for soak, defense or initiative.
  • The Magic + Initiate grade per day applies to the total amount of times Supernatural Prowess can be used per day for all attributes total (not per attribute).
  • Supernatural Prowess: Body, does not change your physical condition monitor.

Sustaining Spells and Powers

Normally you can only sustain one instance of a spell or critter power. If it’s a buff spell, you can only sustain one instance of a spell per person being buffed.

Matrix

Compiling and Registering

  • The max level of a sprite that can be compiled is limited to the Compiling skill rating of the technomancer.
  • The max level of a sprite that can be registered is limited to the Registering skill rating of the technomancer. This is increased by 1 for the relevant sprite if possessing the Technoshaman purity bonus.
  • The max number of registered sprites that a technomancer may have at a time is equal to half their Resonance attribute (rounded down).
  • When trying to compile a sprite who’s level is higher than your resonance, you suffer additional fade equal to Y, where Y = level of sprite/2 (rounded down).  This fade is in addition to the fade you normally suffer (as per RAW). The additional fade is physical and can be resisted as usual.

Complex Forms

  • You can only sustain one instance of a complex form.
  • Host Emulator: The following changes have been made to RAW. (KC 94)
  1. The rating of the host that can be emulated is equal to the hits (not 2x the hits) on your threading test, up to a maximum of Rating 12. Its dice pools are the same as any normal host of its rating.
  2. You may only emulate one host at a time. If you emulate another while an emulated host exists. The previous one ceases to exist.
  3. All personas within the emulated host are treated as if on the grid where the host was formed, but unless they successfully make the matrix perception check their systems will tell them they are on a host.
  4. Being inside an emulated host doesn’t eliminate/reduce noise.
  5. Any matrix damage inflicted by the host is imaginary and does not inflict real damage. This will not stop a device from functioning or cause dump shock. As soon as they exit the host, all damage is immediately healed.
  6. The technomancer can have the host run silent. Anyone outside of the host attempting to find it must succeed on a Matrix Search test with a threshold equal to the number of net hits of the complex form.
  7. Anyone who has a number of marks on the host, has an equal number of marks on the Technomancer who threaded it. If the host has marks on you, the technomancer has an equal number of marks on you.
  • Mirrored Persona: Has a duration of Sustained not Immediate. (KC 95)

Kill Code Matrix Actions

(KC 37-40)

  • Calibration: Does not stack with Rally.
  • Denial of Service: Is done using Cybercombat + Logic [Attack]
  • Haywire: Haywire cannot interrupt the connection of a rigger, wirelessly jumped in.
  • Intervene: Does not stack with I am the Firewall.
  • Watchdog: The action cannot be used to get more than 1 mark on the same target.

Programs

  • Biofeedback and Blackout don’t stack.
  • Agents can only run on a device that is currently running a persona.

Sprite Powers

  • Mangler: Does not deal physical damage to devices. (KC 92)
  • Overdrive: Cannot take a piece of gear beyond the max possible rating. This power can be sustained for a maximum number of turns equal to the level of the sprite, after which the device takes unresisted matrix damage equal to the matrix condition monitor of the device. The power cannot be used on a living persona or a device that is not slaved to the technomancer’s living persona. (KC 93)
  • Sacrifice: Heals a number of matrix condition monitor boxes equal to the level of the sprite. Bonuses to matrix attributes last for 1 turn only. (KC 93)
  • Shield: Comes into effect after resistance test thus damage unresisted. (KC 100)

Streams

  • Sprite pets cannot be great form. The level of a spirit pet cannot exceed the technomancer’s resonance. This restriction exists in addition to the level of the sprite pet being limited by the ranks of the technomancer’s Compiling and Registering skills. (KC 91)
  • The benefits of the Cyberadept daemon are retroactive. (KC 90)

Gear

Adapsin

(CF 160)
Essence discount is retroactive.

Archery

  • Seeker Shafts (HT 187) is now 12R.

Armor Accessories

  • A character may only gain armor from armor accessories (items with +armor) up to a maximum of their augmented Strength attribute (not Str+1).
  • Ballistic masks can stack with regular +2 armor helmets, but not with full mask +3 armor helmets or motorcycle helmets.
  • Armor from any PPP (RG 70) now stacks and works with any non hardened body armor, including armor jackets and full body armor. PPP arms also stack with forearm guards.
  • Armor from Snake Mesh Socks (RG 76) only applies against called shots to any part of your leg and Bates-Brown Tactical Combat Boots (SL 131) only applies against called shot foot (RG 113). The armors stack and apply on top of standard armor accessories. They do not count against your Strength for the maximum amount of armor you can benefit from armor accessories.
  • You may only wear one cloak at a time.
  • Social bonuses from two armor pieces stack as long as one custom fit (stacks) with the other.

Armor Mods

Have restrictions for what kind of armor they can be installed in.

  • Chemical protection, Fire resistance, Insulation, Nonconductivity and Radiation shielding can only be installed in Body armor, Cloaks and Shields.
  • Chemical seal can only be installed in Body armors that come with an associated helmet.
  • Gel packs can only be installed in Body armors (one gel pack per armor).
  • Grey mana can only be installed in Body armors and Cloaks.
  • Ruthenium Polymer Coating can only be installed in Body armor and Cloaks. The effect of RPC also extends to all worn or carried gear. RPC effects are disabled if the character engages in any offensive or attack action.
  • YNT softweave can only be installed in Body armor (including ones worn as an armor accessory, like Argentum Coat) and Cloaks.

Blight

(BTB 157)
When used as an injection vector, it reduces 12 – (hits on toxin resistance test) Magic for 12 – Bod (minimum 1) minute. If Mag reaches 0 all adept powers, sustained spells and foci turn off (remain bound). All spirits disappear. Bound spirits can be called back when sufficient Mag has been regained. Critters lose their powers until at least 1 Mag has been regained.

Bone lacing, Bone density and Striking calluses

(SR5 454, 459, CF 121)

  • Does work with killing hands and smashing blow.
  • Unarmed damage bonus does not work with cyberlimbs.

Capsule Rounds

(RG 55)
Alchemical preps or Drugs cannot be delivered via capsule rounds.

CCOB

(KC 70)

  • The armor from CCOB is made of special material and applies to damage resistance tests against Zapper rounds. Otherwise worn gear that does not have a Body attribute, cannot be targeted for physical damage.
  • The armor also applies to all damage resistance tests made by drones mounted on the CCOB.

Chemical Gland

(CF 112)

  • Non-gradual release chemical glands can be used to synthesize any non-awakened drug or any toxin.
  • Gradual release chemical glands can only synthesize non-awakened drugs that have a duration measured in hours. You are considered to be permanently on that drug (no crash effect) and must make an addiction test every run. This counts as the first drug you are on. Any additional drugs taken will cause drug interaction as usual and other house ruled effects. You can only have a single gradual release chemical gland per character. Cereprax (CF 180) is incompatible with gradual release despite its duration being measured in hours.
  • Chemical glands cannot synthesize street cooked drugs.

Chimeric Modifications

(HS 170)

  • Increases the availability of the critter by +1 per chimeric modification. Unless the critter is F or already R rated, it changes the availability of the critter to R.
  • The cost of a Chimeric critter is 3x the base price of the critter + 50% (of the base price) per chimeric modification (up to a max of 6). If the critter also has the Warform Modification, the price is 4x + 50% per chimeric modification.
  • Any chimeric modifications must be made at the embryo level and thus once purchased, the critter cannot take any more chimeric modifications.

Cosmetic Modifications

A character may possess any cosmetic modifications with no essence cost so long as they provide no mechanical advantages. Examples include Biosculpting Modification (not Troll Reduction),  Smooth Skin, Sensitive Skin, Clean Metabolism and similar modifications. Just having these modifications will not disqualify you from Purity Bonuses to awakened or emerged.

Essence cost for ware can be reduced by 100% in chummer, by enabling the “Allow Cyber/Bioware Essence costs to be customized” under the House Rules tab in Tools > Options.

Cry Wolf

(KC 63)
Has an availability of 4F and costs 250¥

Cyberlimb Optimization

(CF 87)
Can be taken for any skill that requires the use of limbs or body language (except any magical or resonance based ones). These include any physical, social or combat skill; as well as technical or vehicle skills not being used in VR.

Datajack Plus
(KC 65)

  • Can also run autosofts while slaved to an RCC.
  • Can run programs for a living persona when slaved to it. You would need the quality One With The Matrix (KC 97).
  • Cannot come preinstalled with an Agent.
  • You can only benefit from one datajack plus.

Deltaware

  • Can be purchased by mundane characters by rolling for availability on their own or through any augmentations contact that owns a deltaware clinic, any time after character creation.
  • Awakened or Emerged characters require a prime run to gain deltaware as part of the run reward.

Digigrade Legs

(CF 87)
Does not cost essence, only capacity.

Environmental Adaptation

(SR5 437)

  • Can be taken for one of the following environments: Hot, cold, humid, dry, polluted, underwater or irradiated environments.
  • When an armor with Environmental Adaptation is worn in the appropriate environment, it reduces the Environment Severity (SR5 172) by one level to a minimum of Mild.

Drones

  • We use the drone modification optional rules from (R5 122).
  • Anthro drones may wear armor like metahumans. The maximum armor they may benefit from armor accessories is limited to their Body. For every 2 full points by which the value of +armor exceeds the drone’s Body, it suffers a –1 penalty to Speed and Handling. The drone cannot benefit from both its in-built armor and worn armor. It instead uses the higher value of the two.
  • Drones running autonomously do not have a limit (ie: handling) on their defense tests.
  • Drones use the Maneuvering autosoft for defense tests. 
  • For a swarm that uses a skill that would logically require limbs (demolitions, locksmith, first aid, etc), each drone must have limbs or a drone arm to grant its bonus to the swarm and at least one drone must have a drone arm to utilize the skill.
  • Drone mounts can install exotic ranged weapons. Exotic ranged weapons fall under the same category of a standard firearm with the same weapon range, for purposes of drone mounts. Eg: A Screech sonic rifle can be mounted on a large mount or a Narcoject PEP can be mounted on a small mount.

EARRS

(KC 66)

The -10 dice pool penalty applies to all actions in meatspace (but not defense tests). There is no penalty in the matrix due to EARRS.

EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement.

(SL 130)

  • Acts as standard armor instead of hardened, in either configuration.
  • Upon deployment, the shield provides good cover and its armor rating to damage resistance tests for anyone taking cover behind it (they must use the take cover action). The shield can have up to four metahumans taking cover behind it.
  • If the individuals taking cover get flanked, they lose the armor and cover bonus.

Faceless

(KC 57)

  • Faceless does not need to make a dice roll. It automatically succeeds and applies its effects against applicable devices who’s firewall is equal to or lower than the Faceless’ rating. However, Faceless automatically fails against devices who’s firewall is higher than its rating.
  • If the device is slaved to another with a higher firewall. Use the higher value.
  • Faceless does not work against cybereyes.

Fetish

(SG 212)

  • Only a single fetish (of your tradition) is needed to cast any and all learned limited spells.
  • Before a fetish can be used, it needs to be bonded. Bonding takes one hour but does not require any karma expenditure. You may only have a single fetish bonded at a time.
  • The spell originates from the fetish and due to the hazardous nature of combat spells, certain objects, such as a necklace hidden in your clothing, may not be suitable as a fetish.

FN-AAL Gyrojet Pistol

(RG 26)
Ignore the stats for the ammo in the Run & Gun errata. Instead use this stat block. DV: -, AP: -, Avail: 12F, Cost 160¥.

Foci

  • The maximum total force of all foci which can be bound, is equal to the user’s [(Magic x 2) + Initiate grade]. Foci addiction is no longer a thing. This max cap takes into account imbued foci and attuned weapons. You cannot bind a focus who’s force is greater than your Magic rating. The maximum number of foci you can bind is equal to your Magic attribute.
  • Ware implants cannot be turned into foci (ie: cyber implanted weapons).
  • Foci that provide bonus dice to any skill (such as power focus or weapon focus) counts as teamwork. It simply adds the Force of the focus to your dice pool but is limited by the ranks in that skill
  • The maximum rating of a focus that can be purchased is 4 for Power foci, 8 for Qi foci and 6 for other types of foci. This limit does not apply when artificing your own focus.
  • If you use artificing to make your own focus and bond it, the focus counts as half its force for purposes of the attunement cap, for you. You cannot make a focus of a force exceeding your character’s Magic rating.

Fuel Canister

(RG 55)
Ammo for Flamethrowers has an availability of 12F (not 16F).

Greyware

(BTB 158)

  • Can be purchased during character creation.
  • Can provide wireless bonus, but only if you are mundane.
  • Any piece of cyberware can be taken as greyware, whether external or not. However, internal greyware will become obvious. How it’s obvious, that description depends on you.

Grey Mana

(BTB 156)

  • Is restricted instead of forbidden (both armor mod and tattoos).
  • Acts as a mana void background count equal to rating when equipped by awakened.

Hand Loads

(HT 189)

Work for all ammunition fired from a ranged weapon; except Arrows, Bolts, Peak-Discharge Battery Packs, explosives (grenades, rockets and missiles), Injection darts, Harpoons and Nets.

Internal Router

(CF 84)

  • Simply grants you Wireless Bonuses for any gear carried on your person without needing to be wirelessly active. This includes smart guns and smartlink.
  • Obviously does not work if you actually need to go wireless on, such as with cyberdecks, commlinks or RCCs and control rigs wirelessly connected to drones/vehicles.
  • If a piece of gear leaves your immediate vicinity (< 5m). That gear will no longer be supported by your Internal Router.

Junkyard Jaw

(CF 91)

  • Is restricted instead of forbidden.
  • Uses either average Agi/Str or that of the skull (your choice).

Krime Calliope

(KK 19)

  • Uses rockets and missiles (not grenades). Same for the Krime Escalation. (KK 18)
  • If a target is affected by the blast radius of more than one explosive, use Multiple Simultaneous Blasts rule (SR5 183). There is no defense penalty inflicted by the full auto attack.

Krime Carpet

(KK 21)

  • Grenades (beyond the first one) fired from this gun will always scatter, even if you meet the attack threshold of 3. The scatter distance between the first and the second grenade is a number of meters equal to (3d6 – hits on your attack roll) x 2. The multiplier increases by 1 for each additional grenade, so x3 for third grenade, x4 for fourth, up to a maximum of x6.
  • Krime Carpet is exclusively a vehicle mounted weapon and thus requires a complex action to fire it. Explosion radius of multiple grenades fired this way are unlikely to overlap, hence don’t bother using Multiple Simultaneous Blasts rule.

Krime Loudener

(KK 22)

  • Is incompatible with a Silencer. (SR5 432)
  • It applies a +4 dice pool modifier on Hearing Perception tests to notice the weapon’s use or locate the weapon being fired. Attaching or removing a silencer takes a Complex Action.

Krime Pack

(SL 45)

Works as a standard jammer (increases noise) instead of reducing DR.

Krime Party

(KK 27)

  • The frag and flash-bang parts of the same grenade don’t benefit from Multiple Simultaneous Blasts rule.
  • If the Damage Value of the frag part of the grenade is less than the modified Armor value of the target, the damage of the frag grenade is halved, in addition to being converted to Stun.

Krime Penetrator Buckshot Shells

(KK 24)

Counts as flechette and can be used with Choke Settings. (SR5 180)

Krime Punisher Assault Cannon Rounds

(KK 25)

Is restricted instead of forbidden.

Krime Ripper

(KK 20)

  • The Krime Ripper is not a drone. It’s a Medium Machine Gun with a Smart Firing Platform (SR5 433). Additionally it comes with a Rating 3 sensor array, a Rating 1 Clearsight autosoft and a Rating 2 targeting autosoft. Krime Ripper is exclusively a vehicle mounted weapon and thus requires a complex action to fire it.
  • For standard attacks, the weapon fires twice per attack action, expending twice the ammunition. Recoil is cumulative for total rounds of ammunition fired. Make a single attack, inflicting the standard defense penalty (eg: -9 for complex FA). Don’t increase the defense penalty due to double the rounds fired. If the attack hits, the target must soak damage twice. Net hits on the attack test must be divided evenly between the two damage values.
  • For suppressive fire, treat the target as if they are under multiple suppressive fire actions (SR5 180). Hence the target must make two Reaction + Edge tests, taking damage from either attack that hits. You must expend twice the amount of ammo for suppressive fire.

Krime Stun Lance

(SL 24)

  • Comes adapted for all metatypes.
  • Can be used with the Clubs skill or the Blades skill at a -2 penalty.
  • Increases base DV by 2 when attacking from a moving vehicle. Additionally, Jiao di (Charge) can be applied to attacks from a moving vehicle when using this weapon.

Krime Trollbow

(SL 24)

  • Can install a smartgun system.
  • Can be used to take the Overdraw action (Hard Targets), up to its maximum rating.

Krime T-Shirt Cannon

(KK 17)

Can use any of the shirts listed in (RF 253) as ammo.

Krime Whammy

(SL 40)

  • The base damage of the shotgun (modified by any ammunition but not called shots or net hits) is automatically applied, each time a successful melee attack is made with the hammer (against any target). This expends ammunition and the damage is resisted separately from the main melee attack.
  • Is considered a two-handed weapon for non-trolls.

Looper Rounds

(KC 49)
Cannot be used on eyeware or earware.

Maker Mags

(SL 75)

  • Are allowed along with maker missiles and grenades.
  • Cannot make depleted uranium rounds

Medusa Extensions

(CA 147)

  • Medusa extensions use the defense dice pool of the creature it’s attached to. If the creature has used full defense or Block/Dodge/Parry, the defense bonus applies to the drone(s). However, Medusa extensions use their own soak pool for damage resistance tests.
  • Medusa extensions cannot use weapons, install weapon mounts or get drone arms. But they can be used to run skill based utility autosofts like Locksmith, First aid, Medicine, Perception. Thus aiding the character in a non combat way.
  • Each Medusa extension can contain a single dose of toxin that is an injection vector. To deliver the toxin, the drone must make a successful melee attack against a target. The attack must get at least one net hit against an unarmored target or three net hits against a target with armor. Once used, it takes a complex action to reload each Medusa extension.
  • When used as part of a swarm, each attack only expends 1 dose of toxin.

Metatype Reduction

(CF 73)

  • Does not count as a dermal augmentation or modification.
  • Cannot be taken by ork metavariants.
  • Does not stack with troll reduction for trolls. Stacks for orks.

Microwave Gun

(LCD 209)

  • Has a price of 20,000¥
  • Can take Top and Internal mods.
  • The base damage of Low Frequency setting is 1 matrix damage. It does not do Physical damage.
  • Low Frequency damage is resisted with Device Rating + Firewall or with Willpower + Firewall if your willpower is greater than the device rating of the target device and the device is running your persona. If your device is slaved to another device of a higher firewall, use the firewall of the master device.
  • Instead of RAW, to attack with the Low Frequency setting, the attacker must usually make a called shot, targeting a specific device. The penalty for the called shot is -6 if attacking a medium device like cyberlimbs, cyberdecks, RCCs, weapons or medium drones. The penalty is -8 if attacking small devices like commlinks, small or mini drones. The penalty is -10 if attacking even smaller devices like cyber eyes, cyber ears, micro drones, etc. No called shot is necessary if attacking a large object or whole body like a vehicle, a large (or larger) drone, anthro drones or a technomancer.
  • Changing between High and Low frequency mode is a Simple action (or a Free action if the weapon is wireless on).

Monofilament Weapons

Cannot be used to deal Stun damage (eg: sweep or knuckle breaker). Physical damage can still be converted to stun by armor.

Morrissey Alta

(SL 32)
Is restricted instead of forbidden.

Multiprogram Operating System (MOS)

(KC 58)

  • Cannot run autosofts. But can run other programs for an RCC if slaved to it.
  • Can run programs for a living persona when slaved to it. You would need the quality One With The Matrix (KC 97).
  • You can only benefit from one MOS at a time.

Narcoject Dazzler

(SL 46)
Cannot blind the target. The effects stop at blinding glare penalties.

Narcoject Trackstopper

(SL 44)

  • The effect stacks cumulatively with subsequent attacks, but cannot take Agility below 0, even if additional foam is applied.
  • The penalties do not apply before the foam hardens.
  • If immobilized due to 0 Agility. The target cannot make defense tests or use cast spells.
  • Any attack made against a target, under the effect of hard foam, that deals damage will also apply the damage to the foam, potentially destroying it and freeing the target.

Painade

(CA 135)
Ignore the stat box for painaides have a radius of 10 and use the rules for the Fichetti Pain Inducer. Painaides cost 100¥ each and have an availability of 10R.

Pitchfork

(NF 172)
Does not deal fire damage.

Psyche

(SR5 412)
The sustaining benefits applies to not just spells, but complex forms as well.

Raw, Refined and Radical Reagents

(FA 188)
Don’t stack. Only the highest effects apply.

Reaction Enhancers and Wired Reflexes

(SR5 455)
When both are wireless active they can stack together and take Rea beyond augmented maximum of +4. Eg: Rea enhancers 3 (wireless on) + Wired reflexes 3 (wireless on) give you a +6 augmented Rea, instead of the usual +4.

Renraku Red Samurai Katana

(SL 132)

  • Has an availability of 24F and a cost of 30,000¥
  • If Renraku gains the knowledge of you possessing the blade, you gain the negative quality Wanted (Renraku); 50,000¥ bounty. This quality cannot be bought off till you get rid of the weapon. At GM discretion, Red Samurai may ambush you during any run.

Repeating Laser

(LCD 209)
Has a price of 30,000¥

Shaman Tuxedo

(CA 143)

  • Costs 10,000¥ instead of 1000.
  • Can be made for any tradition.
  • Doesn’t need to actually look like a tuxedo, but must be worn over your armor
  • Is specific to one spirit type. Taking off the tuxedo after summoning a spirit of the chosen type will cause you to lose all remaining services for that spirit.
  • Makes you extremely obvious as a mage.

Shock Ram

(RG 104)

  • The elemental damage is soaked separately from the non elemental part.
  • -AP of the weapon applies to both damage types.
  • Elemental damage is not increased by net hits on attack tests or from called shots.
  • Each rank of Special Modifications that grant DV, applies to either the non-elemental or elemental damage (your choice at purchase), but not both.

Skilljack

(SR5 452)

Costs Rating x 1000¥

Soothsayer

(CF 184)

Counts as a toxin of Power 8, resisted by Body only (instead of Body + Willpower). Other enhancements that help with toxin resistance come into play as usual.

Striking Callus

(CF 121)

  • The damage applies only to base unarmed damage, not weapons (including natural weapons) that use the unarmed skill.
  • Is incompatible with Cyberlimbs.

Suprathyroid Gland

(SR5 459)
Will stack with everything up to the +4 augmented maximum bonus.

Surplus or Refurbished Pi-Tac Units

(KC 73)

  • The maximum discount possible is 75%
  • You cannot repair lost functions, chosen during purchase. The Pi-Tac remains with one or more missing features permanently.

Tailored Perfume

You may only benefit from the effect of one perfume at a time. The effects of a Tailored Perfume does not stack with that of Genemarked Pheromones. The listed cost is per use. (CA 143)

Troll Reduction

  • Does not stack with metatype reduction for trolls. Stacks for orks.
  • Oni can only take rating 1 troll reduction.
  • Does not count as a dermal augmentation or modification.

Ultimax Rainforest Carbine

(GH3 32)
We will use the Shadowrun Missions errata for it.

Vault of Ages

(FA 193)

  • It can hold a number of preps equal to its Rating x 2. The maximum force of each prep cannot exceed the vault’s Rating x 2.
  • Vault of ages has a maximum rating of 5. Its size depends on its rating as per the table below.
RatingSize
1Fanny Pack
2Satchel Bag
3Large Backpack
4Duffle Bag
5Minifridge (Vehicle Portable)

Vehicles

  • Vehicles running autonomously do not have a limit (ie: handling) on their defense tests.
  • Krime Bazoo and Big Bazoo: The prices of all Bazoo and Big Bazoo cars are reduced by half and they all have an availability of 0. (KK 31)
  • Krime DeTruck Sports Truck: Has an availability of 0 and a price of 25,000¥. (KK 35)
  • Krime Dix Prime Mover: Has a price of 150,000¥. (KK 37)
  • Krime Euskaldunak Tankette: Has a price of 50,000¥. (KK 40)
  • Krime Prowler: Has an availability of 12R and a price of 72,500¥. (KK 34)
  • Krime SV-2 Crash Test: Has an availability of 0 and a price of 24,000¥. (KK 32)
  • Off-Road Suspension: Costs a flat 4000¥ irrespective of vehicle price. (R5 155)
  • Ram Plate: Stats are. Slots: 2, Category: Weapon modification, Threshold: 4, Tools: Shop, Skill: —, Avail: 8R, Cost: 1000¥. (R5 161)
  • Yamaha Kaburaya: has an Acceleration of 4 and price of 8500¥. (R5 44)

Vulcan Systems “Hot-Drop” Rapid-Egress Jetpack System

(SL 55)

  • Has an availability of 16F and costs 40,000¥. Each refuel costs 500¥ and has an availability of 10F. Each refuel lasts for 20 uses.
  • Make a complex action Body + Gymnastics [Physical] (3) test, Freefall specialization applies. Success allows you to move in a straight line in any direction upto 50 meters. This does not use up any of your movement. Alternatively, you may use a simple action to slow down a fall from any height and take no fall damage (Friction may still burn you to a crisp if you try to do an orbital drop). Each use eats up 1 of 20 fuel. You may not benefit from this equipment while encumbered.

Wireless Bonus: The complex action movement becomes a simple action and the simple action descend becomes a free action.

Warform Modification

(HS 176)

  • Increases the availability by +4R (or F if the critter is F rated). Increases the price by +100% of the base value of the critter.
  • Warform Modification works much like Prototype Transhuman (CF 54). The modification and the 1 essence of essence-free bioware (standard or higher grade) and/or geneware must be chosen at the time of purchase. Once purchased the bioware cannot be upgraded in rating or grade and any left over free essence is lost.

Zapper Rounds

(KC 48)

  • Zapper rounds set the base DV and -AP of the weapon to 0. They do not benefit from anything (including called shots) that increase DV or -AP. The matrix damage dealt, that must be resisted, is equal to the net hits on the attack test.
  • To attack a device, the device must be at least partially visible or be detectable under armor/clothing. You cannot attack a device through hardened armor.
  • Burst fire or Full auto will apply defense penalties as normal instead of the rules in Kill Code p.49.
  • Damage from zapper rounds can be resisted with Willpower + Firewall instead, if your willpower is greater than the device rating of the target device and the device is running your persona. If your device is slaved to another device of a higher firewall, use the firewall of the master device.
  • Zapper rounds use light pistol ranges.
  • To attack with zapper rounds, the attacker must usually make a called shot, targeting a specific device. The penalty for the called shot is -6 if attacking a medium device like cyberlimbs, cyberdecks, RCCs, weapons or medium drones. The penalty is -8 if attacking small devices like commlinks, small or mini drones. The penalty is -10 if attacking even smaller devices like cyber eyes, cyber ears, micro drones, etc. No called shot is necessary if attacking a large object or whole body like a vehicle, a large (or larger) drone, anthro drones or a technomancer.

Zero

(CF 184)

  • Reduces all allergies by one level while the drug is active.
  • Any drug taken while Zero is active, has their addiction threshold reduced by 1. The addiction threshold of Zero itself is unaffected.
  • Removal of drug interaction does not work while under the effect of Zero via a chemical gland or while not undergoing surgery.

Banned Stuff

Banned Characters

  • AI [NPC only]
  • Drakes [NPC only]
  • Infected [NPC only]
  • Metasapients and Shifters [NPC only]

Banned Lifestyle

  • Any lifestyle option listed in Core Rule Book, Run Faster or Hard Targets that reduces the base price of the lifestyle or reduces training times and cost.
  • Commercial or Traveller lifestyle

Banned Skills and Skill Groups

  • Aeronautics Mechanic (active skill). Is replaced by Mechanic (active skill)
  • Automotive Mechanic (active skill). Is replaced by Mechanic (active skill)
  • Biotech (skill group)
  • Biotechnology (active skill)
  • Chemistry (active skill). Is replaced by Chemistry (knowledge skill)
  • Cybertechnology (active skill)
  • Exotic skills (all types)
  • Freefall
  • Industrial Mechanic (active skill). Is replaced by Mechanic (active skill)
  • Instruction (active skill)
  • Nautical Mechanic (active skill). Is replaced by Mechanic (active skill)

Banned Qualities

  • Amnesia (Surface loss or Neural deletion) (RF 152) 
  • Apt pupil (FA 32)
  • Better to be feared than loved (CF 54)
  • Blood crystals (FA 132-134) [NPC only]
  • Borrowed time (RF 153)
  • Carrier (HMHVV II or III) (RF 141)
  • Consummate professional (AP 17)
  • Dead emotion (CF 57)
  • Dead SIN (BTB 162)
  • Dracoform (any ) (HS 163)
  • Dual-natured defender (FA 36)
  • Earther (RG 169)
  • Friends in high places (RF 147)
  • Groveler (KC 96)
  • Hung out to dry (RF 155)
  • In debt (RF 156)
  • Infected (any)
  • Information auctioneer (KC 78)
  • Latent dracomorphosis (HS 164)
  • Massive network (NF 177)
  • Mentor spirit: Doom, Disease, Pollution, Mutation, Planar entity, Tohu wa bohu. [NPC only]
  • Mystic foreman (FA 38)
  • One of them (CF 58)
  • Pregnant (BB 12)
  • Prime datahaven membership (DT 45)
  • Puppet master (FA 39)
  • Revels in murder (CF 56)
  • Stay out of my way (SL 127)
  • Stolen gear (NF 177)
  • Taboo transformer (FA 42)
  • Team Player (KC 97) [Teamwork can be done without needing this quality]
  • This is your last chance (SL 127)
  • Tough and targeted (CF 60)

Banned Magic

  • Anchoring metamagic (SG 152) [NPC only]
  • Anything related to Blood magic (except Noble sacrifice), Toxic magic, Shedim or Insect spirits. [NPC only]
  • Convert blood to ichor (SSP 18)
  • Convince (SS 189)
  • Dark magic tradition (DTR 165) [NPC only]
  • Draconic tradition (FA 76) [NPC only]
  • Elder god tradition (FA 78) [NPC only]
  • Hybrid traditions
  • Inflict disease (SSP 19)
  • Lightning blade (FA 199)
  • Multiply food (FA 50)
  • Nine paths to enlightenment (SG 140)
  • Planar magic tradition (FA 87) [NPC only]
  • Rot (SSP 20)
  • Shape [material] (SG 118)
  • Soul tether [NPC only]
  • Spirit leashing (FA 182)
  • Turn to goo (SG 119)
  • Quickening metamagic (SR5 326)

Banned Matrix

  • Dissonance [NPC only]
  • Draining spike (KC 101)

Banned Miscellaneous

  • Making money from performances (No Future)

Banned Gear

  • Ares bug stomper armor (SL 130) [GMs can give this to PCs for the duration of their run]
  • COS grenades (KC 54)
  • Cyber-N and Cyber-EX series cyberdecks (KC 60)
  • Douser grenades (KC 54)
  • DumDum grenades (KC 55)
  • E0-E0 rounds (KC 51)
  • Future tech [GMs can give this to PCs for the duration of their run]
  • Fuzzy rounds and grenades (KC 50, 53)
  • Gammaware and Omegaware
  • Hardened Mil-Spec armor (RG 66) [GMs can give this to PCs for the duration of their run]
  • Horizon noizquito (R5 128)
  • Immunization (CF 164)
  • MADAR (LCD 89) [GMs can give this to PCs for the duration of their run]

New Active Skills

These new active skills that will replace certain existing skills. For exotic weapons, each exotic weapon or exotic weapon class (in bold), covered under the skill will serve as a valid specialization for their listed skill. For specializations that cover a class of exotic weapons, the weapons that they cover are written beside them. None of the listed skills can be defaulted.

Directed Energy
(Combat Active)

Ranged weapons that direct some kind of energy beam at a target.Each bullet point in bold is a valid specialization for the skill.

  • Ares Screech Sonic Rifle. (RG 26)
  • Fichetti Pain Inducer. (SR5 430)
  • Laser Weapons: Ares Redline (RG 48), Ares Lancer MP Laser (RG 48), Ares Archon Heavy MP Laser (RG 49), Repeating Laser (LCD 209), Ares armatus (HT 184)
  • Microwave Gun. (LCD 209)
  • Narcoject PEP. (SL 44)

Exotic Ballistic
(Combat Active)

Ballistic ranged weapons that fire non-standard ammunition. Each bullet point in bold is a valid specialization for the skill.

  • Blowgun. (RG 26)
  • Grapple Guns: Grapple Gun (SR5 449), Tactical Grapple Gun (HT 187), Grapple Hand (CF 87)
  • Harpoon Guns. (RG 22)
  • Net Guns. (RG 28)

Spray Weapons
(Combat Active)

Ranged weapons that spray some form of liquid or aerosol at the target. Each bullet point in bold is a valid specialization for the skill.

  • Ares S-III Super Squirt. (SR5 429)
  • Atomizer. (FA 193)
  • BioSprayer: Sprayer (CF 121), Chemical Gland (Exhalation Spray or Spitter) (CF 112), Natural Venom (Spit) (RF 117), Corrosive Spit (RF 113), SpiderSilk Gland (CF 114)
  • Flamethrowers: Halloweener Barbeque Lighter (TSG 29), Shiawase Arms Incinerator (GH3 36), Shiawase Blazer (RG 50), Flame Bracer (HT 184), Flametosser (CF 91)
  • Hold-Fast Adhesive Spray. (RG 104)
  • Narcoject Gas Gun. (SL 43)
  • Narcoject Trackstopper. (SL 44)
  • Spray Pen: Pepper Punch Pen and Modified Spray Pen (CA 134)

Flexile Melee
(Combat Active)

Melee weapons that are wire, whips, chains or rope based. Each bullet point in bold is a valid specialization for the skill.

  • Bullwhip. (RG 20)
  • Garrote: Standard or Monofilament (RG 20)
  • Improvised: Chain (RG 22)
  • Monofilament Whip. (SR5 423)
  • Oral Slasher. (CF 92)
  • Yo-Yo: Bladed, Hardened or Monofilament Yo-Yo (NF 171)

Atypical Melee

(Combat Active)
Melee weapons that are awkward to use with any other skill. Each bullet point in bold is a valid specialization for the skill.

  • Chainsaw: Ash Arms Chainsaw (RG 21), Monofilament Chainsaw (SR5 448)
  • Injection: Injector Pen (CA 134), Medusa Extensions (CA 147)
  • Rolling Blades: Rolling Blades and Skateboards; both bladed or hardened (NF 171)
  • Shield: Ares Briefcase Shield (CA 136), Ballistic Shield (SR5 438), Riot Shield (SR5 438), Blast Shield (RG 104)

Mechanic

(Technical Active)
This skill condenses the four different mechanic skills in RAW into a single skill. Each bullet point in bold is a valid specialization for the skill.

  • Aeronautics Mechanic: Covers all flying vehicles and drones.
  • Automotive Mechanic: Covers all land based vehicles and drones.
  • Industrial Mechanic: Covers gear and anthro drones.
  • Nautical Mechanic: Covers all aquatic vehicles and drones.

Reorganized Exotic Weapons and Vehicles

Exotic weapons and vehicles that are not covered by the new skills have been included into existing active skills. They no longer use exotic weapon skills and instead use the listed active skills.

  • Battering Rams: Uses Clubs skill. (RG 103)
  • Bolas: Uses Throwing Weapons skill. (RG 28)
  • Chakram: Uses Blades for melee and Throwing Weapons for thrown attacks. (RG 20)
  • Festo Pigeon 2.0: Uses Pilot Aircraft skill. (R5 129)
  • FN-AAL Gyrojet Pistol: Uses Pistols skill. (RG 26)
  • Frog Tongue: Uses Unarmed Combat skill (Natural Weapon specialization). (RF 115)
  • Functional Tail (Thagomizer): Uses Unarmed Combat skill (Natural Weapon specialization). (RF 115)
  • Goring Horns: Uses Unarmed Combat skill (Natural Weapon specialization). (RF 115)
  • Gun Canes: Uses Pistols skill. (RG 27)
  • Krime Stun Lance: Uses Clubs skill or the Blades skill at a -2 penalty. (SL 24)
  • Laced Lipstick: Uses Unarmed Combat skill. (SS 178)
  • Micro Flare Launcher: Uses Pistols skill. (SR5 449)
  • Parashield Dart Pistol: Uses Pistols skill. (SR5 430)
  • Parashield Dart Rifle: Uses Longarms skill. (SR5 430)
  • Proboscis: Uses Unarmed Combat skill (Natural Weapon specialization). (RF 117)
  • Quills: Uses Unarmed Combat skill (Natural Weapon specialization). (RF 111)
  • Shiawase Arms Simoom: Uses Pistols skill. (HT 184)
  • Shooting Bracer: Uses Pistols skill. (RG 28)
  • Stimtouch Hosiery: Uses Unarmed Combat skill (SS 178)
  • Throwing Syringe: Uses Throwing Weapons skill. (HT 184)

Reorganized Skills and Groups

  • Engineering: Is now made of Armorer, Demolitions and Mechanic.
  • Freefall: Is now performed using Body + Gymnastics. Freefall is now a specialization of Gymnastics.

Custom Drugs

Custom drugs (CF 190) can have a maximum addiction threshold of 4. Drugs may only be designed as long as the threshold does not exceed 4. When designing a drug keep in mind the following.

  • The maximum bonus to an attribute from all sources is +4.
  • An Attribute can’t be modified below 1.
  • The base duration for a customized drug is 10 x 1d6 minutes. The base vector is injection (not ingestion) and the base speed is 3 combat turns.
  • Custom drugs that grant positive bonuses to only physical attributes (Bod, Str, Agi, Rea) have Physiological addiction. Drugs that grant positive bonuses to only mental attributes (Int, Log, Cha, Wil) have Psychological addiction. Drugs that grant positive bonuses to a mix of physical and mental attributes have an addiction type of Both.
  • Custom drugs can only be of Standard grade.

Choose a Foundation

Foundations have an addiction threshold of 0 and an addiction rating of 6. You can only choose one foundation.

Choose Blocks

  • Each level of each block increases the addiction threshold of the drug by 1 (Eg: a level 2 block increases the addiction threshold by 2). You must choose a minimum of one block and a maximum of two blocks (at whichever level). The same block cannot be applied to a drug more than once (even at different levels).
  • Each block (regardless of level) increases the addiction rating by 1.
  • A block that has a negative modification is incompatible with another block that has a positive modification on the same attribute. Additionally, if a foundation has a negative modifier for an attribute, only Level 1 or Level 2 or a block positively modifying that attribute can be used.
  • Block 9 (Shock & Awe) is now an advanced block and only has 2 levels. Level 3 has been removed.

Choose Enhancers

  • Each custom drug can have two free enhancers (including the same enhancer twice). This does not raise the addiction threshold, addiction rating, availability or price of the drug.
  • Each additional enhancer (per level) increases both the addiction threshold and the addiction rating of the drug by 1 each (Eg: Speed enhancer applied twice, increases the addiction threshold and the addiction rating by 2).
  • Long Lasting is a new enhancer. It cannot be taken as a free enhancer. Long Lasting is incompatible with the Duration Enhancer as well as with Level 2 and 3 blocks. It changes the base duration of the drug to (12 – Body) hours, minimum 1 hour. This makes the drug compatible with Chemical gland (Gradual release).

Buying or Crafting Custom Drugs

Custom drugs can be purchased by either personally rolling for availability or via a Gear Contact (Chemist) of any Connection rating. Using the same methods you may also buy raw materials for crafting custom drugs yourself (the availability remains the same but the cost is half). You need a Chemistry worksop/facility (RF 224) or a Special Work Area (SR5 374). Make an extended test using Knowledge skill Chemistry + Logic [Mental] (Drug’s Availability x 2). This must be done via the Prepwork downtime action (A single slot’s worth allows you to craft as much as you want). A glitch on any part of the Extended Test requires the player to start the entire test over with no successes; a critical glitch means the ingredients are destroyed and cannot be used. Check out our list of Pre-Made Custom Drugs. This spreadsheet was borrowed and modified from ALitD LC.

General

Action Downgrade

A Simple action may be downgraded to a Free action, in case you need a free action and have an extra simple to spare.

Addiction

  • Addiction tests must be made with every use of a drug or BTL (ignore the addiction rating, simply use the addiction threshold). For drugs or BTLs with “both” addiction, roll Willpower + Body or Logic (whichever is lower). Only permanent effects to attributes count into this roll. Attribute increases from spells, temporary drugs or other temporary effects do not count.
  • Taking multiple drugs or BTLs at the same time is now more dangerous. With every additional drug or BTL taken beyond the first, increase the addiction threshold for the new drug or BTL by +1. This holds true even if you take a mix of drugs and BTLs. These effects happen in addition to drug interaction rolls.
  • Taking multiple Drugs or a mix of Drugs and BTLs will cause drug interaction. Just taking multiple BTLs won’t.
  • Two or more Drugs, two or more BTLs as well as Drugs and BTLs (taken together) with shared effects will cause Overdosing (SR5 415).
  • You may buy hits on addiction tests, but only for your first drug or BTL taken (if taking multiple drugs).
  • Foci addiction and Skillwires addiction is no longer a thing.
  • Addiction for things that are not statted drugs in the book are handled by the Dependents quality. Eg: smoking or alcohol dependency.

Animal Handling

  • The number of tricks a critter is capable of learning is 2x their Logic (not 1x Logic). Domesticated critters can learn a number of tricks equal to 3x their Logic. (HS 183)
  • You may train critters using the “Prep Work” downtime action listed in our Downtime Rules.
  • We will use SR Missions animal prices and availability. This can be enabled in Chummer by going to Tools > Options > Optional Rules.
  • Critter pets can use their own edge for defense, drug addiction rolls and any resistance test rolls (soak, toxin resistance, etc). Player owned critters cannot burn their edge or use their edge for offensive actions. Which rolls are to be edged depends on the player who owns the critter. A rigged in critter cannot use their own edge.
  • You may burn your own edge to Not Dead Yet for your critter pet(s). If multiple critters go down in the same turn, a single edge is enough to Not Dead Yet them all.

Armor Stacking

  • Armor from cyberlimbs (includes hand/feet, cyber skulls, cyber torso and liminal body) no longer stacks with any other implanted armor (except each other) or ware that provides bonuses to damage resistance, like bone density or bone lacing.
  • Cyber hands or feet can contain a maximum of 1 armor each. Partial cyber limbs or partial cyber skulls can contain a maximum of 2 armor each. Full cyber limbs, torsos and full cyber skulls can take 3 armor each.
  • Armor from two different magic sources (spell/alchemical prep or adept power) does not stack with each other or with any other type of implanted armor, or ware that provides bonuses to damage resistance.
  • Armor from skin implants will stack with armor/soak enhancements from bone implants.

Augmentation

Any instance or type of ware, qualities, magic or technomancer ability that can permanently augment your initiative or attribute counts as an augmentation. Permanent bonuses from drugs via Chemical gland (Gradual release) or BTLs don’t count as augmentations and still count as temporary effects.

Called Shots and Attack Actions

  • Aimed Burst: Cannot be used with medium or wide choke settings. (RG 119)
  • Brain Blaster: The attack loses the -5 to defense. Cannot be used with medium or wide choke settings. (RG 119)
  • Bulls-Eye Double-Tap/Burst: Does not apply any penalty to defense tests. (RG 116)

Counterstrike/Riposte

(CF 124-125)

  • Even if you fail to successfully counter attack, you still reduce the hits of the incoming attack by an amount equal to your hits on your Counterstrike/Riposte test. Basically it’s just like a defense test and the attacker’s hits – your hits will determine the net hits.
  • Can be used against touch attacks (including touch spells). If you successfully Counterstrike/Riposte, you will not set off the touch spell.

Crashes

(SR5 201)

  • Damage from crashes is now calculated using 1/Body of the vehicle x Speed attribute of the vehicle x 50 (rounded up). The damage is stun if the damage is less than the character’s modified armor, or physical if the crash damage is equal to or greater than the character’s modified armor.  All other effects of crashes remain as per RAW.
  • Passengers resisting crash damage do not gain the armor of the vehicle on their damage resistance test (except passenger protection system).

Cyberlimbs and Average Agi/Str

  • When using full cyberlimbs, use average agility and strength to determine the agi and str of your whole body. Averages are calculated using 2 arms (Nartaki can choose any two arms), 2 legs and torso. These are also used to calculate the physical limit.
  • When using partial cyberlimbs the average of each limb is first calculated between the partial and non cyberlimb meat part. The result is then used for whole body average calculation as described in point 1.
  • Weapons use Agi/Str of cyberarms (1 or 2 depending on 1-handed or 2-handed weapons). Locksmith uses the average of two cyberarms.
  • Movement is calculated using the average Agi of both legs only. Upper body doesn’t count.
  • Sneaking, Gymnastics, Swimming, Lifting/Carrying and Armor encumbrance use full body average values.
  • Effects that reduce Agi or Str target the full body average value.
  • An FLR/FBR character has Agi or Str listed as X(Y). X is the unaugmented meat attribute and Y is the full body average attribute (in combination with cyberlimbs). Any effect that reduces Agi or Str ignores X and directly affects the Y value. If Y reaches 0, the FLR/FBR character is paralyzed, preventing you from taking any physical actions with your cyberlimbs. However, as long as your Y value is above 0, you can use your individual cyberlimbs without any penalty. Even if all four of your limbs and torso are cybernetic, these penalties (including penalties from drugs) will directly apply to your Y value on a 1:1 basis.
  • While cyberlimbs themselves cannot benefit from positive effects of drugs and spells that grant bonuses to Str or Agi. The value of X does gain the positive bonuses upto +4. This in turn may increase the full body average value Y as long as at least one of your 4 limbs or torso is not a cyberlimb. Penalties, however, will directly apply to Y (bypassing X) for game balance reasons.

Damage Conversion S->P

Once the stun track is full, any extra Stun damage converts to Physical damage on a 1:1 basis (instead of 2:1 as per RAW).

Drone and Vehicle Speeds

Instead of RAW, Drone and Vehicle speeds will be based on This Spreadsheet. The speeds also determine ramming damage listed in the spreadsheet. This table was borrowed and modified from the Scrapyard LC.

Drugs

Cannot be used offensively. They can be used on another player to help them, only with their explicit OOC approval. In addition, drugs cannot be delivered by capsule rounds, injection darts, gas grenades or be used with DMSO.

Edge

Edge used on a run, fully recovers at the end of the run. Edge used between runs does not recover until you finish your next run. During a run, you regain edge at a rate of 1 per in game day.

Elemental Damage

(SR5 170)

  • Acid: Reduces armor by 1, each time acid is applied. The armor reduction happens before damage resistance tests and persists regardless of whether or not the damage was resisted entirely.
  • Cold: Apply -AP from the attack before making the simple armor test. Additionally, each time cold damage is taken, it reduces movement speed by a number of meters equal to twice the damage taken directly to your condition monitor.
  • Fire: If you catch fire, the damage from the ongoing fire is resisted with only Body.
  • Radiation: Ignores half of total armor instead of all armor. Radiation based attacks will not have any -AP beyond ignoring half total armor. [NPC only]

Full Defense

  • Cannot be combined with parry/block/dodge or its pre-emptive variant.
  • Full matrix defense only applies against Attack actions.

Group Initiation or Submersion

Group initiations or submersions can be done in two ways.

  • Group Contact: Add the connection of the group’s contact (usually 1) to your initiation/submersion roll as a dice pool bonus, applying the 10% karma discount on a success. Initiating or Submerging this way must use the usual dice roll method and cannot be used via an ordeal or private run. Undergoing a group initiation this way cannot increase karma discount beyond 10%.
  • Player Groups:
  1. Three or more awakened player characters belonging to the same tradition can form an initiation group (SG 129) (traditionalists and non-traditionalists can be in the same group). They must follow at least 3 strictures. All members must initiate at the same time via dice rolls or a private run. Undergoing a group initiation this way can apply the 10% ordeal discount on top of the 10% discount for group initiation.
  2. Three or more technomancer player characters can form a tribe (submersion group) (KC 106). They must follow at least 3 strictures. Additionally, all members of the tribe must follow the same Paragon (but they can be of different streams). All members must submerge at the same time via dice rolls or a private run. Undergoing a group submersion this way can apply the 10% discount from the run on top of the 10% discount for group submersion.

Hardened Armor

(SR5 397)

-AP will deplete hardened armor before depleting non hardened armor.

Healing Between Runs

  • Each character, at the end of each run and at the end of each real time day, completely heals their Stun condition monitor. This rule also applies to the Physical condition monitor of characters with the Regeneration power, as long as the physical damage taken wasn’t magical or from drain, fade or called shot (vitals).
  • Physical condition monitor isn’t healed so easily. Between two runs, a character can receive a single First Aid and a single Magical Healing test (provided they haven’t already for their current set of injuries). In addition, the character can make one natural healing test (wound modifiers apply) per day, in real time, as an extended test. Medicine skill can be used to help with this test. This rule also applies to any Physical damage taken between two runs.
  • Implanting ware (but not repair or maintenance) requires surgery and causes Physical damage (rounded up). Use the rules in “Cybersurgery and Recovery Time” in (SR5 451).
  • Remember to apply Healing modifiers (SR5 208) and also wound modifiers if using a skill (first aid, medicine, spellcasting) to heal yourself. Keep in mind extended tests apply a cumulative -1 dice for each test beyond the first.
  • You can also have a contact heal you (First Aid, Magical or both), for the cost of a Rating 1 favor per roll. Contacts are not affected by the healing modifiers table. First aid by contacts don’t have a threshold of 2, they heal one box of damage per hit. Heal spell is cast at Connection + 6 Force. The contact takes no drain. Medicine rolls cost a Rating 2 favor but the dice pool bonus will last you for all subsequent healing tests made between two runs.

HTR Team Response Time

(SR5 356)

Halve the time listed in the table after rolling dice.

Infection and Edge

You may burn an edge to avoid being infected by any type of HMHVV, in case you fail your disease resistance tests. In case of HMHVV 1, burning edge this way also counts as a “Not Dead Yet” and thus your character survives with no essence lost.

Initiative Stacking

Overriding RAW, this set of house rules define what can or cannot stack for purposes of initiative. This ruling applies to things that improve both initiative or initiative dice directly, but not anything that improves initiative indirectly (such as improvements to Rea or Int).

  • Improved reflexes, Increase reflexes or Predictive analytics does not stack with any other improvements to initiative.
  • Adrenaline boost, Move by wire, Wired reflexes, Synaptic acceleration or Boosted reflexes can stack with drugs that improve initiative but not with any other improvements to initiative.
  • Accelerator can stack with any ware (cyber, bio, gene)  that improves initiative. Even with ones that are normally incompatible with any other such enhancements, like Synaptic booster. Accelerator can also stack with Lightning Reflexes.

Interrupt Actions

You cannot use them unless you have enough initiative left.

Jumping and Running

  • Jumping is considered a part of the running action and can be used with the same free action. Base jump height is Str/2 (rounded up) meters.
  • Once you start running, you are considered running till the beginning of your next pass (not turn) and are affected by the running bonuses and penalties. It still needs a free action each pass to run.
  • In order to gain the bonuses from running/charging, you must spend at least 5 meters of movement each pass (even if you don’t move).

Knowledge Skills

  • If you have multiple knowledge skills that are applicable for a dice roll (GM discretion), you may use one knowledge skill to teamwork the other.
  • For language skills, the skill ranks of any social skill is limited by the ranks in the applicable language skill.
  • Specializations for knowledge skills cost 3 karma instead of 7.

Lifestyle

Every player character must pay the full price of their lifestyle even if they are living with someone else.


Martial Arts

  • Work in the astral. Substitute physical attributes for some martial art techniques with their corresponding mental attribute as per the astral combat table.
  • Clinch: Does not count as an attack and thus can be combined with throw in the same combat pass. (RG 119)
  • Defiant Dance: Is also available to Capoeira (RG 137)
  • Grasping Vines: Is available to the Cowboy way and Whip fighting. (RG 137)
  • Half Sword: The technique improves the AP of the weapon by -2 at the cost of 1 less reach for the attack. If the character fails, there is no penalty to their next action and they can use the parry or pre-emptive parry defensive action. Readying the weapon to enter the stance is a non-action (instead of a Simple). (RG 121)
  • Iaijutsu: After a successful quick draw via Iaijutsu, you may attack using the same simple action as per (SR5 165). Resheathing the melee weapon is a complex action. (RG 122)
  • Two weapon style attack / defense: In addition to Blades and Clubs, the martial arts (RG 141) can be performed using dual cyber/bio implanted melee weapons like Spurs, Hand blades, Hand razors, Bone spikes and Claws, including the Claws quality (RF 113). This applies as long as the reach of the weapon is no more than 1.

Melee Weapon Limit

You can choose to use your Physical limit instead of the accuracy of your melee weapon, as the limit for your melee weapon attacks. You can choose to use your Astral limit for astral combat with a weapon focus. Gear that increases melee weapon limit such as personalized grip and cyberlimb optimization may be added to Physical or Astral limit for purposes of calculating melee weapon limit. Improvised melee weapons have a limit of (Physical Limit – 4), if they decide to use Physical limit.

Metatypes

  • Dwarves and Trolls do not suffer increased lifestyle costs.
  • Dryads are all born female. But you may use a combination of surgery, styling, drugs or hormones to transition into a different gender. This doesn’t cost essence, karma or nuyen. It’s pure fluff.

Multiple Simultaneous Blasts

(SR5 183)

  • Just for clarification; the 1st blast will do full damage, the second will do half damage of 1st blast, the 3rd blast will do half damage of 2nd blast (25% of the 1st blast) and so on. In case of a decimal value, always round down.
  • Semi auto or Burst fire grenade launchers and rocket launchers don’t impose standard defense penalties. Instead they use, Multiple Simultaneous Blasts rule.

Notoriety

Notoriety acts as a negative dice pool modifier on all social rolls made against a Johnson or an NPC affiliated with the shadows.

Multiple Attacks

  • You may only make one attack per pass, unless splitting dice to attack multiple targets.
  • You may not split dice to attack the same target more than once (except while using non-explosive thrown weapons).
  • Detonating an explosive or a grenade counts as an attack action.
  • Touch attacks made as part of touch spells, together count as an attack.
  • Exceptions to this rule include contact preps on arrow or non-explosive thrown weapons.

One-handed and Two-handed Weapons

  • Any melee weapon of a reach 2 or higher is considered two-handed. The exceptions are Whips of any type, which are one-handed even though it has a reach of 2. Disregard anything else RAW says; this applies universally unless stated otherwise in this doc.
  • The Katana (SR5 422) can be used one-handed but unless you are a Troll, it inflicts a -1DV penalty.
  • Two-handed weapons whose reach has been reduced via Called Shot: Break Weapon (RG 111) still count as two-handed and don’t qualify for Two-Weapon Style Attack/Defense (RG 141).
  • Tasers, pistols, revolvers, machine pistols, SMGs and other exotic firearms that resemble these in the form of shape and firing range, are considered one-handed. All other firearms are two-handed.
  • A two-handed weapon must be used two handed unless specified.
  • Trolls can use any two-handed melee weapon as one-handed (provided they meet the strength requirement, if any). Trolls can also use shotguns and assault rifles, one-handed.
  • Shields require a free hand to use as a weapon and/or gain its armor benefits.

Paralysis and Incapacitation

A character who is paralyzed or incapacitated/restrained (including having an attribute reduced to 0) cannot cast spells or make defense tests.

Protecting the Principle

(RG 125)

Can be done as many times as you have initiative and edge, or just initiative if using the bodyguard BTL, in a combat turn.

Purity Bonus

Awakened and emerged characters gain different bonuses as long as they don’t have ware (cyber, bio, gene, nano). If they gain any ware (except cosmetic modifications), they will retroactively lose all bonuses. Technomancers who have a datajack, as part of the “Otaku to Technomancer” quality, do not lose the purity bonus for just having the datajack. However, Prototype Transhuman cannot have the purity bonus. The bonus for awakened depends on the type of awakened.

  • Adept:
  1. A pure adept gains an extra 0.5 power point for every point of Magic or Metamagic (Power Point) that they have.
  2. The force of bonded qi foci counts as 1/4th the actual force for the purpose of total force of foci that can be bound. This does not change the actual force of the focus, its cost, availability or bonding karma cost. There is no limit to the number of qi foci you can bind as long as the Total modified force of bound qi foci + Force of all other bound foci, does not exceed your (Magic x 2) + IG.
  • Magician or Aspected magician: The force of any bonded focus counts as one higher. This does not change the actual force of the focus or bonding karma cost. This increase in force doesn’t count towards the maximum force of a focus that can be bound. This bonus applies to Focused awakened or Expanded aspects as well.
  • Mystic adept: May choose either the adept (only applies to power points bought at character creation and power point metamagic) or magician bonus, but not both.
  • Technomancer: For every two submersions, they gain an extra echo for free. Additionally, they gain bonus benefits based on their Stream.
  1. Cyberadept: Cyberware (not bioware or geneware) does not count against the purity bonus.
  2. Machinist: Gains 3 slots for autosofts that can be run on their Living Persona. These autosofts must be purchased with nuyen and can be freely swapped in and out between the 3 slots. These are in addition to the usual number of programs that their Living Persona can normally run.
  3. Sourcerer: Can attune a cyberdeck for no karma cost. The cyberdeck attuned by the Sourcerer provides a dice pool bonus equal to its Device Rating. The dice pool bonus acts as teamwork for the Software skill for threading complex forms. The Sourcerer can only attune to one cyberdeck at a time.
  4. Technoshaman: Treat as if possessing the Spirit Whisperer quality (RF 150), but for compiling sprites. Choose any one type of sprite. This cannot be applied to Sprite Pets or Great Form Sprites (KC 91). Binding level cap is increased by 1 for the relevant sprite.

(Inspired by ALitD LC)

Quick Draw

  • Hostering or setting a weapon to a “low ready” position requires a complex action.
  • You may buy hits on quick draw tests.

Ramming

(R5 177)

  • A ramming vehicle and its passengers take no damage from ramming, when ramming anything whose body/structure is lower than that of the ramming vehicle. The vehicle (but not its passengers) may still take damage from other sources like energy aura.
  • Damage from ramming being resisted by a vehicle’s passengers gains the armor and any applicable armor mods of the vehicle.
  • A ramming vehicle is not usually subject to crashes unless it glitches or critically glitches its attack roll; or it takes too much damage in the process. A rammed vehicle may be subject to a crash if the GM deems so.
  • A ramming attack cannot be countered using a counter strike or riposte.

Reach

  • Works in the astral.
  • There is no maximum cap for reach.
  • Each point of reach grants the weapon approximately 0.5 meters of length. This can be problematic when using a high reach weapon in confined spaces.

Repair Rules

  • Matrix damage taken during a run is automatically healed at the end of the run.
  • Instead of RAW, Drones and Vehicles that took Physical damage can be repaired by making a Logic + Mechanic [Mental] extended test with a threshold equal to the number of boxes of damage to repair. Up to three dice rolls can be made per day, as part of the extended test (Total, not per vehicle). Ignore the repair table modifiers in (R5 30). The costs for repairing are considered to be paid for by your lifestyle.
  • Alternatively, you can have a contact roll repair, for the cost of a Rating 1 favor per roll. Contacts are not affected by the repair modifiers table. For contacts, the repair rolls are not considered an extended test.

Resistance Tests

Damage resistance, Drain resistance, Fade resistance, Toxin resistance or any other similar test where you must resist incoming damage is never penalized by anything that is not -AP or Penetration. Thus Sustaining penalties, Wound modifiers or Background counts do not affect these tests.

Riggers

  • While jumped in, you may use Int instead of Rea to pilot a vehicle and Log instead of Agi for gunnery.
  • While Jumped into a drone or vehicle, you don’t need to take the Control Vehicle action (SR5 203).

Run For Your Life

Cannot be used if you cannot see the AoE blast, such as in the case of an AoE direct spell like Manaball. (RG 125)

Stacking Bonuses

  • Bonuses from the same source don’t stack. Eg: You cannot have two Rating 1 muscle toners and get +2 Agi.
  • Attribute bonuses from temporary effects such as Drugs, BTLs or Spells stack with that of permanent augmentations like ware and adept powers.
  • Temporary bonuses (even from different sources) that give the same bonus don’t stack with each other. Eg: Drugs and BTLs that give the same bonuses don’t stack.
  • Permanent bonuses from drugs via Chemical gland (Gradual release) or BTLs don’t count as augmentations and still count as temporary effects.

Stacking Penalties

Dissimilar sources applying penalties to the same thing (eg: same attribute) will stack. There are exceptions to this, such as Nerve Strike (SG 173) and Narcoject Trackstopper (SL 44) which applies cumulative penalties with each consecutive attack.

Street Cred

  • Karma gained from GMP, WFTP or knowledge karma does not apply towards street cred or career karma.
  • Street cred only gives bonus to social limit not dice.

Subduing

  • Damage inflicted from subduing ignores armor. Damage resistance tests are made using Body + Willpower. (SR5 195)
  • Garrotes count as subdual and thus inflicts only base weapon damage. (RG 20)

Surprise Test

Is now an opposed test. Agility + Sneaking [Physical] by ambushers vs Intuition + Perception [Mental] by defenders. If the ambushers get more net hits, the defenders are surprised.

Teamwork Tests

(SR5 49)

  • Any skill test except leadership can be teamworked if everyone teamworking has at least one rank in the skill.
  • For summoning or binding, all team members must be able to summon the type of spirit. Any team member of a different tradition compared to the leader suffers a -2 dice pool penalty. The spirit is bound to the leader.
  • Melee teamwork will follow the rules of regular teamwork and not the rules listed in (SR5 188).

Thrown Weapon Limit

All non-improvised thrown weapons use your Physical Limit as its limit on attack tests. Improvised thrown weapons have a limit of your (Physical Limit – 3).

Toxins

Do not overflow from Stun to Physical track, unless the target is immune to unconsciousness from a full stun track (pain editor, numb, etc).

Upgrading Gear

Any piece of gear with a rating and/or grade (eg: cyberware grades) can be upgraded by rolling for the new availability and simply paying the difference in price.

Working for the People/Man

Once per run, at the end of the run, you may WFTP/M and convert nuyen to karma and vice versa at the exchange rate of 4000¥ = 1 karma upto 20,000¥ or 5 karma.

Qualities

Acrobatic or Perceptive Defender

(RF 127)

Applies its skill ranks only. Not specializations or dice.

Addiction

(SR5 77-78)

  • Imposes a penalty of -1 dice, per level of the quality, to all actions if the affected character has not indulged their addiction at least once per run. This penalty carries over from one to the next and stays persistent till the character indulges.
  • The Addiction quality can be bought off or brought down to a lower level anytime, by paying the requisite amount of karma.
  • Addiction for things that are not statted drugs in the book are handled with the Dependents quality instead. Eg: smoking or alcohol dependency.

Adept Healer

(FA 31)

Cannot heal drain or fade.

Adept Ways

(SG 176-178)

  • You may only benefit from a single adept way at a time. If you purchase multiple ways you may choose which adept way to follow at the beginning of each lifestyle cycle. Changing a way undoes all adept power discounts and turns off any metamagic that is linked to the way. However, you do not lose those metamagics and they can reactivate if you switch back to their linked way.
  • The Magician’s Way allows adepts to qualify for any Magician metamagic such as centering, provided they meet all other requirements. Eg: Channeling has no use for an adept as they don’t have the Summoning skill.

Animal Familiar

(FA 31)

The quality need not be repurchased. But it takes a full lifestyle cycle to attune another animal into a familiar. The animal needs to be purchased separately.

Alchemical Bomb Maker

(FA 31)

Damage increase is capped to +2 DV per 3 ranks in the alchemy skill the alchemist has.

Arcane Improviser

(FA 32)

You may improvise once per run.

Archivist

(FA 32)

The following knowledge skills can be taken as academic knowledge skills for this quality (even if some of them are professional by default): Alchemy, Infected, Magical theory (Academic), Magical threats, Magical law, Magical security, Magic traditions, Paraanthropology, Parabotany, Parageology, Parazoology and Undead. If you make up a new magical academic skill for your character, chargen staff must approve it.

Astral Bouncer

(FA 32)

  • 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, All Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all Mastery Qualities.
  • This will only identify the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).
  • In addition to Initiate Grade and Adept Powers, Astral Bouncer determines a certain metamagic from an Initiate Grade.
  • Edge or other attributes can not be determined.

AVRSE

(KC 76)

Applies the -4 penalty regardless of your location.

Barehanded Adept

(FA 33)

  • Only spells with a Range of T can be cast with this quality.
  • Cannot be used to cast Combat Sense (SR5 286) or Increase Reflexes (SR5 288).
  • Spells may be learned as limited (requires a fetish to cast) if the adept desires. 

Black Market Pipeline

(RF 145)

  • Can be acquired after character creation.
  • The discount does not stack with discounts from Dealer Connection or Made Man.

Chain Breaker

(FA 33)

May use Negotiation in place of Binding to conjure an Ally Spirit. This counts as a spirit pact. If the character reaches an Astral Reputation of 3 or higher, their ally spirit will go away and will not return them until the character has adequately atoned via the Atonement ritual (SG 123). If the quality is bought off, the character must re-conjure an ally spirit using standard rules. All the karma spent on the previous ally spirit goes into an “Astral Bank”. You can use karma from the bank to pay for the new ally spirit.

Chosen Follower

(FA 35)

  • Can be used once per 3 lifestyle cycles.
  • Learning spells, rituals or improving skills cost karma as usual, but doesn’t require downtime slots.
  • Cannot reduce training times.

Code of Honor

(SR5 79, RF 22, HT 191, KC 99, DT 46)

  • Existing codes of honor can be refluffed into a different name and flavor as long as the mechanics are kept as is.
  • Thug Life (RF 26) doesn’t cost you half your earnings. It instead increases your lifestyle cost by 30%. This increase in the lifestyle’s base cost is not covered by Trust Fund’s free lifestyle or reduced by karma/street cred. You must pay this out of your pocket.
  • Custom codes of honor are subject to approval. Approved codes can be found here.

Corporate Loyalist

(SL 126)

Requires a corporate limited or full corporate SIN.

Cyber-Snob

(CF 57)

Replace Betaware with Alphaware as the minimum.

Dark Ally and Dedicated Conjurer

(FA 35, 36)

Non UMT spirits may not be summoned.

Day Job

(RF 154)

You must spend a number of downtime slots equal to the level of the quality, each downtime cycle. There are no additional benefits from this apart from your day job salary.

Dependents

(SR5 80)

  • Has no effect on training times.
  • Increase in lifestyle cost applies to the base cost of the lifestyle. This increase in the lifestyle’s base cost is not covered by Trust Fund’s free lifestyle or reduced by karma/street cred. You must pay this out of your pocket.
  • Addiction for things that are not statted drugs in the book are handled with this quality. Eg: smoking or alcohol dependency.

Echo Chamber

(KC 78)

Does not grant any bonus to matrix searches.

Education Qualities

Like College education and Technical school of education are incompatible with Uneducated.

Elemental Master

(FA 36)

  1. Does not apply to damage from drain (from the Elemental Focus quality).
  2. For purposes of elemental damage: Earth (acid), Fire, Water (water and cold) and Air (electricity).

Aspected Awakened

The listed awakened gain these added benefits.

  • Apprentice (FA 47): Gain three spells from their chosen category and the mentor spirit quality for free. In addition, any benefits they gain from their mentor spirit is doubled.

Note: The only magical skills available to Apprentice are Spellcasting and Summoning. They don’t have access to Ritual Spellcasting, Counterspelling, Binding or Banishing.

  • Aspected Conjurer: Gain the Dedicated Conjurer quality (FA 36) for free.
  • Aspected Enchanter and Enchanter (FA 47): Gain the Durable Preparations quality (FA 36) for free. If they already get that quality for free via some other source, they instead gain the Practiced Alchemist quality (FA 39) for free.
  • Aspected Sorcerer: Gain the Dedicated Spellslinger quality (FA 36) for free.
  • Aware (FA 49): Gain the Astral Bouncer quality (FA 32) for free.
  • Explorer (FA 47): Gain one rank of the Spirit Hunter quality (FA 40) for free.

Frog Tongue, Functional Tail and Proboscis

(RF 115, 117)
Has strength equal to your augmented strength.

Human Lifespan

(TCT 188)

Can be taken by orks, trolls and their metavariants for free.

Illusionist

(FA 37)

  • Only one rank may be purchased.
  • You need not specify Physical or Mana. You can sustain any one illusion spell.

Instinctive Hack

(BTB 160)

You may not change programs or alter deck atts before you make your action.

Made Man

(RF 148)

  • Can be taken for any criminal syndicate or gang, but not any corp or agency.
  • Discounts on purchases only apply when you are doing the negotiation yourself or using a contact affiliated with the faction you are a made man of (the contact must also have the Made Man power). This discount does not stack with discounts from Black Market Pipeline or Dealer Connection.

Magic Resistance

(SR5 76)

  • Magic resistance works against not only spells but also any critter, spirit or adept power that uses the Magic attribute as part of its dice pool or any effect (eg: DV).
  • Magic resistance does not impede beneficial spells cast on the subject with the subject’s consent.

Master Debater

(CA 151)

Works with all Negotiation tests.

Mentor Spirit

(SR5 76)

  • Spider Alt gets 1 rank of Spirit Claw and 1 rank of Hang Time.
  • Mages with Hermetic Elementals (FA 181) cannot have a mentor spirit.

Otaku To Technomancer

(DT 45)

  • Can only be taken during character creation.
  • The technomancer must have a datajack at character creation, but it costs no essence.

Prototype Transhuman

(CF 54)

  • Geneware does not count as bioware for purposes of this quality.
  • Ware must be of at least standard grade.
  • Ware from prototype transhuman is rejected by regeneration.

Revenant Adept

(FA 40)

Can be used once per lifestyle cycle (up to 12 times a year).

Redliner

(CF 55)

Doesn’t apply its negative aspects beyond four limbs.

Rootkit

(KC 76)

Extra DV added for resonance spike is equal to your (Resonance/3) rounded down, instead of equal to your device rating.

Sensei

(RF 149)

  • The sensei does not need to be a contact. You may only have one sensei, ever.
  • Sensei grants you an extra downtime slot. This can be used to improve a single skill or skill group by 1 every lifestyle cycle (if you have the karma). If a skill or skill group is improved this way it cannot be improved via a standard training slot.
  • If your sensei is a teacher of the Close Combat skill group or any other melee combat skill, they can also teach you martial arts. In this case, the extra downtime slot sensei grants may be used to learn up to two martial arts or up to four martial art techniques, per lifestyle cycle. (if you have the karma). If martial arts is learned this way, you may not learn additional martial arts via a standard training slot. You do not need to pay training fees for martial arts and techniques learned via your sensei.
  • If you and your sensei are both spellcasters, your sensei can also teach you spells. Your sensei must be a teacher of either the Sorcery or Enchanting skill groups. In this case, the extra downtime slot sensei grants may be used to learn up to four spells (can be rituals or alchemical preps), per lifestyle cycle. (if you have the karma). If spells are learned this way, you may still learn more spells via standard training slots. You do not need to buy spell formulae for learning via your sensei.
  • If you and your sensei are both technomancers, your sensei can also teach you complex forms. Your sensei must be a teacher of either Software or the Tasking skill group. In this case, the extra downtime slot sensei grants may be used to learn up to four complex forms, per lifestyle cycle. (if you have the karma). If complex forms are learned this way, you may still learn more via standard training slots.

SINner

(SR5 84-85)

No longer taxes your income. Instead, it increases your lifestyle’s base cost by 10% (National or Criminal), 15% (Corporate limited) or 20% (Corporate). This increase is not covered by Trust Fund’s free lifestyle or reduced by karma/street cred. You must pay this out of your pocket.

Shock Mage

(FA 40)

Instead of RAW, any damage inflicted by the mage using lightning spells doubles the initiative reduction (-10 instead of -5) as well as the dice pool penalty (-2 instead of -1). This initiative and dice pool penalty does not add up or stack with subsequent attacks using electricity from any source, but the length of the penalty is extended as per RAW.

Shoot First, Don’t Ask Questions

(BTB 161)

Instead of RAW, the quality applies a flat +2 bonus to initiative if you succeed on your surprise test, for that combat turn.

Skinwalker

(FA 40)

  • Applies to Shapechange spell as well.
  • The cost of the mundane critter’s pelt is half the cost of the critter.

Special Modifications and Prototype Materials

(BTB 161-160)

  • Prototype materials cannot be bought at gen.
  • You may spend a rank of special modification to alter the element type of a weapon already possessing elemental damage (like shock gloves). You may switch between the unlocked elements (1 per rank) with a complex action. Available elements are acid, fire, electricity and cold. All elements deal P damage except electricity which can be chosen to deal P or S (once chosen you cannot change this even when you switch back and forth between unlocked elemental options).
  • Elemental damage from special modifications counts as mundane damage. Acid being non-magical will reapply every turn, instead of evaporating as described in SR5 p.170.
  • You may change the selected properties or the amount of the properties (DV, -AP or elemental damage) from the qualities between each run.
  • -AP from special mods are not considered as base AP of the weapon and thus do not get tripled for bullseye burst, instead getting added after tripling base AP.
  • You may purchase up to two ranks of Special Modifications for additional weapons beyond your first. There is no limit to the additional number of weapons that can have this.
  • If a weapon is a combination of different weapons or modes (eg: Krime Trollbow,  Krime Whammy or Microwave Gun), the player must choose which of the weapons the qualities’ bonuses would apply to.
  • Special Modifications cannot be used to reduce the reach of a weapon beyond its base value.
  • The qualities cannot be applied to Bone lacing or Bone density as they are not weapons.

Spectral Warden

(FA 40)

Binding skill replaces Summoning. The initial summoning test and drain resistance must still be made, just with the binding skill instead of summoning.

Sprawl Tamer

(FA 41)

Increases the number of tricks that a critter can learn by a multiplier of 1 and stacks with everything else that increases the number of tricks. Hence, the number of tricks a critter is capable of learning becomes 3x their Logic. Domesticated critters can now learn a number of tricks equal to 4x their Logic.

Strive for Perfection

(AP 17)

  • Applies before Sharpshooter.
  • Doesn’t impede you from making an attack if making a called shot is impossible. Eg: medium or wide choke settings, interrupt action attacks, etc. However, not being able to call a shot due to having used up your free action elsewhere is not a valid reason.

SURGE

(RF 103)

  • SURGE I (10 karma) and SURGE II (15 karma) will follow the same rules as SURGE III (30 karma). The maximum total karma value of positive metagenic qualities that you can get from these qualities are equal to the karma values listed in brackets. You can only have one the three SURGE qualities.
  • You can exceed the metagenic negative quality limit, but you gain no karma from it. The total karma value of negative metagenic qualities must be at least equal to that of the total karma value of positive metagenic qualities you have.
  • Certain metagenic qualities are not allowed for SURGE I and SURGE II. They are.

Positive Metagenic Qualities:

  1. Arcane Arrester (RF 111)
  2. Celerity (RF 113)
  3. Dermal Alteration (RF 113)
  4. Dermal Deposits (RF 114)
  5. Elongated Limbs (RF 114)
  6. Glamour (RF 115)
  7. Metagenic Improvement (RF 116)
  8. Satyr Legs (RF 118)

Negative Metagenic Qualities:

  1. Astral Hazing (RF 119)
  2. Berserker (RF 119)
  3. Impaired Attribute (RF 120)
  4. Symbiosis (RF 122)
  • This is currently under playtest and subject to change in the future.

Technomancer Qualities

The following qualities may also be taken by non-emerged characters.

  • Brilliant heuristics (KC 96)
  • Code of Honor: Black hat (KC 99)
  • Data hog (KC 99)
  • Hold the door (KC 96)
  • Lone wolf (KC 96)
  • On the wagon (KC 99)
  • Trust data not lore (KC 97)
  • Trust lore not data (KC 97)
  • Unique avatar (KC 98)
  • Wired user (KC 100)

Thorns

(RF 118)

Increases the cost of armor by 20% only.

Trust Fund

(RF 151)

May be acquired using any of the SINner level qualities, except criminal.

Vexcraft

(FA 42)

Suppress focus is a simple action. Grounding focus is a complex action.

Magic

Ally Spirits

(SG 200)

  • The force of an ally spirit cannot exceed its summoner’s magic. This restriction exists in addition to the force of an ally spirit being limited by the ranks of the summoner’s Summoning and Binding skills.
  • Conjuring an ally spirit no longer requires a Ritual Spellcasting roll and thus can be performed by aspected summoners. You must still learn the ally conjuration ritual itself.
  • Enhancing an ally (SG 202) spirit still costs 8 karma per point of force beyond the spirit’s initial force, as long as the force being upgraded to, does not exceed F6. If exceeding F6, use the rules as in (SG 202).

Analyze Device

(SR5 285)

Doesn’t grant any bonus dice or ignore skill defaulting modifiers.

Ancestor Shamans
(FA 73)

Can channel spirits at initiate grade 5 (instead of 2), without taking the metamagic.

Artificing

  • Step 1-4: Follow the rules as stated in (SR5 306-307).
  • Step 5: Instead of net hits, the force of the focus formula (limited by your magic rating) becomes the actual force of the focus, provided you get at least 1 net hit. Additional net hits can be used to increase the number of 1s on your roll needed to glitch or critical glitch, by 1 per net hit you dedicate towards that.
  • Step 6: Net hits beyond your first (on Step 5) can also be used to reduce the final drain that needs to be resisted, at the rate of -1 drain per net hit, down to a minimum final drain of 2. Net hits from step 5 can be divided between countering glitches or reducing drain.
  • You can take teamwork for artificing from relevant focus (like power focus) as well as the Aid Alchemy service of bound spirits (SR5 302), up to your ranks in the Artificing skill.
  • You cannot artifice a focus higher than your unaugmented magic rating, even if the focus formula is higher than your magic. This also means that drain from artificing is always stun.
  • Any focus crafted a player character, is usable by that player character only.
  • You can burn a point of edge to reduce a critical glitch at Step 5 to a glitch.

Astral Combat

  • To make an astral attack, you must be within melee reach.
  • When two Dual Natured creatures engage in combat, they can choose to attack each other, via meatspace melee or via astral combat (but not both).
  • A dual natured creature being targeted via astral combat, by another dual natured creature, must use Int + Rea or Log (whichever is lower) to defend against the astral attack.
  • A dual natured creature being targeted via astral combat, by a wholly astral entity, must use Int + Log to defend against the astral attack.
  • Astral full defense is Log + Int + Wil. If you have the Too Pretty to Hit quality (RG 127), you may substitute Cha for Wil. Agile Defender doesn’t allow you to substitute Log for Agi in astral full defense.
  • Damage from Astral Combat is resisted by Wil + Astral armor.

Astral Sneaking

Sneaking on the astral is done using a Log + Sneaking [Astral] vs Int + Assensing [Astral] test.

Body Sculpt

(BLB 160)

Body Sculpt allows you to make one change, plus additional changes equal to the number of hits on a Body + Magic test. The initial change takes 1 hour, plus an additional 10 minutes for each extra change based on your Body + Magic test. It takes 1 minute to undo all changes.

Black Magic

(SG 41, FA 60)

  • Followers of this tradition cannot have a Code of Honor.
  • Cannot have any of the following mentor spirits: Dog, Dolphin, Dove, Dragonslayer, Fire-Bringer, Great Mother, Green Man, Guyanyin, Holy Text, Lion, Peacemaker, Sun, Whale or Wise Warrior.

Disclaimer: Black mages are utterly selfish, hedonistic, often malicious and assholes of the highest order. So expect many people to not like you.

Channeling

(SG 148)

While channeling, your Edge attribute is not replaced by that of the spirit and the spirit’s edge cannot be used by you.

Claw/Barrage

(FA 50)

  • Claw has a drain value of F-3 and Barrage has a drain value of F-1.
  • Instead of gaining a base DV of +1 per Force of the spell, the spells gain +1DV every even Force value. However, the spells gain -2AP per Force (instead of -1).

Cleansing

(SG 155)

In addition to RAW, if you manage to reduce the background count of an area to 0, you can choose to sustain a “cleansed aura” around you. This causes any sustained spells and bonded foci or fetish on you to remain unaffected by the background count until you stop sustaining or the background count of the area increases. This applies the standard sustaining penalty of -2.

Combat Sense

(SR5 286, SR5 309)

The adept power and spell of the same name does not stack. The Combat Sense spell also does not stack with the Deflection spell (SG 115).

Comet

(FA 50)

Damage does not ignore fire resistance.

Critter Powers

  • Astral Gateway: The power has no effect on unwilling creatures or creatures unable to consent. (SG 194)
  • Concealment: The power does not stack with any other gear or ability that penalizes perception tests to spot them. A concealed character is spotted if they engage in any offensive or attack action, ending the effect. (SR5 395)
  • Endowment: The summoner may benefit from only a single endowed power at a time no matter the number of spirits endowing them with different powers. (SG 195)
  • Energy Aura: Damage from Energy aura does not apply to Engulf. Energy Aura simply changes the damage type of the Engulf to the element of the aura. (SR5 396)
  • Entropic Aura: Doesn’t decay or do damage to gear, ware, vehicles or drones. (HS 190)
  • Movement: The power adds Magic to Agility for purposes of movement speed only (is not limited by aug max). Does not stack with any other gear, cyberware or bioware that increases movement, such as skates, skimmers digigrade legs, etc. The power cannot be used to reduce movement speed of an unwilling target. Movement cannot be used on things that lack essence (positive or negative). (SR5 399)
  • Paralyzing Howl: Doesn’t stack, only the highest effect applies. (SR5 399)
  • Possession: If a spirit fails its possession test against an unprepared vessel, it suffers unresisted drain (stun) equal to the hits (not net hits) on the defense/object resistance test and cannot attempt to possess that vessel again for the next 24 hours. (SG 197)
  • Regeneration: Damage from fade or called shot (vitals) cannot be regenerated. (SR5 400)
  • Spirit Aid: Such as Aid Sorcery and Aid Alchemy counts as teamwork. It simply adds the Force of the spirit to your dice pool but is limited by the ranks in that skill. (SR5 302)

Elemental Body

(SG 170)

Prerequisite is either Elemental Strike or Elemental Weapon.

Elemental Strike

(SG 170)
Stacks with Penetrating Strike. (SG 173)

Evil Eye

(FA 50)
Doesn’t do damage.

Fixation

(SR5 325)
Instead of RAW, Fixation increases the duration of a sustained alchemical preparation to (Potency x 2) minutes. There is no karma cost. It also gets a dice pool bonus against Disjoining (SR5 307) equal to your Initiate Grade. Additionally the metamagic reduces the added drain from the preparation trigger by -1.

Flame Burst

(SSP 16)

  • The spell shall be an Indirect spell instead of Direct.
  • The area of the spell is equal to a sphere of Force radius.
  • The damage applied will always be the base damage only (Force physical damage; -Force AP). There is no attack roll.
  • The attack automatically hits and there is no defense test against it. Damage is resisted by Body + Armor (including fire resistance) + any spell/magic resistance. You may “Run For Your Life” from the pulse of flame.
  • The pulse of flame occurs at the start of the mage’s first pass every turn and does not impede them from making an attack that pass.
  • The threshold to see if the spell sets an object on fire is equal to Hits on the spellcasting test.

Growth

(FA 49)

The maximum bonuses to your attributes is limited by your augmented maximum. The caster may choose not to physically grow as part of the effect. If the caster chooses to grow, their carried equipment grows with them. This does not grant any mechanical advantages but may pose mechanical hindrances, such as in confined spaces, depending on the GM.

Hapsum Do

(FA 101)

The martial art or any of its techniques cannot be learned via One Trick Pony.

Initiation Ordeals

  • Diverging from RAW, initiation ordeals are private runs that a player can request to go on. Any of the various styles of ordeals (SG 140) can be incorporated into the run, but are limited only to the run.
  • Nine paths of enlightenment is banned.

Islamic Tradition

Islamic alchemists can skip the requirement for Quickening and Anchoring. (FA 69)

Harmonious Defense

(FA 46)

  • The adept or mystic adept requires astral perception as a prerequisite for this ability (as well as for Harmonious Reflection). While harmonious defense is active the adept or mystic adept’s astral perception remains active and thus they will become dual natured.
  • The spell defense dice from harmonious defense does not stack with spell defense offered by counterspelling, foci or shielding metamagic. If you have both, you must choose one or the other to activate during your turn and once one option is chosen the other cannot be activated in the same turn.

Hermetic Elementals

(FA 181)

In addition to gaining +1 service (when summoning and binding), Mages with Hermetic Elementals are also subject to the following rules:

  • The +1 service stacks with that of Shaman Tuxedo (CA 143).
  • When binding an elemental, it resists with Force dice (instead of Force x 2).
  • The number of bound elementals you can have increases by 1, ie: (Mag/2) +1 instead of Mag/2 (rounded down).
  • Hermetic Elementals are more akin to astral drones and thus immune to mind magic.
  • Mages with Hermetic Elementals cannot have a mentor spirit. If they had one before, they lose it.
  • The mage loses access to all non-elemental type spirits, including ones gained from qualities like Dedicated Conjurer (FA 36). Leaving the path of Hermetic Elementals, via a Paradigm shift, will give back the mage access to any lost spirits, along with accumulated Astral Reputation.

Kiai

(HT 190)

Requires a Simple Action to activate.

Killing Hands

(SR5 310)

  • A dual-natured adept with Killing Hands can use this power against astral targets that are within their reach. Use the adept’s normal Unarmed Combat skill and Damage Value for this attack.
  • Elemental effects associated with Killing Hands don’t work in the astral.

Mentor’s Mask

(FA 182)

  • Is allowed for any awakened of any tradition, as long as they have a mentor spirit. They appear as some form of intangible, spectral manifestation closely tied to the thematics of the mentor spirit.
  • Invisibility spells cannot conceal an active mentor’s mask. Benefits of Concealment or RPC cloaks don’t apply as long as the mentor’s mask is active. Mentor’s Mask does not penalize sneaking tests or make it easier to perceive an awakened character with a mentor’s mask trying to sneak. But if spotted, their magical nature is easily discerned.
  • Mystic adepts may choose either the Magician bonus or Adept bonus.

Mind Magic

  • Force of any mind magic spell does not apply as a negative modifier to resistance tests.
  • Disclaimer: Mind magic is considered disgusting and vile in most societies and by many in the shadow community. It’s also illegal in many countries including UCAS, CAS and CFS. But is technically legal in the NAN (as long as you don’t abuse it).

Minions

  • The maximum force of a minion that can be conjured is equal to your ranks in the Ritual Spellcasting skill.
  • The maximum number of minions that an awakened can have at a time, is equal to half their Magic attribute (rounded down), not Charisma. This rule doesn’t apply to Necro spirits, which follow the rules in (FA 52).
  • Instead of RAW, the duration that a minion will last is a number of runs equal to its (Force x Your net hits on the sealing test), with a minimum value equal to your Magic rating.

Mystic Adept

  • Can only gain Astral Perception via the Astral Perception adept power (SR5 309).
  • Instead of losing the Enchanting skill group. Mystic adepts get a choice of losing any one of Sorcery, Conjuring or Enchanting groups. Once this choice is made it cannot be undone.
  • Mystic adepts qualify for any metamagics or qualities that Magicians and Adepts do, provided they meet all other requirements.
  • Mystic adepts have two magic ratings: Magic and Magic (Adept). The standard magic is treated the same way as a Magician’s magic rating. The Magic (Adept) is treated the same way as an adept’s Magic rating (ie: for every point of adept magic rating you gain 1 power point).
  • Adept powers as well as qualities and metamagics that are adept based (eg: Harmonious defense) will scale off the Magic (Adept) attribute. While qualities, metamagics and spells for magicians will scale off the Magic attribute.
  • Mystic adepts start with standard Magic at their chosen priority level and Magic (Adept) of 1. You can use special attribute points to raise either or both scores to a maximum of 6 at character creation.
  • When you initiate it increases the maximum magic ratings of both magic scores, but each magic score must be improved, with karma, individually. Raising Magic (Adept) after character creation will give you power points just like it would for an adept.
  • On the other hand, burning out will cause the loss of both Magic (and maximum Magic) attributes by 1 for each point of essence (even at minimal loss).
  • Background counts apply to both Magic attributes at the same magnitude.
  • Foci cap is determined by the higher of the two Magic attributes.
  • Power focus adds its rating to both Magic attributes for Magic based dice rolls.
  • Channeling replaces your Magic [not Magic (Adept)] with the Magic of the spirit.
  • Both Magic attributes need to be at X rating before you can get initiate grade X.

To enable these options in chummer go to Tools > Options > House Rules tab and make sure “Mystic Adepts use second MAG attribute for Adept abilities instead of special PP rules” is checked.

Necro Summoning

(FA 82)

  • Or Reckless Necro Conjuring can only be used by mages of Necro Magic tradition.
  • When summoning necro spirits as a ritual, the maximum force of a spirit that can be summoned is equal to your ranks in the Ritual Spellcasting skill (not Summoning, unless using Reckless Necro Conjuring).
  • Instead of RAW, the duration that a necro spirit will remain in its vessel is a number of runs equal to its (Force x Your net hits on the sealing test), with a minimum value equal to your unmodified Magic rating.
  • Each necro spirit can carry out a number of services equal to your unmodified Magic rating. Used services are restored on the next sunrise or sunset as long as the spirit is under your control.
  • When summoning a necro spirit while you have another necro spirit summoned, use your reduced magic rating to determine if you are over summoning (and thus suffer additional drain).
  • Once the spirit leaves the vessel or is disrupted. The vessel is destroyed and cannot be possessed again.

Nimble Fingers

(SG 173)

Turns reloading cylinders (with or without Speed Loader) from a Complex into a Simple action.

Noble Sacrifice

(FA 46)

  • Cannot be used to take drain or fade on behalf of another.
  • Counts as magical damage.

Null Wizard

(FA 43)
Cannot use the Summoning skill in addition to other restrictions.

Numinous Perception

Cannot be used to detect sustained spells, only spells while the spellcasting roll is being made.

Paradigm Shift

(FA 43)
Paradigm shift is no longer a metamagic. Instead an awakened character can change tradition, during downtime, by paying 10 + (Current initiate grade x 3) karma. This karma needs to be paid each time tradition is changed and becomes more expensive the more initiations one has. Any foci, fetishes or bound spirits will automatically change to the new tradition without any extra cost. However, any reagents and lodges will not and must be repurchased. A paradigm shift does not require an arcana roll or an initiation ordeal. Traditionalist and non-traditionalist versions of a tradition are considered different traditions for purposes of paradigm shift and thus require karma expenditure.

Penetrating Spell

(SG 153)
For reducing each point of base DV of a spell by 1 and increasing drain value by 1, the -AP of the spell improves by 3 (not 1). The maximum base DV of the spell that you can reduce is equal to your Initiate Grade or the Force of the spell (whichever is lower), down to a minimum base DV of 0.

Spirit Pacts

(SG 137)
Spirit Pacts can be obtained only as a run reward and requires explicit approval from the GM department. It costs 5 RVP to bestow a spirit pact. A character may only benefit from a single spirit pact at a time. Before you can enter a new spirit pact, the older one must be broken by paying 10 karma. Spirit pacts can only be done with free spirits. Unless stated otherwise anyone can enter a spirit pact, not just awakened. To invoke a spirit pact that has a karma cost, you must have unused karma available for your character. You cannot liquify GMP to give yourself karma during a run, unless the GM approves.

  • Drain Pact: Banned.
  • Dream Pact: The character gains +1 downtime slot, cumulative with all other downtime slots. You must pay 5 karma each time you pay for lifestyle.
  • Formula Pact: A single hit on an assensing test reveals the spirit’s aura. Extended Masking (SG 149) can be used to mask this aura. There is no karma cost to invoke this pact.
  • Life Pact: Can be invoked even if you are unconscious. Cannot be used to heal drain or fade.
  • Magic Pact: Once per day, by spending a point of edge and 2 karma, you can augment your Magic attribute by +4 for 1 combat turn. This ability cannot be used during downtime. This pact can only be taken on a character with a magic attribute. If involved by adepts, they also get +1 rating to all their adept powers (which have a rating) for 1 combat turn. This cannot take an adept power beyond its maximum rating (if it has one), such as Improved Reflexes 3.
  • Power Pact: Banned.

State of Purity

(BTB 160)
Instead of RAW, the drain for the power is equal to [(Magic + Number of combat turns active) x 0.5], rounded down.

Reagents

Using reagents now requires a simple action to be readied per spell cast. Essentially it means to be able to use reagents and cast a spell in the same pass you have to cast the spell recklessly and cannot be used with multiple spells per pass.

Spellblades

(HT 192)

  • Manablade
  1. Force does not act as base DV. In fact, the blade has no base DV. The damage is purely the net hits you get on your attack roll.
  2. Martial arts cannot be used with the weapon.
  3. Abilities, Magic, Powers or Qualities that increase the DV of an attack (eg: Critical Strike, Auras, Elemental body, etc) do not apply to Manablade.
  • Powerblade
  1. Is resisted by Body + Armor.
  2. Has an -AP equal to 1/3 the force of the spell (rounded down).
  3. Can be used with martial arts.

Summoning and Binding

  • The max force of a spirit that can be summoned is limited to the Summoning skill rating of the awakened. Qualities that can increase this cap such as Spirit Whisperer will still work as usual.
  • The max force of a spirit that can be bound is limited to the Binding skill rating of the awakened. This is increased by 1 for the relevant spirit if possessing the Spirit Whisperer quality (RF 150).
  • The max number of bound spirits that an awakened may have at a time is equal to half their Magic attribute (rounded down), not Charisma.
  • When trying to summon a spirit who’s force is higher than your magic (over summoning), you suffer additional drain equal to X, where X = force of spirit/2 (rounded down). This drain is in addition to the drain you normally suffer (as per RAW). The drain is physical and can be resisted as usual.

Supernatural Prowess

(SG 156)

  • Can only be used for actions. Thus may not be used for soak, defense or initiative.
  • The Magic + Initiate grade per day applies to the total amount of times Supernatural Prowess can be used per day for all attributes total (not per attribute).
  • Supernatural Prowess: Body, does not change your physical condition monitor.

Sustaining Spells and Powers

Normally you can only sustain one instance of a spell or critter power. If it’s a buff spell, you can only sustain one instance of a spell per person being buffed.

Matrix

Compiling and Registering

  • The max level of a sprite that can be compiled is limited to the Compiling skill rating of the technomancer.
  • The max level of a sprite that can be registered is limited to the Registering skill rating of the technomancer. This is increased by 1 for the relevant sprite if possessing the Technoshaman purity bonus.
  • The max number of registered sprites that a technomancer may have at a time is equal to half their Resonance attribute (rounded down).
  • When trying to compile a sprite who’s level is higher than your resonance, you suffer additional fade equal to Y, where Y = level of sprite/2 (rounded down).  This fade is in addition to the fade you normally suffer (as per RAW). The additional fade is physical and can be resisted as usual.

Complex Forms

  • You can only sustain one instance of a complex form.
  • Host Emulator: The following changes have been made to RAW. (KC 94)
  1. The rating of the host that can be emulated is equal to the hits (not 2x the hits) on your threading test, up to a maximum of Rating 12. Its dice pools are the same as any normal host of its rating.
  2. You may only emulate one host at a time. If you emulate another while an emulated host exists. The previous one ceases to exist.
  3. All personas within the emulated host are treated as if on the grid where the host was formed, but unless they successfully make the matrix perception check their systems will tell them they are on a host.
  4. Being inside an emulated host doesn’t eliminate/reduce noise.
  5. Any matrix damage inflicted by the host is imaginary and does not inflict real damage. This will not stop a device from functioning or cause dump shock. As soon as they exit the host, all damage is immediately healed.
  6. The technomancer can have the host run silent. Anyone outside of the host attempting to find it must succeed on a Matrix Search test with a threshold equal to the number of net hits of the complex form.
  7. Anyone who has a number of marks on the host, has an equal number of marks on the Technomancer who threaded it. If the host has marks on you, the technomancer has an equal number of marks on you.
  • Mirrored Persona: Has a duration of Sustained not Immediate. (KC 95)

Kill Code Matrix Actions

(KC 37-40)

  • Calibration: Does not stack with Rally.
  • Denial of Service: Is done using Cybercombat + Logic [Attack]
  • Haywire: Haywire cannot interrupt the connection of a rigger, wirelessly jumped in.
  • Intervene: Does not stack with I am the Firewall.
  • Watchdog: The action cannot be used to get more than 1 mark on the same target.

Programs

  • Biofeedback and Blackout don’t stack.
  • Agents can only run on a device that is currently running a persona.

Sprite Powers

  • Mangler: Does not deal physical damage to devices. (KC 92)
  • Overdrive: Cannot take a piece of gear beyond the max possible rating. This power can be sustained for a maximum number of turns equal to the level of the sprite, after which the device takes unresisted matrix damage equal to the matrix condition monitor of the device. The power cannot be used on a living persona or a device that is not slaved to the technomancer’s living persona. (KC 93)
  • Sacrifice: Heals a number of matrix condition monitor boxes equal to the level of the sprite. Bonuses to matrix attributes last for 1 turn only. (KC 93)
  • Shield: Comes into effect after resistance test thus damage unresisted. (KC 100)

Streams

  • Sprite pets cannot be great form. The level of a spirit pet cannot exceed the technomancer’s resonance. This restriction exists in addition to the level of the sprite pet being limited by the ranks of the technomancer’s Compiling and Registering skills. (KC 91)
  • The benefits of the Cyberadept daemon are retroactive. (KC 90)

Gear

Adapsin

(CF 160)
Essence discount is retroactive.

Archery

  • Seeker Shafts (HT 187) is now 12R.

Armor Accessories

  • A character may only gain armor from armor accessories (items with +armor) up to a maximum of their augmented Strength attribute (not Str+1).
  • Ballistic masks can stack with regular +2 armor helmets, but not with full mask +3 armor helmets or motorcycle helmets.
  • Armor from any PPP (RG 70) now stacks and works with any non hardened body armor, including armor jackets and full body armor. PPP arms also stack with forearm guards.
  • Armor from Snake Mesh Socks (RG 76) only applies against called shots to any part of your leg and Bates-Brown Tactical Combat Boots (SL 131) only applies against called shot foot (RG 113). The armors stack and apply on top of standard armor accessories. They do not count against your Strength for the maximum amount of armor you can benefit from armor accessories.
  • You may only wear one cloak at a time.
  • Social bonuses from two armor pieces stack as long as one custom fit (stacks) with the other.

Armor Mods

Have restrictions for what kind of armor they can be installed in.

  • Chemical protection, Fire resistance, Insulation, Nonconductivity and Radiation shielding can only be installed in Body armor, Cloaks and Shields.
  • Chemical seal can only be installed in Body armors that come with an associated helmet.
  • Gel packs can only be installed in Body armors (one gel pack per armor).
  • Grey mana can only be installed in Body armors and Cloaks.
  • Ruthenium Polymer Coating can only be installed in Body armor and Cloaks. The effect of RPC also extends to all worn or carried gear. RPC effects are disabled if the character engages in any offensive or attack action.
  • YNT softweave can only be installed in Body armor (including ones worn as an armor accessory, like Argentum Coat) and Cloaks.

Blight

(BTB 157)
When used as an injection vector, it reduces 12 – (hits on toxin resistance test) Magic for 12 – Bod (minimum 1) minute. If Mag reaches 0 all adept powers, sustained spells and foci turn off (remain bound). All spirits disappear. Bound spirits can be called back when sufficient Mag has been regained. Critters lose their powers until at least 1 Mag has been regained.

Bone lacing, Bone density and Striking calluses

(SR5 454, 459, CF 121)

  • Does work with killing hands and smashing blow.
  • Unarmed damage bonus does not work with cyberlimbs.

Capsule Rounds

(RG 55)
Alchemical preps or Drugs cannot be delivered via capsule rounds.

CCOB

(KC 70)

  • The armor from CCOB is made of special material and applies to damage resistance tests against Zapper rounds. Otherwise worn gear that does not have a Body attribute, cannot be targeted for physical damage.
  • The armor also applies to all damage resistance tests made by drones mounted on the CCOB.

Chemical Gland

(CF 112)

  • Non-gradual release chemical glands can be used to synthesize any non-awakened drug or any toxin.
  • Gradual release chemical glands can only synthesize non-awakened drugs that have a duration measured in hours. You are considered to be permanently on that drug (no crash effect) and must make an addiction test every run. This counts as the first drug you are on. Any additional drugs taken will cause drug interaction as usual and other house ruled effects. You can only have a single gradual release chemical gland per character. Cereprax (CF 180) is incompatible with gradual release despite its duration being measured in hours.
  • Chemical glands cannot synthesize street cooked drugs.

Chimeric Modifications

(HS 170)

  • Increases the availability of the critter by +1 per chimeric modification. Unless the critter is F or already R rated, it changes the availability of the critter to R.
  • The cost of a Chimeric critter is 3x the base price of the critter + 50% (of the base price) per chimeric modification (up to a max of 6). If the critter also has the Warform Modification, the price is 4x + 50% per chimeric modification.
  • Any chimeric modifications must be made at the embryo level and thus once purchased, the critter cannot take any more chimeric modifications.

Cosmetic Modifications

A character may possess any cosmetic modifications with no essence cost so long as they provide no mechanical advantages. Examples include Biosculpting Modification (not Troll Reduction),  Smooth Skin, Sensitive Skin, Clean Metabolism and similar modifications. Just having these modifications will not disqualify you from Purity Bonuses to awakened or emerged.

Essence cost for ware can be reduced by 100% in chummer, by enabling the “Allow Cyber/Bioware Essence costs to be customized” under the House Rules tab in Tools > Options.

Cry Wolf

(KC 63)
Has an availability of 4F and costs 250¥

Cyberlimb Optimization

(CF 87)
Can be taken for any skill that requires the use of limbs or body language (except any magical or resonance based ones). These include any physical, social or combat skill; as well as technical or vehicle skills not being used in VR.

Datajack Plus
(KC 65)

  • Can also run autosofts while slaved to an RCC.
  • Can run programs for a living persona when slaved to it. You would need the quality One With The Matrix (KC 97).
  • Cannot come preinstalled with an Agent.
  • You can only benefit from one datajack plus.

Deltaware

  • Can be purchased by mundane characters by rolling for availability on their own or through any augmentations contact that owns a deltaware clinic, any time after character creation.
  • Awakened or Emerged characters require a prime run to gain deltaware as part of the run reward.

Digigrade Legs

(CF 87)
Does not cost essence, only capacity.

Environmental Adaptation

(SR5 437)

  • Can be taken for one of the following environments: Hot, cold, humid, dry, polluted, underwater or irradiated environments.
  • When an armor with Environmental Adaptation is worn in the appropriate environment, it reduces the Environment Severity (SR5 172) by one level to a minimum of Mild.

Drones

  • We use the drone modification optional rules from (R5 122).
  • Anthro drones may wear armor like metahumans. The maximum armor they may benefit from armor accessories is limited to their Body. For every 2 full points by which the value of +armor exceeds the drone’s Body, it suffers a –1 penalty to Speed and Handling. The drone cannot benefit from both its in-built armor and worn armor. It instead uses the higher value of the two.
  • Drones running autonomously do not have a limit (ie: handling) on their defense tests.
  • Drones use the Maneuvering autosoft for defense tests. 
  • For a swarm that uses a skill that would logically require limbs (demolitions, locksmith, first aid, etc), each drone must have limbs or a drone arm to grant its bonus to the swarm and at least one drone must have a drone arm to utilize the skill.
  • Drone mounts can install exotic ranged weapons. Exotic ranged weapons fall under the same category of a standard firearm with the same weapon range, for purposes of drone mounts. Eg: A Screech sonic rifle can be mounted on a large mount or a Narcoject PEP can be mounted on a small mount.

EARRS

(KC 66)

The -10 dice pool penalty applies to all actions in meatspace (but not defense tests). There is no penalty in the matrix due to EARRS.

EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement.

(SL 130)

  • Acts as standard armor instead of hardened, in either configuration.
  • Upon deployment, the shield provides good cover and its armor rating to damage resistance tests for anyone taking cover behind it (they must use the take cover action). The shield can have up to four metahumans taking cover behind it.
  • If the individuals taking cover get flanked, they lose the armor and cover bonus.

Faceless

(KC 57)

  • Faceless does not need to make a dice roll. It automatically succeeds and applies its effects against applicable devices who’s firewall is equal to or lower than the Faceless’ rating. However, Faceless automatically fails against devices who’s firewall is higher than its rating.
  • If the device is slaved to another with a higher firewall. Use the higher value.
  • Faceless does not work against cybereyes.

Fetish

(SG 212)

  • Only a single fetish (of your tradition) is needed to cast any and all learned limited spells.
  • Before a fetish can be used, it needs to be bonded. Bonding takes one hour but does not require any karma expenditure. You may only have a single fetish bonded at a time.
  • The spell originates from the fetish and due to the hazardous nature of combat spells, certain objects, such as a necklace hidden in your clothing, may not be suitable as a fetish.

FN-AAL Gyrojet Pistol

(RG 26)
Ignore the stats for the ammo in the Run & Gun errata. Instead use this stat block. DV: -, AP: -, Avail: 12F, Cost 160¥.

Foci

  • The maximum total force of all foci which can be bound, is equal to the user’s [(Magic x 2) + Initiate grade]. Foci addiction is no longer a thing. This max cap takes into account imbued foci and attuned weapons. You cannot bind a focus who’s force is greater than your Magic rating. The maximum number of foci you can bind is equal to your Magic attribute.
  • Ware implants cannot be turned into foci (ie: cyber implanted weapons).
  • Foci that provide bonus dice to any skill (such as power focus or weapon focus) counts as teamwork. It simply adds the Force of the focus to your dice pool but is limited by the ranks in that skill
  • The maximum rating of a focus that can be purchased is 4 for Power foci, 8 for Qi foci and 6 for other types of foci. This limit does not apply when artificing your own focus.
  • If you use artificing to make your own focus and bond it, the focus counts as half its force for purposes of the attunement cap, for you. You cannot make a focus of a force exceeding your character’s Magic rating.

Fuel Canister

(RG 55)
Ammo for Flamethrowers has an availability of 12F (not 16F).

Greyware

(BTB 158)

  • Can be purchased during character creation.
  • Can provide wireless bonus, but only if you are mundane.
  • Any piece of cyberware can be taken as greyware, whether external or not. However, internal greyware will become obvious. How it’s obvious, that description depends on you.

Grey Mana

(BTB 156)

  • Is restricted instead of forbidden (both armor mod and tattoos).
  • Acts as a mana void background count equal to rating when equipped by awakened.

Hand Loads

(HT 189)

Work for all ammunition fired from a ranged weapon; except Arrows, Bolts, Peak-Discharge Battery Packs, explosives (grenades, rockets and missiles), Injection darts, Harpoons and Nets.

Internal Router

(CF 84)

  • Simply grants you Wireless Bonuses for any gear carried on your person without needing to be wirelessly active. This includes smart guns and smartlink.
  • Obviously does not work if you actually need to go wireless on, such as with cyberdecks, commlinks or RCCs and control rigs wirelessly connected to drones/vehicles.
  • If a piece of gear leaves your immediate vicinity (< 5m). That gear will no longer be supported by your Internal Router.

Junkyard Jaw

(CF 91)

  • Is restricted instead of forbidden.
  • Uses either average Agi/Str or that of the skull (your choice).

Krime Calliope

(KK 19)

  • Uses rockets and missiles (not grenades). Same for the Krime Escalation. (KK 18)
  • If a target is affected by the blast radius of more than one explosive, use Multiple Simultaneous Blasts rule (SR5 183). There is no defense penalty inflicted by the full auto attack.

Krime Carpet

(KK 21)

  • Grenades (beyond the first one) fired from this gun will always scatter, even if you meet the attack threshold of 3. The scatter distance between the first and the second grenade is a number of meters equal to (3d6 – hits on your attack roll) x 2. The multiplier increases by 1 for each additional grenade, so x3 for third grenade, x4 for fourth, up to a maximum of x6.
  • Krime Carpet is exclusively a vehicle mounted weapon and thus requires a complex action to fire it. Explosion radius of multiple grenades fired this way are unlikely to overlap, hence don’t bother using Multiple Simultaneous Blasts rule.

Krime Loudener

(KK 22)

  • Is incompatible with a Silencer. (SR5 432)
  • It applies a +4 dice pool modifier on Hearing Perception tests to notice the weapon’s use or locate the weapon being fired. Attaching or removing a silencer takes a Complex Action.

Krime Pack

(SL 45)

Works as a standard jammer (increases noise) instead of reducing DR.

Krime Party

(KK 27)

  • The frag and flash-bang parts of the same grenade don’t benefit from Multiple Simultaneous Blasts rule.
  • If the Damage Value of the frag part of the grenade is less than the modified Armor value of the target, the damage of the frag grenade is halved, in addition to being converted to Stun.

Krime Penetrator Buckshot Shells

(KK 24)

Counts as flechette and can be used with Choke Settings. (SR5 180)

Krime Punisher Assault Cannon Rounds

(KK 25)

Is restricted instead of forbidden.

Krime Ripper

(KK 20)

  • The Krime Ripper is not a drone. It’s a Medium Machine Gun with a Smart Firing Platform (SR5 433). Additionally it comes with a Rating 3 sensor array, a Rating 1 Clearsight autosoft and a Rating 2 targeting autosoft. Krime Ripper is exclusively a vehicle mounted weapon and thus requires a complex action to fire it.
  • For standard attacks, the weapon fires twice per attack action, expending twice the ammunition. Recoil is cumulative for total rounds of ammunition fired. Make a single attack, inflicting the standard defense penalty (eg: -9 for complex FA). Don’t increase the defense penalty due to double the rounds fired. If the attack hits, the target must soak damage twice. Net hits on the attack test must be divided evenly between the two damage values.
  • For suppressive fire, treat the target as if they are under multiple suppressive fire actions (SR5 180). Hence the target must make two Reaction + Edge tests, taking damage from either attack that hits. You must expend twice the amount of ammo for suppressive fire.

Krime Stun Lance

(SL 24)

  • Comes adapted for all metatypes.
  • Can be used with the Clubs skill or the Blades skill at a -2 penalty.
  • Increases base DV by 2 when attacking from a moving vehicle. Additionally, Jiao di (Charge) can be applied to attacks from a moving vehicle when using this weapon.

Krime Trollbow

(SL 24)

  • Can install a smartgun system.
  • Can be used to take the Overdraw action (Hard Targets), up to its maximum rating.

Krime T-Shirt Cannon

(KK 17)

Can use any of the shirts listed in (RF 253) as ammo.

Krime Whammy

(SL 40)

  • The base damage of the shotgun (modified by any ammunition but not called shots or net hits) is automatically applied, each time a successful melee attack is made with the hammer (against any target). This expends ammunition and the damage is resisted separately from the main melee attack.
  • Is considered a two-handed weapon for non-trolls.

Looper Rounds

(KC 49)
Cannot be used on eyeware or earware.

Maker Mags

(SL 75)

  • Are allowed along with maker missiles and grenades.
  • Cannot make depleted uranium rounds

Medusa Extensions

(CA 147)

  • Medusa extensions use the defense dice pool of the creature it’s attached to. If the creature has used full defense or Block/Dodge/Parry, the defense bonus applies to the drone(s). However, Medusa extensions use their own soak pool for damage resistance tests.
  • Medusa extensions cannot use weapons, install weapon mounts or get drone arms. But they can be used to run skill based utility autosofts like Locksmith, First aid, Medicine, Perception. Thus aiding the character in a non combat way.
  • Each Medusa extension can contain a single dose of toxin that is an injection vector. To deliver the toxin, the drone must make a successful melee attack against a target. The attack must get at least one net hit against an unarmored target or three net hits against a target with armor. Once used, it takes a complex action to reload each Medusa extension.
  • When used as part of a swarm, each attack only expends 1 dose of toxin.

Metatype Reduction

(CF 73)

  • Does not count as a dermal augmentation or modification.
  • Cannot be taken by ork metavariants.
  • Does not stack with troll reduction for trolls. Stacks for orks.

Microwave Gun

(LCD 209)

  • Has a price of 20,000¥
  • Can take Top and Internal mods.
  • The base damage of Low Frequency setting is 1 matrix damage. It does not do Physical damage.
  • Low Frequency damage is resisted with Device Rating + Firewall or with Willpower + Firewall if your willpower is greater than the device rating of the target device and the device is running your persona. If your device is slaved to another device of a higher firewall, use the firewall of the master device.
  • Instead of RAW, to attack with the Low Frequency setting, the attacker must usually make a called shot, targeting a specific device. The penalty for the called shot is -6 if attacking a medium device like cyberlimbs, cyberdecks, RCCs, weapons or medium drones. The penalty is -8 if attacking small devices like commlinks, small or mini drones. The penalty is -10 if attacking even smaller devices like cyber eyes, cyber ears, micro drones, etc. No called shot is necessary if attacking a large object or whole body like a vehicle, a large (or larger) drone, anthro drones or a technomancer.
  • Changing between High and Low frequency mode is a Simple action (or a Free action if the weapon is wireless on).

Monofilament Weapons

Cannot be used to deal Stun damage (eg: sweep or knuckle breaker). Physical damage can still be converted to stun by armor.

Morrissey Alta

(SL 32)
Is restricted instead of forbidden.

Multiprogram Operating System (MOS)

(KC 58)

  • Cannot run autosofts. But can run other programs for an RCC if slaved to it.
  • Can run programs for a living persona when slaved to it. You would need the quality One With The Matrix (KC 97).
  • You can only benefit from one MOS at a time.

Narcoject Dazzler

(SL 46)
Cannot blind the target. The effects stop at blinding glare penalties.

Narcoject Trackstopper

(SL 44)

  • The effect stacks cumulatively with subsequent attacks, but cannot take Agility below 0, even if additional foam is applied.
  • The penalties do not apply before the foam hardens.
  • If immobilized due to 0 Agility. The target cannot make defense tests or use cast spells.
  • Any attack made against a target, under the effect of hard foam, that deals damage will also apply the damage to the foam, potentially destroying it and freeing the target.

Painade

(CA 135)
Ignore the stat box for painaides have a radius of 10 and use the rules for the Fichetti Pain Inducer. Painaides cost 100¥ each and have an availability of 10R.

Pitchfork

(NF 172)
Does not deal fire damage.

Psyche

(SR5 412)
The sustaining benefits applies to not just spells, but complex forms as well.

Raw, Refined and Radical Reagents

(FA 188)
Don’t stack. Only the highest effects apply.

Reaction Enhancers and Wired Reflexes

(SR5 455)
When both are wireless active they can stack together and take Rea beyond augmented maximum of +4. Eg: Rea enhancers 3 (wireless on) + Wired reflexes 3 (wireless on) give you a +6 augmented Rea, instead of the usual +4.

Renraku Red Samurai Katana

(SL 132)

  • Has an availability of 24F and a cost of 30,000¥
  • If Renraku gains the knowledge of you possessing the blade, you gain the negative quality Wanted (Renraku); 50,000¥ bounty. This quality cannot be bought off till you get rid of the weapon. At GM discretion, Red Samurai may ambush you during any run.

Repeating Laser

(LCD 209)
Has a price of 30,000¥

Shaman Tuxedo

(CA 143)

  • Costs 10,000¥ instead of 1000.
  • Can be made for any tradition.
  • Doesn’t need to actually look like a tuxedo, but must be worn over your armor
  • Is specific to one spirit type. Taking off the tuxedo after summoning a spirit of the chosen type will cause you to lose all remaining services for that spirit.
  • Makes you extremely obvious as a mage.

Shock Ram

(RG 104)

  • The elemental damage is soaked separately from the non elemental part.
  • -AP of the weapon applies to both damage types.
  • Elemental damage is not increased by net hits on attack tests or from called shots.
  • Each rank of Special Modifications that grant DV, applies to either the non-elemental or elemental damage (your choice at purchase), but not both.

Skilljack

(SR5 452)

Costs Rating x 1000¥

Soothsayer

(CF 184)

Counts as a toxin of Power 8, resisted by Body only (instead of Body + Willpower). Other enhancements that help with toxin resistance come into play as usual.

Striking Callus

(CF 121)

  • The damage applies only to base unarmed damage, not weapons (including natural weapons) that use the unarmed skill.
  • Is incompatible with Cyberlimbs.

Suprathyroid Gland

(SR5 459)
Will stack with everything up to the +4 augmented maximum bonus.

Surplus or Refurbished Pi-Tac Units

(KC 73)

  • The maximum discount possible is 75%
  • You cannot repair lost functions, chosen during purchase. The Pi-Tac remains with one or more missing features permanently.

Tailored Perfume

You may only benefit from the effect of one perfume at a time. The effects of a Tailored Perfume does not stack with that of Genemarked Pheromones. The listed cost is per use. (CA 143)

Troll Reduction

  • Does not stack with metatype reduction for trolls. Stacks for orks.
  • Oni can only take rating 1 troll reduction.
  • Does not count as a dermal augmentation or modification.

Ultimax Rainforest Carbine

(GH3 32)
We will use the Shadowrun Missions errata for it.

Vault of Ages

(FA 193)

  • It can hold a number of preps equal to its Rating x 2. The maximum force of each prep cannot exceed the vault’s Rating x 2.
  • Vault of ages has a maximum rating of 5. Its size depends on its rating as per the table below.
RatingSize
1Fanny Pack
2Satchel Bag
3Large Backpack
4Duffle Bag
5Minifridge (Vehicle Portable)

Vehicles

  • Vehicles running autonomously do not have a limit (ie: handling) on their defense tests.
  • Krime Bazoo and Big Bazoo: The prices of all Bazoo and Big Bazoo cars are reduced by half and they all have an availability of 0. (KK 31)
  • Krime DeTruck Sports Truck: Has an availability of 0 and a price of 25,000¥. (KK 35)
  • Krime Dix Prime Mover: Has a price of 150,000¥. (KK 37)
  • Krime Euskaldunak Tankette: Has a price of 50,000¥. (KK 40)
  • Krime Prowler: Has an availability of 12R and a price of 72,500¥. (KK 34)
  • Krime SV-2 Crash Test: Has an availability of 0 and a price of 24,000¥. (KK 32)
  • Off-Road Suspension: Costs a flat 4000¥ irrespective of vehicle price. (R5 155)
  • Ram Plate: Stats are. Slots: 2, Category: Weapon modification, Threshold: 4, Tools: Shop, Skill: —, Avail: 8R, Cost: 1000¥. (R5 161)
  • Yamaha Kaburaya: has an Acceleration of 4 and price of 8500¥. (R5 44)

Vulcan Systems “Hot-Drop” Rapid-Egress Jetpack System

(SL 55)

  • Has an availability of 16F and costs 40,000¥. Each refuel costs 500¥ and has an availability of 10F. Each refuel lasts for 20 uses.
  • Make a complex action Body + Gymnastics [Physical] (3) test, Freefall specialization applies. Success allows you to move in a straight line in any direction upto 50 meters. This does not use up any of your movement. Alternatively, you may use a simple action to slow down a fall from any height and take no fall damage (Friction may still burn you to a crisp if you try to do an orbital drop). Each use eats up 1 of 20 fuel. You may not benefit from this equipment while encumbered.

Wireless Bonus: The complex action movement becomes a simple action and the simple action descend becomes a free action.

Warform Modification

(HS 176)

  • Increases the availability by +4R (or F if the critter is F rated). Increases the price by +100% of the base value of the critter.
  • Warform Modification works much like Prototype Transhuman (CF 54). The modification and the 1 essence of essence-free bioware (standard or higher grade) and/or geneware must be chosen at the time of purchase. Once purchased the bioware cannot be upgraded in rating or grade and any left over free essence is lost.

Zapper Rounds

(KC 48)

  • Zapper rounds set the base DV and -AP of the weapon to 0. They do not benefit from anything (including called shots) that increase DV or -AP. The matrix damage dealt, that must be resisted, is equal to the net hits on the attack test.
  • To attack a device, the device must be at least partially visible or be detectable under armor/clothing. You cannot attack a device through hardened armor.
  • Burst fire or Full auto will apply defense penalties as normal instead of the rules in Kill Code p.49.
  • Damage from zapper rounds can be resisted with Willpower + Firewall instead, if your willpower is greater than the device rating of the target device and the device is running your persona. If your device is slaved to another device of a higher firewall, use the firewall of the master device.
  • Zapper rounds use light pistol ranges.
  • To attack with zapper rounds, the attacker must usually make a called shot, targeting a specific device. The penalty for the called shot is -6 if attacking a medium device like cyberlimbs, cyberdecks, RCCs, weapons or medium drones. The penalty is -8 if attacking small devices like commlinks, small or mini drones. The penalty is -10 if attacking even smaller devices like cyber eyes, cyber ears, micro drones, etc. No called shot is necessary if attacking a large object or whole body like a vehicle, a large (or larger) drone, anthro drones or a technomancer.

Zero

(CF 184)

  • Reduces all allergies by one level while the drug is active.
  • Any drug taken while Zero is active, has their addiction threshold reduced by 1. The addiction threshold of Zero itself is unaffected.
  • Removal of drug interaction does not work while under the effect of Zero via a chemical gland or while not undergoing surgery.

Neon Anarchy: House Rules

Banned Stuff

Banned Characters

  • AI [NPC only]
  • Drakes [NPC only]
  • Infected [NPC only]
  • Metasapients and Shifters [NPC only]

Banned Lifestyle

  • Advanced lifestyles (Hard Targets)
  • Lifestyle options (SR5 374)
  • Lifestyle rules (Run Faster)

Banned Skills

  • Cybertechnology (active skill)
  • Biotechnology (active skill)

The Biotech skill group is now made up of First Aid, Medicine and Chemistry.

Banned Qualities

  • Amnesia (Surface loss or Neural deletion) (RF 152) 
  • Apt pupil (FA 32)
  • Better to be feared than loved (CF 54)
  • Blood crystals (FA 132-134) [NPC only]
  • Borrowed time (RF 153)
  • Carrier (HMHVV II or III) (RF 141)
  • Consummate professional (AP 17)
  • Dead emotion (CF 57)
  • Dead SIN (BTB 162)
  • Dracoform (any ) (HS 163)
  • Dual-natured defender (FA 36)
  • Earther (RG 169)
  • Friends in high places (RF 147)
  • Groveler (KC 96)
  • Hung out to dry (RF 155)
  • In debt (RF 156)
  • Infected (any)
  • Information auctioneer (KC 78)
  • Latent dracomorphosis (HS 164)
  • Massive network (NF 177)
  • Mentor spirit: Doom, Disease, Pollution, Mutation, Planar entity, Tohu wa bohu. [NPC only]
  • Mystic foreman (FA 38)
  • One of them (CF 58)
  • Pregnant (BB 12)
  • Prime datahaven membership (DT 45)
  • Puppet master (FA 39)
  • Revels in murder (CF 56)
  • Stay out of my way (SL 127)
  • Stolen gear (NF 177)
  • SURGE I and II (RF 103)
  • Taboo transformer (FA 42)
  • Team Player (KC 97) [Teamwork can be done without needing this quality]
  • This is your last chance (SL 127)
  • Tough and targeted (CF 60)

Banned Magic

  • Anchoring metamagic (SG 152) [NPC only]
  • Anything related to Blood magic (except Noble sacrifice), Toxic magic, Shedim or Insect spirits. [NPC only]
  • Convert blood to ichor (SSP 18)
  • Convince (SS 189)
  • Dark magic tradition (DTR 165) [NPC only]
  • Draconic tradition (FA 76) [NPC only]
  • Elder god tradition (FA 78) [NPC only]
  • Hybrid traditions
  • Inflict disease (SSP 19)
  • Lightning blade (FA 199)
  • Multiply food (FA 50)
  • Nine paths to enlightenment (SG 140)
  • Planar magic tradition (FA 87) [NPC only]
  • Rot (SSP 20)
  • Shape [material] (SG 118)
  • Soul tether [NPC only]
  • Spirit leashing (FA 182)
  • Spirit pacts (SG 136) [NPC only]
  • Turn to goo (SG 119)
  • Quickening metamagic (SR5 326)

Banned Matrix

  • Dissonance [NPC only]
  • Draining spike (KC 101)

Banned Miscellaneous

  • Making money from performances (No Future)

Banned Gear

  • Ares bug stomper armor (SL 130) [GMs can give this to PCs for the duration of their run]
  • Commercial or Traveller lifestyle
  • COS grenades (KC 54)
  • Cyber-N and Cyber-EX series cyberdecks (KC 60)
  • Custom drugs (CF 190)
  • Douser grenades (KC 54)
  • DumDum grenades (KC 55)
  • E0-E0 rounds (KC 51)
  • Future tech [GMs can give this to PCs for the duration of their run]
  • Fuzzy rounds and grenades (KC 50, 53)
  • Gammaware and Omegaware
  • Hardened Mil-Spec armor (RG 66) [GMs can give this to PCs for the duration of their run]
  • Horizon noizquito (R5 128)
  • Immunization (CF 164)
  • MADAR (LCD 89) [GMs can give this to PCs for the duration of their run]

General

Action Downgrade

A Simple action may be downgraded to a Free action, in case you need a free action and have an extra simple to spare.

Addiction

  • Drug addiction tests must be made with every use of a drug (ignore the addiction rating of drugs, simply use the addiction threshold). For drugs with “both” addiction, roll Wil + lower of Bod or Wil. Only permanent augmentations to attributes count into this roll (attribute increases from spells, drugs or other temporary effects do not count). 
  • Taking multiple drugs at the same time is now more dangerous. With every additional drug taken beyond the first, increase the addiction threshold for the new drug by +1. This happens in addition to the RAW drug interaction rolls.
  • You may buy hits on drug addiction tests, but only for your first drug taken (if taking multiple drugs).
  • Foci addiction and Skillwires addiction is no longer a thing.
  • Addiction for things that are not statted drugs in the book are handled by the Dependents quality. Eg: smoking or alcohol dependency.

Animal Handling

  • The number of tricks a critter is capable of learning is 2x their Logic (not 1x Logic). Domesticated critters can learn a number of tricks equal to 3x their Logic. (HS 183)
  • You may train critters using the “Prep Work” downtime action listed in our Downtime Rules.
  • We will use SR Missions animal prices and availability. This can be enabled in Chummer by going to Tools > Options > Optional Rules.
  • You can burn edge to Not Dead Yet for your animal pet.

Armor Stacking

  • Armor from cyberlimbs (includes hand/feet, cyber skulls, cyber torso and liminal body) no longer stacks with any other implanted armor (except each other) or ware that provides bonuses to damage resistance, like bone density or bone lacing.
  • Cyber hands or feet can contain a maximum of 1 armor each. Partial cyber limbs or partial cyber skulls can contain a maximum of 2 armor each. Full cyber limbs, torsos and full cyber skulls can take 3 armor each.
  • Armor from two different magic sources (spell/alchemical prep or adept power) does not stack with each other or with any other type of implanted armor, or ware that provides bonuses to damage resistance.
  • Armor from skin implants will stack with armor/soak enhancements from bone implants.

Augmentation

Any piece of ware (cyber, bio, gene, nano) or magic (spells, adept powers, critter powers) or resonance ability that can permanently augment your initiative or attribute counts as an augmentation.

Called Shots and Attack Actions

  • Aimed Burst: Cannot be used with medium or wide choke settings. (RG 119)
  • Brain Blaster: The attack loses the -5 to defense. Cannot be used with medium or wide choke settings. (RG 119)
  • Bulls-Eye Double-Tap/Burst: Does not apply any penalty to defense tests. (RG 116)

Combat Turn

Each combat turn lasts for 6 seconds (not 3).

Crashes

(SR5 201)

  • Damage from crashes is now calculated using 1/Body of the vehicle x Speed attribute of the vehicle x 50 (rounded up). The damage is stun if the damage is less than the character’s modified armor, or physical if the crash damage is equal to or greater than the character’s modified armor.  All other effects of crashes remain as per RAW.
  • Passengers resisting crash damage do not gain the armor of the vehicle on their damage resistance test (except passenger protection system).

Cyberlimbs and Average Agi/Str

  • When using full cyberlimbs, use average agility and strength to determine the agi and str of your whole body. Averages are calculated using 2 arms (Nartaki can choose any two arms), 2 legs and torso. These are used to calculate physical limit, for tests that use the whole body, swimming speed and for armor encumbrance.
  • When using partial cyberlimbs the average of each limb is first calculated between the partial and non cyberlimb meat part. The result is then used for whole body average calculation as described in point 1.
  • Movement is calculated using the average Agi of both legs only. Upper body doesn’t count.
  • Effects that reduce Agi or Str target the full body average value.

Damage Conversion S->P

Once the stun track is full, any extra Stun damage converts to Physical damage on a 1:1 basis (instead of 2:1 as per RAW).

Drugs

Cannot be used offensively. They can be used on another player to help them, only with their explicit OOC approval. In addition, drugs cannot be delivered by capsule rounds, injection darts, gas grenades or be used with DMSO.

Edge

  1. Edge used on a run, fully recovers after the run ends.
  2. Edge used between runs does not recover until you finish your next run.
  3. Edge used for downtime actions is tracked separately as described in the “Damage and Edge” section of our Downtime Rules.

Elemental Damage

(SR5 170)

  • Acid: Reduces armor by 1, each time acid is applied. The armor reduction happens before damage resistance tests and persists regardless of whether or not the damage was resisted entirely.
  • Cold: Apply -AP from the attack before making the simple armor test. Additionally, each time cold damage is taken, it reduces movement speed by a number of meters equal to twice the damage taken directly to your condition monitor.
  • Fire: If you catch fire, the damage from the ongoing fire is resisted with only Body.
  • Radiation: Ignores half of total armor instead of all armor. Radiation based attacks will not have any -AP beyond ignoring half total armor. [NPC only]

Full Defense

  • Cannot be combined with parry/block/dodge or its pre-emptive variant.
  • Full matrix defense only applies against Attack actions.

Group Initiation or Submersion

Group initiations or submersions can be done in two ways.

  • Group Contact: Add the connection of the group’s contact (usually 1) to your initiation/submersion roll as a dice pool bonus, applying the 10% karma discount on a success. Initiating or Submerging this way must use the usual dice roll method and cannot be used via an ordeal or private run. Undergoing a group initiation this way cannot increase karma discount beyond 10%.
  • Player Groups:
  1. Three or more awakened player characters belonging to the same tradition can form an initiation group (SG 129) (traditionalists and non-traditionalists can be in the same group). They must follow at least 3 strictures. All members must initiate at the same time via dice rolls or a private run. Undergoing a group initiation this way can apply the 10% ordeal discount on top of the 10% discount for group initiation.
  2. Three or more technomancer player characters can form a tribe (submersion group) (KC 106). They must follow at least 3 strictures. Additionally, all members of the tribe must follow the same Paragon (but they can be of different streams). All members must submerge at the same time via dice rolls or a private run. Undergoing a group submersion this way can apply the 10% discount from the run on top of the 10% discount for group submersion.

Hardened Armor

(SR5 397)

-AP will deplete hardened armor before depleting non hardened armor.

Healing Between Runs

  • Each character after finishing a run, completely heals their Stun condition monitor as well as starts each new run with an empty stun condition monitor. This rule also applies to the Physical condition monitor of characters with the Regeneration power, as long as the physical damage taken wasn’t magical or from drain, fade or called shot (vitals). 
  • Physical condition monitor isn’t healed so easily. Between two runs, a character can receive a single First Aid and a single Magical Healing test (provided they haven’t already for their current set of injuries). In addition, the character can make one natural healing test (wound modifiers apply) per day, in real time, as an extended test. Medicine skill can be used to help with this test. This rule also applies to any Physical damage taken between two runs.
  • Implanting ware (but not repair or maintenance) requires surgery and causes Physical damage (rounded up). Use the rules in “Cybersurgery and Recovery Time” in (SR5 451).
  • Remember to apply Healing modifiers (SR5 208) and also wound modifiers if using a skill (first aid, medicine, spellcasting) to heal yourself. Keep in mind extended tests apply a cumulative -2 dice for each test beyond the first.
  • You can also have a contact heal (First Aid or Magical) you or roll medicine for you, for the cost of a Rating 1 favor per roll. Contacts are not affected by the healing modifiers table.
  • Damage taken from downtime actions is tracked separately, described under the “Damage and Edge during downtime” section of our Downtime Rules.

Infection and Edge

You may burn an edge to avoid being infected by any type of HMHVV, in case you fail your disease resistance tests. In case of HMHVV 1, burning edge this way also counts as a “Not Dead Yet” and thus your character survives with no essence lost.

Initiative Stacking

Overriding RAW, this set of house rules define what can or cannot stack for purposes of initiative. This ruling applies to things that improve both initiative or initiative dice directly, but not anything that improves initiative indirectly (such as improvements to Rea or Int).

  • Improved reflexes, Increase reflexes or Predictive analytics does not stack with any other improvements to initiative.
  • Adrenaline boost, Move by wire, Wired reflexes, Synaptic acceleration or Boosted reflexes can stack with drugs that improve initiative but not with any other improvements to initiative.
  • Accelerator can stack with any ware (cyber, bio, gene)  that improves initiative. Even with ones that are normally incompatible with any other such enhancements, like Synaptic booster. Accelerator can also stack with Lightning Reflexes.

Interrupt Actions

You cannot use them unless you have enough initiative left.

Jumping and Running

  • Jumping is considered a part of the running action and can be used with the same free action. Base jump height is Str/2 (rounded up) meters.
  • Once you start running, you are considered running till the beginning of your next pass (not turn) and are affected by the running bonuses and penalties. It still needs a free action each pass to run.
  • In order to gain the bonuses from running/charging, you must spend at least 5 meters of movement each pass. This can trigger intercepts.

Knowledge Skills

  • If you have multiple knowledge skills that are applicable for a dice roll (GM discretion), you may use one knowledge skill to teamwork the other.
  • For language skills, the skill ranks of any social skill is limited by the ranks in the applicable language skill.
  • Specializations for knowledge skills cost 3 karma instead of 7.

Lifestyle

Every player character must pay the full price of their lifestyle even if they are living with someone else.


Martial Arts

  • Work in the astral. Substitute physical attributes for some martial art techniques with their corresponding mental attribute as per the astral combat table.
  • Clinch: Does not count as an attack and thus can be combined with throw in the same combat pass. (RG 119)
  • Defiant Dance: Is also available to Capoeira (RG 137)
  • Grasping Vines: Is available to the Cowboy way and Whip fighting. (RG 137)
  • Half Sword: The technique improves the AP of the weapon by -2 at the cost of 1 less reach for the attack. If the character fails, there is no penalty to their next action and they can use the parry or pre-emptive parry defensive action. Readying the weapon to enter the stance is a non-action (instead of a Simple). (RG 121)
  • Iaijutsu: After a successful quick draw via Iaijutsu, you may attack using the same simple action as per (SR5 165). Resheathing the melee weapon is a complex action. (RG 122)
  • Jiao Di (Charge): The bonus to DV only applies if you have ran/charged at least 5 meters towards your target in a straight line before each attack. (RG 138)
  • Two weapon style attack / defense: Can be performed using dual cyber implanted melee weapons like spurs, hand blades and hand razors; in addition to blades and clubs. (RG 141)

Melee Weapon Limit

You may use your Physical limit instead of the accuracy of your melee weapon, as the limit for your melee weapon attacks. You may use your Astral limit for astral combat with a weapon focus. Gear that increases melee weapon limit such as personalized grip and cyberlimb optimization may be added to Physical or Astral limit for purposes of calculating melee weapon limit. Improvised melee weapons have a limit of (Physical Limit – 4), if they decide to use Physical limit.

Metatypes

  • Dwarves and Trolls do not suffer increased lifestyle costs.
  • Dryads are all born female. But you may use a combination of surgery, styling, drugs or hormones to transition into a different gender. This doesn’t cost essence, karma or nuyen. It’s pure fluff.

Multiple Simultaneous Blasts

(SR5 183)

  • Just for clarification; the 1st blast will do full damage, the second will do half damage of 1st blast, the 3rd blast will do half damage of 2nd blast (25% of the 1st blast) and so on. In case of a decimal value, always round down.
  • Semi auto or Burst fire grenade launchers and rocket launchers don’t impose standard defense penalties. Instead they use, Multiple Simultaneous Blasts rule.

Notoriety

Notoriety acts as a negative dice pool modifier on all social rolls made against a Johnson or an NPC affiliated with the shadows.

Multiple Attacks

  • You may only make one attack per pass, unless splitting dice to attack multiple targets.
  • You may not split dice to attack the same target more than once (except while using non-explosive thrown weapons).
  • Detonating an explosive or a grenade counts as an attack action.
  • Touch attacks made as part of touch spells, together count as an attack.
  • Exceptions to this rule include contact preps on arrow or non-explosive thrown weapons.

One-handed and Two-handed Weapons

  • Any melee weapon of a reach 2 or higher is considered two-handed. The exceptions are Whips of any type, which are one-handed even though it has a reach of 2. Disregard anything else RAW says; this applies universally unless stated otherwise in this doc.
  • Tasers, pistols, revolvers, machine pistols, SMGs and other exotic firearms that resemble these in the form of shape and firing range, are considered one-handed. All other firearms are two-handed.
  • A two-handed weapon must be used two handed unless specified.
  • Trolls can use any two-handed melee weapon as one-handed (provided they meet the strength requirement, if any). Trolls can also use shotguns and assault rifles, one-handed.
  • Shields require a free hand to use as a weapon and/or gain its armor benefits.

Paralysis and Incapacitation

A character who is paralyzed or incapacitated/restrained (including having an attribute reduced to 0) cannot cast spells or make defense tests.

Protecting the Principle

(RG 125)

Can be done as many times as you have initiative and edge, or just initiative if using the bodyguard BTL, in a combat turn.

Purity Bonus

Awakened and emerged characters gain different bonuses as long as they don’t have ware (cyber, bio, gene, nano). If they gain any ware, they will retroactively lose all bonuses. Technomancers who have a datajack, as part of the “Otaku to Technomancer” quality, do not lose the purity bonus for just having the datajack. However, Prototype Transhuman cannot have the purity bonus. The bonus for awakened depends on the type of awakened.

  • Adept:
  1. A pure adept gains an extra 0.5 power point for every point of Magic or Metamagic (Power Point) that they have.
  2. The force of bonded qi foci counts as 1/4th the actual force for the purpose of total force of foci that can be bound. This does not change the actual force of the focus, its cost, availability or bonding karma cost. There is no limit to the number of qi foci you can bind as long as the Total modified force of bound qi foci + Force of all other bound foci, does not exceed your (Magic x 2) + IG.
  • Magician or Aspected magician: The force of any bonded focus counts as one higher. This does not change the actual force of the focus or bonding karma cost. This increase in force doesn’t count towards the maximum force of a focus that can be bound. This bonus applies to Focused awakened or Expanded aspects as well.
  • Mystic adept: May choose either the adept (only applies to power points bought at character creation and power point metamagic) or magician bonus, but not both.
  • Technomancer: For every two submersions, they gain an extra echo for free.

Quick Draw

  • Hostering or setting a weapon to a “low ready” position requires a complex action.
  • You may buy hits on quick draw tests.

Ramming

(R5 177)

  • A ramming vehicle and its passengers take no damage from ramming, when ramming anything whose body/structure is lower than that of the ramming vehicle. The vehicle (but not its passengers) may still take damage from other sources like energy aura.
  • Damage from ramming being resisted by a vehicle’s passengers gains the armor and any applicable armor mods of the vehicle.
  • A ramming vehicle is not usually subject to crashes unless it glitches or critically glitches its attack roll; or it takes too much damage in the process. A rammed vehicle may be subject to a crash if the GM deems so.
  • A ramming attack cannot be countered using a counter strike or riposte.

Reach

  • Works in the astral.
  • There is no maximum cap for reach.
  • Each point of reach grants the weapon approximately 0.5 meters of length. This can be problematic when using a high reach weapon in confined spaces.

Repair Rules

  • Matrix damage taken during a run is automatically healed at the end of the run.
  • Instead of RAW, Drones and Vehicles that took Physical damage can be repaired by making a Logic + Relevant Mechanic Skill [Mental] extended test with a threshold equal to the number of boxes of damage to repair. Up to three dice rolls can be made per day, as part of the extended test (Total, not per vehicle). Ignore the repair table modifiers in (R5 30). The costs for repairing are considered to be paid for by your lifestyle.
  • Alternatively, you can have a contact roll repair, for the cost of a Rating 1 favor per roll. Contacts are not affected by the repair modifiers table. For contacts, the repair rolls are not considered an extended test.

Resistance Tests

Damage resistance, Drain resistance, Fade resistance, Toxin resistance or any other similar test where you must resist incoming damage is never penalized by anything that is not -AP or Penetration. Thus Sustaining penalties, Wound modifiers or Background counts do not affect these tests.

Riggers

When jumped in, you may use Int instead of Rea to pilot a vehicle and Log instead of Agi for gunnery.

Run For Your Life

Cannot be used if you cannot see the AoE blast, such as in the case of an AoE direct spell like Manaball. (RG 125)

Street Cred

  • Karma gained from GMP, WFTP or knowledge karma does not apply towards street cred.
  • Street cred only gives bonus to social limit not dice.

Subduing

  • Damage inflicted from subduing ignores armor. Damage resistance tests are made using Body + Willpower. (SR5 195)
  • Garrotes count as subdual and thus inflicts only base weapon damage. (RG 20)

Suppressive Fire

Also penalizes defense tests while being attacked in the suppression zone.

Surprise Test

Is now an opposed test. Agility + Sneaking [Physical] by ambushers vs Intuition + Perception [Mental] by defenders. If the ambushers get more net hits, the defenders are surprised.

Teamwork Tests

(SR5 49)

  • Any skill test except leadership, summoning, binding, compiling or registering can be teamworked if everyone teamworking has at least one rank in the skill.
  • Melee teamwork will follow the rules of regular teamwork and not the rules listed in (SR5 188).

Toxins

Do not overflow from Stun to Physical track, unless the target is immune to unconsciousness from a full stun track (pain editor, numb, etc).

Upgrading Gear

Any piece of gear with a rating and/or grade (eg: cyberware grades) can be upgraded by rolling for the new availability and simply paying the difference in price.

Working for the People/Man

Once per run, at the end of the run, you may WFTP/M and convert nuyen to karma and vice versa at the exchange rate of 4000¥ = 1 karma upto 20,000¥ or 5 karma.

Qualities

Acrobatic or Perceptive Defender

(RF 127)

Applies its skill ranks only. Not specializations or dice.

Addiction

(SR5 77-78)

  • Imposes a penalty of -2 dice, per level of the quality, to all actions if the affected character has not indulged their addiction at least once per session. This penalty carries over from one to the next and stays persistent till the character indulges.
  • The Addiction quality can be bought off or brought down to a lower level anytime, by paying the requisite amount of karma.
  • Addiction for things that are not statted drugs in the book are handled with the Dependents quality instead. Eg: smoking or alcohol dependency.

Adept Healer

(FA 31)

Cannot heal drain or fade.

Adept Ways

(SG 176-178)

  • You may only benefit from a single adept way at a time. If you purchase multiple ways you may choose which adept way to follow at the beginning of each lifestyle cycle. Changing a way undoes all adept power discounts and turns off any metamagic that is linked to the way. However, you do not lose those metamagics and they can reactivate if you switch back to their linked way.
  • The Magician’s Way allows adepts to qualify for any Magician metamagic such as centering, provided they meet all other requirements. Eg: Channeling has no use for an adept as they don’t have the Summoning skill.

Animal Familiar

(FA 31)

The quality need not be repurchased. But it takes a full lifestyle cycle to attune another animal into a familiar. The animal needs to be purchased separately.

Alchemical Bomb Maker

(FA 31)

Damage is capped to +2 DV per 3 ranks of the alchemy skill the alchemist has.

Arcane Improviser

(FA 32)

You may improvise once per run.

Archivist

(FA 32)

The following knowledge skills can be taken as academic knowledge skills for this quality (even if some of them are professional by default): Alchemy, Infected, Magical theory (Academic), Magical threats, Magical law, Magical security, Magic traditions, Parazoology and Undead. If you make up a new magical academic skill for your character, chargen staff must approve it.

Astral Bouncer

(FA 32)

  • 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, All Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all Mastery Qualities.
  • This will only identify the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman’s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).
  • In addition to Initiate Grade and Adept Powers, Astral Bouncer determines a certain metamagic from an Initiate Grade.
  • Edge or other attributes can not be determined.

AVRSE

(KC 76)

Applies the -4 penalty regardless of your location.

Barehanded Adept

(FA 33)

Spells cast with this quality cannot be used to target yourself or cast beneficial spells. Only offensive spells that call for a touch attack roll can be used.

Black Market Pipeline

(RF 145)

  • Can be acquired after character creation.
  • The discount does not stack with discounts from Dealer Connection or Made Man.

Chosen Follower

(FA 35)

  • Can be used once per 3 lifestyle cycles.
  • Learning spells, rituals or improving skills cost karma as usual, but doesn’t require downtime slots.
  • Cannot reduce training times.

Code of Honor

(SR5 79, RF 22, HT 191, KC 99, DT 46)

  • Existing codes of honor can be refluffed into a different name and flavor as long as the mechanics are kept as is.
  • Custom codes of honor are subject to approval by the Chargen department.

Corporate Loyalist

(SL 126)

Requires a corporate limited or full corporate SIN.

Cyber-Snob

(CF 57)

Replace Betaware with Alphaware as the minimum.

Dark Ally and Dedicated Conjurer

(FA 35, 36)

Non UMT spirits may not be summoned.

Day Job

(RF 154)

You must spend a number of downtime slots equal to the level of the quality, each downtime cycle. There are no additional benefits from this apart from your day job salary.

Dependents

(SR5 80)

  • Has no effect on training times.
  • Increase in lifestyle cost applies to the base cost of the lifestyle. This increase in the lifestyle’s base cost is not covered by Trust Fund’s free lifestyle or reduced by karma/street cred. You must pay this out of your pocket.
  • Addiction for things that are not statted drugs in the book are handled with this quality. Eg: smoking or alcohol dependency.

Echo Chamber

(KC 78)

Does not grant any bonus to matrix searches.

Education Qualities

Like College education and Technical school of education are incompatible with Uneducated.

Elemental Master

(FA 36)

  1. Does not apply to damage from drain (from the Elemental Focus quality).
  2. For purposes of elemental damage: Earth (acid), Fire, Water (water and cold) and Air (electricity).

Goring Horns

(RF 155)

Can be used with Unarmed skill instead of Exotic weapon skill. Natural weapons spec for unarmed applies.

Human Lifespan

(TCT 188)

Can be taken by orks, trolls and their metavariants for free.

Illusionist

(FA 37)

Only one rank may be purchased.

Instinctive Hack

(BTB 160)

You may not change programs or alter deck atts before you make your action.

Made Man

(RF 148)

  • Can be taken for any criminal syndicate or gang, but not any corp or agency.
  • Discounts on purchases only apply when you are doing the negotiation yourself or using a contact affiliated with the faction you are a made man of (the contact must also have the Made Man power). This discount does not stack with discounts from Black Market Pipeline or Dealer Connection.

Magic Resistance

(SR5 76)

  • Magic resistance works against not only spells but also any critter, spirit or adept power that uses the Magic attribute as part of its dice pool or any effect (eg: DV).
  • Magic resistance does not impede beneficial spells cast on the subject with the subject’s consent.

Master Debater

(CA 151)

Works with all Negotiation tests.

Mentor Spirit

(SR5 76)

  • Incompatible with Psionic tradition mages and Hermetic Elementalists.
  • Spider Alt gets 1 rank of Spirit Claw and 1 rank of Hang Time.

Otaku To Technomancer

(DT 45)

  • Can only be taken during character creation.
  • The technomancer must have a datajack at character creation, but it costs no essence.

Prototype Transhuman

(CF 54)

  • Geneware does not count as bioware for purposes of this quality.
  • Ware must be of at least standard grade.
  • Ware from prototype transhuman is rejected by regeneration.

Revenant Adept

(FA 40)

Can be used once per lifestyle cycle (up to 12 times a year).

Redliner

(CF 55)

Doesn’t apply its negative aspects beyond four limbs.

Rootkit

(KC 76)

Extra DV added for resonance spike is equal to your (Resonance/3) rounded down, instead of equal to your device rating.

Sensei

(RF 149)

  • The sensei does not need to be a contact.
  • Sensei grants you an extra downtime slot. This can be used to improve a single skill or skill group by 1 every lifestyle cycle (if you have the karma). If a skill or skill group is improved this way it cannot be improved via a standard training slot.
  • Instead of a skill or skill group you may choose your sensei as a martial arts teacher. In this case, the extra downtime slot sensei grants you can be used to learn a martial art or up to two martial art techniques, per lifestyle cycle. (if you have the karma). If martial arts is learned this way you may not learn additional martial arts via a standard training slot. You do not need to pay training fees for martial arts and techniques learned via a sensei.

SINner

(SR5 84-85)

No longer taxes your income. Instead, it increases your lifestyle’s base cost by 10% (National or Criminal), 15% (Corporate limited) or 20% (Corporate). This increase is not covered by Trust Fund’s free lifestyle or reduced by karma/street cred. You must pay this out of your pocket.

Shock Mage

(FA 40)

Instead of RAW, any damage inflicted by the mage using lightning spells doubles the initiative reduction (-10 instead of -5) as well as the dice pool penalty (-2 instead of -1). This initiative and dice pool penalty does not add up or stack with subsequent attacks using electricity from any source, but the length of the penalty is extended as per RAW.

Shoot First, Don’t Ask Questions

(BTB 161)

Instead of RAW, the quality applies a flat +2 bonus to initiative if you succeed on your surprise test, for that combat turn.

Skinwalker

(FA 40)

  • Applies to Shapechange spell as well.
  • The cost of the mundane critter’s pelt is half the cost of the critter.

Special Modifications and Prototype Materials

(BTB 161-160)

  • Prototype materials cannot be bought at gen.
  • You may spend a rank of special modification to alter the element type of a weapon already possessing elemental damage (like shock gloves). You may switch between the unlocked elements (1 per rank) with a complex action. Available elements are acid, fire, electricity and cold. All elements deal P damage except electricity which can be chosen to deal P or S (once chosen you cannot change this even when you switch back and forth between unlocked elemental options).
  • Elemental damage from special modifications counts as mundane damage. Acid being non-magical will reapply every turn, instead of evaporating as described in SR5 p.170.
  • You may change the selected properties or the amount of the properties (DV, -AP or elemental damage) from the qualities between each run.
  • -AP from special mods are not considered as base AP of the weapon and thus do not get tripled for bullseye burst, instead getting added after tripling base AP.
  • You may purchase up to two ranks of Special Modifications for additional weapons beyond your first. There is no limit to the additional number of weapons that can have this.
  • If a weapon is a combination of different weapons or modes (eg: Krime Trollbow,  Krime Whammy or Microwave Gun), the player must choose which of the weapons the qualities’ bonuses would apply to.
  • The qualities cannot be applied to Bone lacing or Bone density as they are not weapons.

Spectral Warden

(FA 40)

Binding skill replaces Summoning. The initial summoning test and drain resistance must still be made, just with the binding skill instead of summoning.

Sprawl Tamer

(FA 41)

Increases the number of tricks that a critter can learn by a multiplier of 1 and stacks with everything else that increases the number of tricks. Hence, the number of tricks a critter is capable of learning becomes 3x their Logic. Domesticated critters can now learn a number of tricks equal to 4x their Logic.

Strive for Perfection

(AP 17)

  • Applies before Sharpshooter.
  • Doesn’t impede you from making an attack if making a called shot is impossible. Eg: medium or wide choke settings, interrupt action attacks, etc. However, not being able to call a shot due to having used up your free action elsewhere is not a valid reason.

Technomancer Qualities

The following qualities may also be taken by non-emerged characters.

  • Brilliant heuristics (KC 96)
  • Code of Honor: Black hat (KC 99)
  • Data hog (KC 99)
  • Hold the door (KC 96)
  • Lone wolf (KC 96)
  • On the wagon (KC 99)
  • Trust data not lore (KC 97)
  • Trust lore not data (KC 97)
  • Unique avatar (KC 98)
  • Wired user (KC 100)

Trust Fund

(RF 151)

May be acquired using any of the SINner level qualities, except criminal.

Vexcraft

(FA 42)

Suppress focus is a simple action. Grounding focus is a complex action.

Magic

Ally Spirits

(SG 200)

  • The force of an ally spirit cannot exceed its summoner’s magic. This restriction exists in addition to the force of an ally spirit being limited by the ranks of the summoner’s Summoning and Binding skills.
  • Conjuring an ally spirit no longer requires a Ritual Spellcasting roll and thus can be performed by aspected summoners. You must still learn the ally conjuration ritual itself.

Ancestor Shamans

Can channel spirits at initiate grade 5 (instead of 2), without taking the metamagic. (FA 73)

Astral Sneaking

Sneaking on the astral is done using Log + Sneaking [Astral] test.

Black Magic

(SG 41, FA 60)

  • Followers of this tradition cannot have a Code of Honor.
  • Cannot have any of the following mentor spirits: Dog, Dolphin, Dove, Dragonslayer, Fire-Bringer, Great Mother, Green Man, Guyanyin, Holy Text, Lion, Peacemaker, Sun, Whale or Wise Warrior.

Disclaimer: Black mages are utterly selfish, hedonistic, often malicious and assholes of the highest order. So expect many people to not like you.

Channeling

While channeling, your Edge attribute is not replaced by that of the spirit and the spirit’s edge cannot be used by you. (SG 148)

Cleansing

In addition to RAW, if you manage to reduce the background count of an area to 0, you can choose to sustain a “cleansed aura” around you. This causes any sustained spells and bonded foci or fetish on you to remain unaffected by the background count until you stop sustaining or the background count of the area increases. This applies the standard sustaining penalty of -2. (SG 155)

Combat Sense

The adept power and spell of the same name does not stack. The Combat Sense spell also does not stack with the Deflection spell. (SR5 286, SR5 309, SG 115)

Comet

Damage does not ignore fire resistance. (FA 50)

Critter Powers

  • Astral Gateway: The power has no effect on unwilling creatures or creatures unable to consent. (SG 194)
  • Concealment: The power does not stack with any other gear or ability that penalizes perception tests to spot them. A concealed character is spotted if they engage in any offensive or attack action, ending the effect. (SR5 395)
  • Endowment: The summoner may benefit from only a single endowed power at a time no matter the number of spirits endowing them with different powers. (SG 195)
  • Energy Aura: Damage from Energy aura does not apply to Engulf. Energy Aura simply changes the damage type of the Engulf to the element of the aura. (SR5 396)
  • Entropic Aura: Doesn’t decay or do damage to gear, ware, vehicles or drones. (HS 190)
  • Movement: The power adds Magic to Agility for purposes of movement speed only (is not limited by aug max). Does not stack with any other enhancement that increases movement, such as skates, skimmers, digitigrade legs, celerity, etc. The power cannot be used to reduce movement speed of an unwilling target. Movement cannot be used on things that lack essence (positive or negative). (SR5 399)
  • Paralyzing Howl: Doesn’t stack, only the highest effect applies. (SR5 399)
  • Possession: If a spirit fails its possession test against an unprepared vessel, it suffers unresisted drain (stun) equal to the hits (not net hits) on the defense/object resistance test and cannot attempt to possess that vessel again for the next 24 hours. (SG 197)
  • Regeneration: Damage from fade or called shot (vitals) cannot be regenerated. (SR5 400)
  • Spirit Aid: Such as Aid Sorcery and Aid Alchemy counts as teamwork, thus is limited by the ranks in that respective skill. (SR5 302)

Elemental Strike

Will stack with Penetrating Strike. (SG 170, 173)

Evil Eye

Doesn’t do damage. (FA 50)

Flame Burst

(SSP 16)

  • The spell shall be an Indirect spell instead of Direct.
  • The area of the spell is equal to a sphere of Force radius.
  • The damage applied will always be the base damage only (Force physical damage; -Force AP). There is no attack roll.
  • The attack automatically hits and there is no defense test against it. Damage is resisted by Body + Armor (including fire resistance) + any spell/magic resistance. You may “Run For Your Life” from the pulse of flame.
  • The pulse of flame occurs at the start of the mage’s first pass every turn and does not impede them from making an attack that pass.
  • The threshold to see if the spell sets an object on fire is equal to Hits on the spellcasting test.

Growth

The maximum bonuses to your attributes is limited by your augmented maximum. The caster may choose not to physically grow as part of the effect. If the caster chooses to grow, their carried equipment grows with them. This does not grant any mechanical advantages but may pose mechanical hindrances, such as in confined spaces, depending on the GM. (FA 49)

Hapsum Do

The martial art or any of its techniques cannot be learned via One Trick Pony. (FA 101)

Initiation Ordeals

  • Diverging from RAW, initiation ordeals are private runs that a player can request to go on. Any of the various styles of ordeals (SG p.140) can be incorporated into the run, but are limited only to the run.
  • Nine paths of enlightenment is banned.

Islamic Tradition

Islamic alchemists can skip the requirement for Quickening and Anchoring. (FA 69)

Harmonious Defense

(FA 46)

  • The adept or mystic adept requires astral perception as a prerequisite for this ability (as well as for Harmonious Reflection). While harmonious defense is active the adept or mystic adept’s astral perception remains active and thus they will become dual natured.
  • The spell defense dice from harmonious defense does not stack with spell defense offered by counterspelling, foci or shielding metamagic. If you have both, you must choose one or the other to activate during your turn and once one option is chosen the other cannot be activated in the same turn.

Mentor’s Mask

(FA 182)

  • Is allowed for any awakened of any tradition, as long as they have a mentor spirit. They appear as some form of intangible, spectral manifestation closely tied to the thematics of the mentor spirit.
  • Invisibility spells cannot conceal an active mentor’s mask. Benefits of Concealment or RPC cloaks don’t apply as long as the mentor’s mask is active. Mentor’s Mask does not penalize sneaking tests or make it easier to perceive an awakened character with a mentor’s mask trying to sneak. But if spotted, their magical nature is easily discerned.
  • Mystic adepts may choose either the Magician bonus or Adept bonus.

Mind Magic

  • Force of any mind magic spell does not apply as a negative modifier to resistance tests.
  • Disclaimer: Mind magic is considered disgusting and vile in most societies and by many in the shadow community. It’s also illegal in many countries including UCAS, CAS and CFS. But is technically legal in the NAN (as long as you don’t abuse it).

Minions

  • The maximum force of a minion that can be conjured is equal to your ranks in the Ritual Spellcasting skill.
  • The maximum number of minions that an awakened can have at a time, is equal to half their Magic attribute (rounded down), not Charisma. This rule doesn’t apply to Necro spirits, which follow the rules in Forbidden Arcana p.52.
  • Instead of RAW, the duration that a minion will last is a number of runs equal to its (Force x Your net hits on the sealing test), with a minimum value equal to your Magic rating.

Mystic Adept

  • Instead of losing the Enchanting skill group. Mystic adepts get a choice of losing any one of Sorcery, Conjuring or Enchanting groups. Once this choice is made it cannot be undone.
  • Mystic adepts qualify for any metamagics or qualities that Magicians and Adepts do, provided they meet all other requirements.

Necro Summoning

(FA 82)

  • Or Reckless Necro Conjuring can only be used by mages of Necro Magic tradition.
  • When summoning necro spirits as a ritual, the maximum force of a spirit that can be summoned is equal to your ranks in the Ritual Spellcasting skill (not Summoning, unless using Reckless Necro Conjuring).
  • Instead of RAW, the duration that a necro spirit will remain in its vessel is a number of runs equal to its (Force x Your net hits on the sealing test), with a minimum value equal to your unmodified Magic rating.
  • Each necro spirit can carry out a number of services equal to your unmodified Magic rating. Used services are restored on the next sunrise or sunset as long as the spirit is under your control.
  • When summoning a necro spirit while you have another necro spirit summoned, use your reduced magic rating to determine if you are over summoning (and thus suffer additional drain).
  • Once the spirit leaves the vessel or is disrupted. The vessel is destroyed and cannot be possessed again.

Noble Sacrifice

(FA 46)

  • Cannot be used to take drain or fade on behalf of another.
  • Counts as magical damage.

Null Wizard

Cannot use the Summoning skill in addition to other restrictions. (FA 43)

Numinous Perception

Can be used to detect sustained spells using the rules of “Perceiving Magic” in SR5 p.280

Paradigm Shift

Paradigm shift is no longer a metamagic. Instead an awakened character can change tradition, during downtime, by paying 10 + (Current initiate grade x 3) karma. This karma needs to be paid each time tradition is changed and becomes more expensive the more initiations one has. Any foci, fetishes or bound spirits will automatically change to the new tradition without any extra cost. However, any reagents and lodges will not and must be repurchased. A paradigm shift does not require an arcana roll or an initiation ordeal. Traditionalist and non-traditionalist versions of a tradition are considered different traditions for purposes of paradigm shift and thus require karma expenditure. (FA 43)

Penetrating Spell

For reducing each point of DV by 1 and increasing drain value by 1, the -AP of the spell improves by 3 (not 1). (SG 153)

State of Purity

Instead of RAW, the drain for the power is equal to [(Magic + Number of combat turns active) x 0.5], rounded down. (BTB 160)

Reagents

Using reagents now requires a simple action to be readied per spell cast. Essentially it means to be able to use reagents and cast a spell in the same pass you have to cast the spell recklessly and cannot be used with multiple spells per pass.

Spellblades

(HT 192)

  • Manablade
  1. Force does not act as base DV. In fact, the blade has no base DV. The damage is purely the net hits you get on your attack roll.
  2. Martial arts cannot be used with the weapon.
  3. Abilities, Magic, Powers or Qualities that increase the DV of an attack (eg: Critical Strike, Auras, Elemental body, etc) do not apply to Manablade.
  • Powerblade
  1. Is resisted by Body + Armor.
  2. Has an -AP equal to 1/3 the force of the spell (rounded down).
  3. Can be used with martial arts.

Summoning and Binding

  • The max force of a spirit that can be summoned is limited to the Summoning skill rating of the awakened. Qualities that can increase this cap such as Spirit Whisperer will still work as usual.
  • The max force of a spirit that can be bound is limited to the Binding skill rating of the awakened.
  • The max number of bound spirits that an awakened may have at a time is equal to half their Magic attribute (rounded down), not Charisma.
  • When trying to summon a spirit who’s force is higher than your magic (over summoning), you suffer additional drain equal to X, where X = force of spirit/2 (rounded down). This drain is in addition to the drain you normally suffer (as per RAW). The drain is physical and can be resisted as usual.

Supernatural Prowess

(SG 156)

  • Can only be used for actions. Thus may not be used for soak, defense or initiative.
  • The Magic + Initiate grade per day applies to the total amount of times Supernatural Prowess can be used per day for all attributes total (not per attribute).
  • Supernatural Prowess: Body, does not change your physical condition monitor.

Sustaining Spells and Powers

Normally you can only sustain one instance of a spell or critter power. If it’s a buff spell, you can only sustain one instance of a spell per person being buffed.

Matrix

Compiling and Registering

  • The max level of a sprite that can be compiled is limited to the Compiling skill rating of the technomancer.
  • The max level of a sprite that can be registered is limited to the Registering skill rating of the technomancer.
  • The max number of registered sprites that a technomancer may have at a time is equal to half their Resonance attribute (rounded down).
  • When trying to compile a sprite who’s level is higher than your resonance, you suffer additional fade equal to Y, where Y = level of sprite/2 (rounded down).  This fade is in addition to the fade you normally suffer (as per RAW). The additional fade is physical and can be resisted as usual.

Complex Forms

  • You can only sustain one instance of a complex form.
  • Host Emulator: The following changes have been made to RAW. (KC 94)
  1. The rating of the host that can be emulated is equal to the hits (not 2x the hits) on your threading test, up to a maximum of Rating 12. Its dice pools are the same as any normal host of its rating.
  2. You may only emulate one host at a time. If you emulate another while an emulated host exists. The previous one ceases to exist.
  3. All personas within the emulated host are treated as if on the grid where the host was formed, but unless they successfully make the matrix perception check their systems will tell them they are on a host.
  4. Being inside an emulated host doesn’t eliminate/reduce noise.
  5. Any matrix damage inflicted by the host is imaginary and does not inflict real damage. This will not stop a device from functioning or cause dump shock. As soon as they exit the host, all damage is immediately healed.
  6. The technomancer can have the host run silent. Anyone outside of the host attempting to find it must succeed on a Matrix Search test with a threshold equal to the number of net hits of the complex form.
  7. Anyone who has a number of marks on the host, has an equal number of marks on the Technomancer who threaded it. If the host has marks on you, the technomancer has an equal number of marks on you.
  • Mirrored Persona: Has a duration of Sustained not Immediate. (KC 95)

Kill Code Matrix Actions

(KC 37-40)

  • Calibration: Does not stack with Rally.
  • Denial of Service: Is done using Cybercombat + Logic [Attack]
  • Haywire: Haywire cannot interrupt the connection of a rigger, wirelessly jumped in.
  • Intervene: Does not stack with I am the Firewall.

Programs

  • Biofeedback and Blackout don’t stack.
  • Agents can only run on a device that is currently running a persona.

Sprite Powers

  • Mangler: Does not deal physical damage to devices. (KC 92)
  • Overdrive: Cannot take a piece of gear beyond the max possible rating. This power can be sustained for a maximum number of turns equal to the level of the sprite, after which the device takes unresisted matrix damage equal to the matrix condition monitor of the device. The power cannot be used on a living persona or a device that is not slaved to the technomancer’s living persona. (KC 93)
  • Sacrifice: Heals a number of matrix condition monitor boxes equal to the level of the sprite. Bonuses to matrix attributes last for 1 turn only. (KC 93)
  • Shield: Comes into effect after resistance test thus damage unresisted. (KC 100)

Streams

  • Hyperthreading causes a separate sustaining penalty for each complex form. Multiple copies of the same complex form cannot be hyperthreaded. (KC 91)
  • Sprite pets cannot be great form. The level of a spirit pet cannot exceed the technomancer’s resonance. This restriction exists in addition to the level of the sprite pet being limited by the ranks of the technomancer’s Compiling and Registering skills. (KC 91)
  • The benefits of the Cyberadept daemon are retroactive. (KC 90)

Gear

Adapsin

Essence discount is retroactive. (CF 160)

Armor Accessories

  • Ballistic masks can stack with regular +2 armor helmets, but not with full mask +3 armor helmets or motorcycle helmets.
  • You may only wear one cloak at a time.
  • Armor from any PPP now stacks and works with any non hardened body armor, including armor jackets and full body armor. PPP arms also stack with forearm guards.
  • Social bonuses from two armor pieces stack as long as one custom fit (stacks) with the other.
  • A character may only gain armor from armor accessories (items with +armor) up to a maximum of their augmented Strength attribute (not Str+1).

Armor Mods

Have restrictions for what kind of armor they can be installed in.

  • Chemical protection, Fire resistance, Insulation, Nonconductivity and Radiation shielding can only be installed in Body armor, Cloaks and Shields.
  • Chemical seal can only be installed in Body armors that come with an associated helmet.
  • Gel packs can only be installed in Body armors (one gel pack per armor).
  • Grey mana can only be installed in Body armors and Cloaks.
  • Ruthenium Polymer Coating can only be installed in Body armor and Cloaks. The effect of RPC also extends to all worn or carried gear. RPC effects are disabled if the character engages in any offensive or attack action.

Blight

When used as an injection vector, it reduces 12 – (hits on toxin resistance test) Magic for 12 – Bod (minimum 1) minute. If Mag reaches 0 all adept powers, sustained spells and foci turn off (remain bound). All spirits disappear. Bound spirits can be called back when sufficient Mag has been regained. Critters lose their powers until at least 1 Mag has been regained. (BTB 157)

Bone lacing, Bone density and Striking calluses

(SR5 454, 459, CF 121)

  • Does work with killing hands and smashing blow.
  • Unarmed damage bonus does not work with cyberlimbs.

Capsule Rounds

Alchemical preps or Drugs cannot be delivered via capsule rounds. (RG 55)

CCOB

(KC 70)

  • The armor from CCOB is made of special material and applies to damage resistance tests against Zapper rounds. Otherwise worn gear that does not have a Body attribute, cannot be targeted for physical damage.
  • The armor also applies to all damage resistance tests made by drones mounted on the CCOB.

Chemical Gland

(CF 112)

  • Non-gradual release chemical glands can be used to synthesize any non-awakened drug or any toxin.
  • Gradual release chemical glands can only synthesize non-awakened drugs that have a duration measured in hours. You are considered to be permanently on that drug and must make an addiction test every run. This counts as the first drug you are on. Any additional drugs taken will cause drug interaction as usual and other house ruled effects. You can only have a single gradual release chemical gland per character.
  • Chemical glands cannot synthesize street cooked drugs.

Cry Wolf

Has an availability of 4F and costs 250¥. (KC 63)

Cyberlimb Optimization

Can be taken for any skill that requires the use of limbs or body language (except any magical or resonance based ones). These include any physical, social or combat skill; as well as technical or vehicle skills not being used in VR. (CF 87)

Datajack Plus
(KC 65)

  • Can also run autosofts.
  • Cannot come preinstalled with an Agent.
  • You can only benefit from one datajack plus.

Deltaware

  • Can be purchased by mundane characters by rolling for availability on their own or through any augmentations contact that owns a deltaware clinic, any time after character creation.
  • Awakened or Emerged characters require a prime run to gain deltaware as part of the run reward.

Drones

  • We use the drone modification rules from (R5 122).
  • Anthro drones may wear armor like metahumans. The maximum armor they may benefit from armor accessories is limited to their Body. For every 2 full points by which the value of +armor exceeds the drone’s Body, it suffers a –1 penalty to Speed and Handling. The drone cannot benefit from both its in-built armor and worn armor. It instead uses the higher value of the two.
  • Drones running autonomously do not have a limit (ie: handling) on their defense tests.
  • Drones use the Maneuvering autosoft for defense tests. 
  • For a swarm that uses a skill that would logically require limbs (demolitions, locksmith, first aid, etc), each drone must have limbs or a drone arm to grant its bonus to the swarm and at least one drone must have a drone arm to utilize the skill.
  • Drone mounts can install exotic ranged weapons. Exotic ranged weapons fall under the same category of a standard firearm with the same weapon range, for purposes of drone mounts. Eg: A Screech sonic rifle can be mounted on a large mount or a Narcoject PEP can be mounted on a small mount.

EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement.

(SL 130)

  • Acts as standard armor instead of hardened, in either configuration.
  • Upon deployment, the shield provides good cover and its armor rating to damage resistance tests for anyone taking cover behind it (they must use the take cover action). The shield can have up to four metahumans taking cover behind it.
  • If the individuals taking cover get flanked, they lose the armor and cover bonus.

Faceless

(KC 57)

  • Faceless does not need to make a dice roll. It automatically succeeds and applies its effects against applicable devices who’s firewall is equal to or lower than the Faceless’ rating. However, Faceless automatically fails against devices who’s firewall is higher than its rating.
  • If the device is slaved to another with a higher firewall. Use the higher value.
  • Faceless does not work against cybereyes.

Fetish

(SG 212)

  • Only a single fetish (of your tradition) is needed to cast any and all learned limited spells.
  • Before a fetish can be used, it needs to be bonded. Bonding takes one hour but does not require any karma expenditure. You may only have a single fetish bonded at a time.
  • The spell originates from the fetish and due to the hazardous nature of combat spells, certain objects, such as a necklace hidden in your clothing, may not be suitable as a fetish.

FN-AAL Gyrojet Pistol

(RG 26)

  • Ignore the stats for the ammo in the Run & Gun errata. Instead use this stat block. DV: -, AP: -, Avail: 12F, Cost 160¥
  • Can be used with Pistols skill at a -2 penalty.

Foci

  • The maximum total force of all foci which can be bound, is equal to the user’s [(Magic x 2) + Initiate grade]. Foci addiction is no longer a thing. This max cap takes into account imbued foci and attuned weapons. You cannot bind a focus who’s force is greater than your Magic rating. The maximum number of foci you can bind is equal to your Magic attribute.
  • Ware implants cannot be turned into foci (ie: cyber implanted weapons).
  • Foci that provide bonus dice to any skill (such as power focus or weapon focus) counts as teamwork, thus is limited by the ranks in that respective skill.
  • The maximum rating of a focus that can be purchased is 4 for Power foci, 5 for Weapon foci, 8 for Qi foci and 6 for other types of foci. This limit does not apply when artificing your own focus.
  • If you use artificing to make your own focus and bond it, the focus counts as half its force for purposes of the attunement cap, for you. You cannot make a focus of a force exceeding your character’s Magic rating.

Greyware

(BTB 158)

  • Can be purchased during character creation.
  • Any piece of cyberware can be taken as greyware, whether externally visible or not. However, internal greyware will become obvious upon inspection with a cyberware scanner.

Grey Mana

(BTB 156)

  • Is restricted instead of forbidden (both armor mod and tattoos).
  • Acts as a mana void background count equal to rating when equipped by awakened.

Internal Router

(CF 84)

  • Simply grants you Wireless Bonuses for any gear carried on your person without needing to be wirelessly active. This includes smart guns and smartlink.
  • Obviously does not work if you actually need to go wireless on, such as with cyberdecks, commlinks or RCCs and control rigs wirelessly connected to drones/vehicles.
  • If a piece of gear leaves your immediate vicinity (< 5m). That gear will no longer be supported by your Internal Router.

Krime Pack

(SL 45)

Works as a standard jammer (increases noise) instead of reducing DR.

Krime Stun Lance

(SL 24)

  • Comes adapted for all metatypes.
  • Can be used with the Clubs skill. Can also be used with the Blades skill at a -2 penalty.
  • Increases base DV by 2 when attacking from a moving vehicle. Additionally, Jiao di (Charge) can be applied to attacks from a moving vehicle when using this weapon.

Krime Stun-O-Net

Uses the Clubs skill. (SL 46)

Krime Trollbow

(SL 24)

  • Can install a smartgun system.
  • Can be used to take the Overdraw action (Hard Targets), up to its maximum rating.

Krime Whammy

(SL 40)

  • The base damage of the shotgun (modified by any ammunition but not called shots or net hits) is automatically applied, each time a successful melee attack is made with the hammer (against any target). This expends ammunition and the damage is resisted separately from the main melee attack.
  • Is considered a two-handed weapon for non-trolls.

Looper Rounds

Cannot be used on eyeware or earware. (KC 49)

Maker Mags

(SL 75)

  • Are allowed along with maker missiles and grenades.
  • Cannot make depleted uranium rounds

Medusa Extensions

(CA 147)

  • Medusa extensions use the defense dice pool of the creature it’s attached to. If the creature has used full defense or Block/Dodge/Parry, the defense bonus applies to the drone(s). However, Medusa extensions use their own soak pool for damage resistance tests.
  • Medusa extensions cannot use weapons, install weapon mounts or get drone arms. But they can be used to run skill based utility autosofts like Locksmith, First aid, Medicine, Perception. Thus aiding the character in a non combat way.
  • Each Medusa extension can contain a single dose of toxin that is an injection vector. To deliver the toxin, the drone must make a successful melee attack against a target. The attack must get at least one net hit against an unarmored target or three net hits against a target with armor. Once used, it takes a complex action to reload each Medusa extension. The skill/autosoft for using this attack is Exotic Melee Weapon (Injection).
  • When used as part of a swarm, each attack only expends 1 dose of toxin.

Metatype Reduction

(CF 73)

  • Does not count as a dermal augmentation or modification.
  • Cannot be taken by ork metavariants.
  • Does not stack with troll reduction for trolls. Stacks for orks.

Microwave Gun

(LCD 209)

  • Has a price of 20,000¥ and uses Exotic ranged weapon skill (Microwave Gun).
  • Can take Top and Internal mods.
  • The base damage of Low Frequency setting is 1 matrix damage. It does not do Physical damage.
  • Low Frequency damage is resisted with Device Rating + Firewall or with Willpower + Firewall if your willpower is greater than the device rating of the target device and the device is running your persona. If your device is slaved to another device of a higher firewall, use the firewall of the master device.
  • Instead of RAW, to attack with the Low Frequency setting, the attacker must usually make a called shot, targeting a specific device. The penalty for the called shot is -6 if attacking a medium device like cyberlimbs, cyberdecks, RCCs, weapons or medium drones. The penalty is -8 if attacking small devices like commlinks, small or mini drones. The penalty is -10 if attacking even smaller devices like cyber eyes, cyber ears, micro drones, etc. No called shot is necessary if attacking a large object or whole body like a vehicle, a large (or larger) drone, anthro drones or a technomancer.
  • Changing between High and Low frequency mode is a Simple action (or a Free action if the weapon is wireless on).

Monofilament Weapons

  • Cannot be used to deal Stun damage (eg: sweep or knuckle breaker). Physical damage can still be converted to stun by armor.
  • The exotic skill for Monofilament Whips can be applied for using Bullwhips or the Monofilament Yo-Yo, with no penalty.

Morrissey Alta

Is restricted instead of forbidden. (SL 32)

Multiprogram Operating System (MOS)

(KC 58)

  • Cannot run autosofts.
  • You can only benefit from one MOS at a time.

Narcoject Dazzler

Cannot blind the target. The effects stop at blinding glare penalties. (SL 46)

Narcoject Trackstopper

(SL 44)

  • The effect stacks cumulatively with subsequent attacks, but cannot take Agility below 0, even if additional foam is applied.
  • The penalties do not apply before the foam hardens.
  • If immobilized due to 0 Agility. The target cannot make defense tests or use cast spells.
  • Any attack made against a target, under the effect of hard foam, that deals damage will also apply the damage to the foam, potentially destroying it and freeing the target.

Painade

Ignore the stat box for painaides have a radius of 10 and use the rules for the Fichetti Pain Inducer. Painaides cost 100¥ each and have an availability of 10R. (CA 135)

Parashield Dart Weapons

(SR5 430)

  • Parashield Dart Pistol can be used with the Pistol skill at a -2 penalty.
  • Parashield Dart Rifle can be used with the Longarms skill at a -2 penalty.

Psyche

The sustaining benefits applies to not just spells, but complex forms as well. (SR5 412)

Raw, Refined and Radical Reagents

Don’t stack. Only the highest effects apply. (FA 188)

Renraku Red Samurai Katana

(SL 132)

  • Has an availability of 24F and a cost of 30,000¥
  • If Renraku gains the knowledge of you possessing the blade, you gain the negative quality Wanted (Renraku); 50,000¥ bounty. This quality cannot be bought off till you get rid of the weapon. At GM discretion, Red Samurai may ambush you during any run.

Repeating Laser

Has a price of 30,000¥. (LCD 209)

Shaman Tuxedo

(CA 143)

  • Costs 10,000¥ instead of 1000.
  • Can be made for any tradition.
  • Doesn’t need to actually look like a tuxedo, but must be worn over your armor
  • Is specific to one spirit type. Taking off the tuxedo after summoning a spirit of the chosen type will cause you to lose all remaining services for that spirit.
  • Makes you extremely obvious as a mage.

Shock Ram

(RG 104)

  • The elemental damage is soaked separately from the non elemental part.
  • -AP of the weapon applies to both damage types.
  • Elemental damage is not increased by net hits on attack tests or from called shots.
  • Each rank of Special Modifications that grant DV, applies to either the non-elemental or elemental damage (your choice at purchase), but not both.
  • Can be used with the Clubs skill at a -2 penalty.

Signature Weapons

(HT 183-184)

  • Collapsible Scythe: Is a polearm that uses the Blades skill.
  • Flame Bracer: Uses exotic weapon Flamethrower skill.
  • Shiawase Arms Simoom: Uses Pistols skill.
  • Throwing Syringe: Uses Throwing Weapons skill.
  • Ares Armatus: Uses exotic weapon Lasers skill.

Suprathyroid Gland

Will stack with everything up to the +4 augmented maximum bonus. (SR5 459)

Surplus or Refurbished Pi-Tac Units

(KC 73)

  • The maximum discount possible is 75%
  • You cannot repair lost functions, chosen during purchase. The Pi-Tac remains with one or more missing features permanently.

Tailored Perfume

You may only benefit from the effect of one perfume at a time. The effects of a Tailored Perfume does not stack with that of Genemarked Pheromones. The listed cost is per use. (CA 143)

Troll Reduction

  • Does not stack with metatype reduction for trolls. Stacks for orks.
  • Oni can only take rating 1 troll reduction.
  • Does not count as a dermal augmentation or modification.

Ultimax Rainforest Carbine

We will use the Shadowrun Missions errata for it. (GH3 32)

Vault of Ages

(FA 193)

  • It can hold a number of preps equal to its Rating x 2. The maximum force of each prep cannot exceed the vault’s Rating x 2.
  • Vault of ages has a maximum rating of 5. Its size depends on its rating as per the table below.
RatingSize
1Fanny Pack
2Satchel Bag
3Large Backpack
4Duffle Bag
5Minifridge (Vehicle Portable)

Vehicles

  • Vehicles running autonomously do not have a limit (ie: handling) on their defense tests.
  • Ram plate’s stats are as follows. Slots: 2, Category: Weapon modification, Threshold: 4, Tools: Shop, Skill: —, Avail: 8R, Cost: 1000¥ (R5 161)

Vulcan Systems “Hot-Drop” Rapid-Egress Jetpack System

(SL 55)

  • Has an availability of 16F and costs 40,000¥. Each refuel costs 500¥ and has an availability of 10F. Each refuel lasts for 20 uses.
  • Make a complex action Bod + Freefall [Physical] (3) test. Success allows you to move in a straight line in any direction upto 50 meters. This does not use up any of your movement. Alternatively, you may use a simple action to slow down a fall from any height and take no fall damage (Friction may still burn you to a crisp if you try to do an orbital drop). Each use eats up 1 of 20 fuel. You may not benefit from this equipment while encumbered.

Wireless Bonus: The complex action movement becomes a simple action and the simple action descend becomes a free action.

Zapper Rounds

(KC 48)

  • Zapper rounds have no base damage or -AP. The matrix damage dealt, that must be resisted, is equal to the net hits on the attack test.
  • To attack a device, the device must be at least partially visible or be detectable under armor/clothing. You cannot attack a device through hardened armor.
  • Burst fire or Full auto will apply defense penalties as normal instead of the rules in Kill Code p.49.
  • Damage from zapper rounds can be resisted with Willpower + Firewall instead, if your willpower is greater than the device rating of the target device and the device is running your persona. If your device is slaved to another device of a higher firewall, use the firewall of the master device.
  • Zapper rounds use light pistol ranges.
  • To attack with zapper rounds, the attacker must usually make a called shot, targeting a specific device. The penalty for the called shot is -6 if attacking a medium device like cyberlimbs, cyberdecks, RCCs, weapons or medium drones. The penalty is -8 if attacking small devices like commlinks, small or mini drones. The penalty is -10 if attacking even smaller devices like cyber eyes, cyber ears, micro drones, etc. No called shot is necessary if attacking a large object or whole body like a vehicle, a large (or larger) drone, anthro drones or a technomancer.