House Rules: General Information
This page is meant to give an overview of the current Runnerhub house rules. These rules have generally been decided on by the Rules Division to streamline the game experience for players and GMs alike, particularly regarding bookkeeping, game balance and clarification of ambiguous rules.
If you have a rules question that isn’t answered by the official Shadowrun 5th edition material or the below rules, you can contact Rules Division.
Runnerhub uses non-optional gameplay rules as detailed in official Shadowrun 5th Edition material, as well as the Missions errata, except where one of the below House Rules conflicts. Runnerhub House Rules take precedence over Missions Errata, which in turn takes precedence over the official published rules. Occasionally, new house rules will be added to this page, and changes to the page will be announced in a regular update post on /r/Runnerhub.
Which Shadowrun material is used on RunnerHub?
Runnerhub allows use of all official Shadowrun 5E books and supplements. Exceptions to this will be listed explicitly below.
- Generally, you should always have access to the books that you are using content from.
- Due to the expansive nature of the available Shadowrun material, not every GM will have access to all content themselves. Should any questions arise, every player is expected to be able to present the actual rules text for any content they are using when asked by a GM.
- This doesn't necessarily mean you need to buy an entire book if you're only using a single piece of content from it, but you need to somehow be able to look up the rules text and share it with the GM if necessary.
- If you're not able to get access to the rules text for something, don't use it.
- Players can only use content that is included in the official Shadowrun 5E books and supplements or Runnerhub House Rules (including contacts).
- Unofficial, custom or homebrewed content as well as content from previous Shadowrun editions cannot be used by players on Runnerhub.
- This limitation does not extend to GMs - a GM can, for example, use critters published in Shadowrun 4E material in their games.
- Newly released material is generally put on hold for some time. This is meant to allow players and GMs alike some time to familiarize themselves with the new information and rules, and work out any potential issues.
- For smaller supplements (e.g. Shadow Spells, Bullets and Bandages, Assassin's Primer, etc.) this is usually a period of one month, or until it's explicitly allowed, whichever comes first.
- Bigger supplements (e.g. Run & Gun, Street Grimoire, Run Faster, Data Trails, Chrome Flesh, etc.) generally require explicit approval, which will be announced in a House Rules update on /r/Runnerhub.
- If you are unsure if a specific supplement is allowed or not, please ask a GM or member of the organizational team.
- Please note that the official material also includes any errata that are released for Shadowrun 5E material.
- A list of currently available erratas can be found on the website of the Critical Glitch podcast. This list is neither guaranteed to be complete, nor to have the latest versions of the errata!
- New errata being posted by CGL's new Errata team will have to be vetted by RD and the GM community first.
- In general, where not otherwise specified, we do fall back on the Missions FAQ for rules clarifications and Living Campaign-oriented rulings. This includes the removal of the penalty for shaking off mental manipulation spells.
- We use the Essence Hole rules from the Missions FAQ.
There are some things that Runnerhub does not use. These are specific and targeted, and when we have a reason that can be fully articulated, it will be published. Sometimes, the reasons are due to complexity that the Hub cannot handle where a home table can. Where possible, bookkeeping has been automated on the main Runnerhub subreddit; some bookkeeping is more complex than a thread can handle, and that can be why some published items are not allowed.
- The contents of the Lockdown supplement are currently not allowed for use by players. This might change in parts at a later date.
- Milspec armor
- the Bumblebee Drone
For a list of all the qualities (both positive and negative) that are not allowed or have been altered for use on the Hub, please check out the appropriate Qualities sections for how the Hub uses (or disallows) Qualities. If it is not listed, it is accepted as-is from the texts.
The character creation process is overseen by the Character Creation Division (CCD). The legality of any submitted character is ultimately determined by them, and any questionable aspects of a character are subject to their approval.
If you have any specific questions on concerns regarding CCD practices, please feel free to communicate with them directly via modmail.
Runnerhub uses only the standard priority build system and, for players at 50 karma or more, karmagen(See below) as detailed in the Shadowrun 5th edition core rulebook/Run Faster. If you are using Chummer5a, be sure to have it set to 'Priority' and 'Standard' when creating a new character, not 'Life Modules' or 'Sum to Ten'.
- Players with at least 50 accumulated karma via hub play may submit a single character to CCD created with (800) Karmagen instead of the Priority system.
- You can expect it to take longer to get picked up and stamped since it will require a different process for CCD. Karmagen characters will be Complex Sheet Checker level only, and exceptions to the karma barrier will have to be run by, and agreed upon, by at least 2 Complex checkers.
- The karmagenned character counts towards your maximum of 3 characters, but does not take up your snowflake slot unless they would otherwise qualify as a snowflake (e.g. karmagenned metavariant, prototype transhuman, etc)
- You may only have 1 karmagenned character at a time (this is to keep CCD from being flooded with karmagen characters)
- This should go without saying, but the same restrictions apply - a maximum of 25 karma spent on positive qualities, a maximum of 25 karma from negative qualities, at most 1 attribute at metatype maximum, maximum 6 in a skill, etc. etc.
- You still get the free contact points from CHA and knowledge skill points from INT and LOG - this may require you to change the default setting in Chummer.
- Physical and Mental attributes at a rating of 1 are not allowed, unless permanently augmented to a higher rating.
- Anything that increases an attribute above its natural rating is considered an augmentation. This includes cyberware, bioware, magic, adept powers, drugs, and anything else that adds to a character's attribute rating.
- Anything that says it is incompatible with something else generally means only the particular conflict. e.g. using Kamikaze with muscle toners: you pick which one grants the Agi boost, and the other effects of Kami still apply.
- The maximum augmentation bonus to any attribute is +4, even when combining different forms of augmentation, unless the description of the ability, power or item explicitly says otherwise.
- Ignore RAW statements of incompatibility with reference to reaction or initiative on relevant augmentations.
- Reaction bonuses (to your Reaction attribute) now do stack, up to the usual maximum of +4, no matter what the augmentation's RAW says. This limit can (only?) be broken with wired reflexes + reaction enhancers (up to their combined maximum of +6) as usual.
- Initiative bonuses include dice, flat numerical bonuses, and bonuses that happen turn-to-turn (such as the the Adrenaline Boost adept power and the Thrill Seeker quality). They together form a separate category from bonuses to attributes such as intuition, reaction, data processing, or logic.
- Initiative bonuses of any kind from different sources do not stack. They are an either/or solution. (Most of them didn't anyway, but please stop trying to find edge cases :P)
- If you have two different augmentations (including magic, qualities, or drugs) that provide an initiative bonus, you pick which one to apply to your initiative roll at the beginning of a combat turn. That means if you are on Cram and have Move-by-wires R1, you have +2 augmented Reaction and can choose either the +3 or the +1d6 for your initiative roll. The other effects of those augmentations apply normally.
- Using Edge to Blitz does not count as an initiative bonus; you simply roll 5d6 instead of your usual number of initiative dice.
Magic Attribute and Essence Loss
- If a character's magic attribute reaches 0, they are permanently burned out. This means that they have lost their magical abilities and cannot raise the magic attribute above 0 again (see p.250, SR5 and errata).
- During character creation any special attribute points or karma used to raise the magic attribute have to be applied before reductions from essence loss are applied to the magic attribute.
- After character creation (i.e. in play) the karma cost for raising the magic attribute is based on the current magic attribute, after any reductions from essence loss have been applied.
Resonance Attribute and Essence Loss
- If a character's resonance attribute reaches 0, they are permanently burned out. This means that they have lost their resonance and cannot raise it above 0 again (see p.250 SR5, errata).
- During character creation any special attribute points or karma used to raise the resonance attribute have to be applied before reductions from essence loss are applied to the resonance attribute.
- After character creation (i.e. in play) the karma cost for raising the resonance attribute is based on the current resonance attribute, after any reductions from essence loss have been applied.
- RunnerHub characters are required to have basic social competency. This is considered to be either 4 dice after penalties when rolling Etiquette, or 6 dice after penalties when rolling Con. Yes, this means you will have to spend skill points to make up the difference if you take a negative Quality that gives you any kind of dice pool penalty to either of these skills, such as Uncouth, Paranoia, or Liar.
- Linked Attributes are the attributes that are tied to a skill by default. An overview of active skills and their linked attributes can be found on p.151, SR5.
- Drugs, items, powers, etc. that provide bonuses or other effects to tests involving skills linked to a specific attribute (e.g. the PuSHed and Qualia geneware) always apply their bonuses to all tests involving skills linked to those attributes, even if they are rolled in a test with a different attribute than the linked. Conversely, these bonuses don't apply for tests where the dice pool includes the specified attribute, but not a skill linked to it.
- The PuSHed geneware grants a +1 modifier to Logic-linked skill tests.
- The Computer skill is linked to Logic, thus even when making a data search test (Computer + Intuition) the bonus from PuSHeD applies.
- The Gunnery skill is linked to Agility, so even when making an attack with a remote controlled mounted weapon (Gunnery + Logic) the bonus from PuSheD doesn't apply.
- One thing that makes the character fun to play are qualities. The following qualities have been clarified, changed, or banned for usage on the Runnerhub. As a general note, negative qualities must have a negative impact on your character. Attempts to work around this and come out with no negative impact are very likely to be denied by the sheet team.
- You may pick up one new Positive Quality, or buy off one Negative, per month without a contact or solo run.
- They do not take any downtime, but please mark them in your Rent thread posts, along with a reasoning for how it fits with the character's actions and story (more detail is better! You could write a short story narrating their journey or a tableau describing their training)
- Qualities that are banned or only available at chargen are still off-limits.
- You must meet any (stated or implied) prerequisites in the text. If you're not sure, ask!
- Qualities purchased through contacts do not count towards this monthly limit. GMs may also waive the restrictions on picking up a quality of the character's actions justify it during a run (e.g. proving themselves to be a reliable member of a syndicate may allow them to pick up Made Man, a successful infiltration may justify Catlike, etc.)
- You still have to pay the karma cost of the quality. None of this prevents that. GMs may hand out qualities as rewards for a run if and only if the karma cost of the quality is factored into the standardized rewards.
- Qualities with multiple ranks (such as High Pain Tolerance or Focused Concentration) must be bought up one rank at a time.
- Metagenetic qualities can only be taken during character creation by characters with the SURGE quality. They are not regular qualities, but a fundamental part of that character. Therefore it's not possible to buy new positive metagenetic qualities or buy off negative ones in play, unless explicitly stated otherwise in the quality's description.
- The only exception to this are extraordinary events that cause a mutation of the character (GM discretion). Such changes should always be discussed with TD first.
- GMs may decide to not apply a character's social penalties from metagenetic qualities ('Freaks', p.123, Run Faster) in certain situations (e.g. when their abnormal looks would be beneficial in intimidating somebody). However, this should be the exception rather than the norm.
Specific Metagenetic Qualities
- For clarity, this quality makes it so you always take +2 dice pool modifier on Con tests when you have plausible-seeming evidence rather than a +1 or +2 dice pool modifier at the GM's discretion.
- Can only be taken at Character Creation.
- This applies at chargen, but as always, only to the base costs of the vehicles/drones you purchase, not any modifications or accessories.
Fade to Black
- Keep in mind that a Hide action only targets a single persona.
- Limited to the Local and National fame levels.
I C U
- Note that you need to have visual sight on the target in the physical world to get the bonus.
- The free crime syndicate group contact has a connection rating of 4 and a loyalty of 3.
- For mechanical purposes, treat the group contact the same as an individual contact. See also notes on group contacts.
- This allows you to substitute logic for charisma in your negotiation rolls
Otaku to Technomancer
- Can only be taken at Character Creation.
- To have the full flavor of a former Otaku it's also recommended to have a datajack and a character age roughly between 20 to 35 years old. However, this is not mandatory.
Prime Datahaven Membership
- For mechanical purposes, treat the group contact the same as an individual contact. See also notes on group contacts.
- Characters with this quality count as Special Characters, with all of the restrictions listed in that section applying.
- The chosen bioware cannot be of 'used' grade.
- When assensing the protoype transhuman, the prototype implants are treated as if they were deltaware (i.e. require 5 hits to detect).
- The prototype implants cannot be removed, or upgraded by implant grade or rating.
- This quality only applies to healing tests made on the character with the quality, whether performed by the character themselves or somebody else.
- It does not apply to healing tests made by the character on somebody else.
- The strength and agility bonus applies to all of the character's cyberlimbs.
- Keep in mind that the augmented attribute maximum also applies to cyberlimbs (see Augmentation section).
- This quality requires explicit sheet team approval and may be denied without further comment.
- In general it is more likely to be approved when used for flavorful gear that ties well into a character's background, whereas attempts to simply use it to maximize a character's power are very likely to be denied.
- Either way, the sheet team always has final say whether the quality may be used or not.
Strive for Perfection
- This quality applies to any weapon, including unarmed attacks.
- The advantage halves the penalty for any called shot. When combined with other ways to reduce the penalty, the penalty is halved after the other reductions have been applied.
- Keep in mind the drawback: You must make called shots unless you are using some other form of special attack (such as suppressing fire, multiple attacks, or nerve strike). This is not optional.
Banned Positive Qualities
- Better to be Feared than Loved (from Chrome Flesh).
- Born Rich (from Run Faster).
- Erased (from Run Faster).
- Friends in High Places (from Run Faster).
- Privileged Family Name (from Run Faster).
- Revels in Murder (from Chrome Flesh).
- Trust Fund (from Run Faster).
- Addictions to non-restricted items, such as gambling, alcohol, smoking, etc. are not handled using the addiction quality, but a lifestyle cost increase in the form of the Dependents quality.
- Addictions to simsense (cold- and hot-sim) as well as skillwires are not enforced on Runnerhub, and therefore aren't allowed as subjects for the addiction quality.
- Please see the section on drugs usage and addictive substances for more information about the effects of the addiction quality.
- Elves and Dwarves live for hundreds of years, while Orks and Trolls live a fraction of the human lifespan. A character's age must be adjusted accordingly, and Elves and Dwarves may not be pre-Spike Baby ages. This means you cannot play an aged Dwarf or Elf.
- Albinism is not compatible with Distinctive Style. You may take a distinctive style for something other than being an Albino though.
- Asthma is not compatible with Allergy: Pollutants, or similar cases. This is subject to sheet team approval.
Code of Honor
- Custom codes of honor are not allowed at chargen. If you would like to take this quality in character creation, you must select from one of the already defined codes of honor in the books (Like a Boss, etc.)
Code of Honor: Like a Boss
- The Code of Honor is also violated if a sprite or agent under the player’s control causes matrix damage to a target.
- It doesn’t extend to physical actions that cause matrix damage (e.g. using electric attacks against drones).
Code of Honor: Thug Life
- The expenses (half your income) are treated the same way as a SIN tax: they apply to your direct run rewards, and do not affect Working for the Man/People.
- The bonus for this quality is 6 Karma, and the required augmentation grade is alphaware.
- The chosen emotion requires explicit sheet team approval, and the player should work with the sheet team to figure out how it affects the character and then note it on the character’s sheet.
- This quality doesn’t make a character immune to artificially induced emotions (e.g. through a critter’s Fear power) - it’s still a negative quality, after all.
- In addition to the penalty as defined in the text, at the end of any run in which the runner participated, roll 1d6. On a 5 or a 6, the runner gains 1 Notoriety or Public Awareness, as determined by the GM.
- Solo runs do not count for the purpose of making the character roll 1d6 for the potential to gain Notoriety/Public Awareness.
- Notoriety/Public Awareness gained from this quality can be bought off as normal Notoriety/Public Awareness at a rate of 2 street cred per point of notoriety or 4 street cred per public awareness, or via hub contacts or solo runs.
- This rule only applies to characters who gained karma for taking Distinctive Style; metavariants, changelings, and other effects which would be treated as Distinctive Style are not affected.
- Distinctive Style can be bought off with karma as normal at any time without explicit approval from a solo run or hub contact.
- Notoriety and Public Awareness that are gained as a result of Distinctive Style do not go away when the quality is bought off; they must be bought off as normal Notoriety/Public Awareness.
- Whatever a character's driving force is, it has to have a specific end goal that must be realistically possible to work towards and achieve in play on the 'hub. Once this goal has been achieved, the quality has to be bought off immediately.
- Whether any given goal fulfills these criteria is subject to the sheet team's discretion.
- On character submission the player needs to provide a description of the alternate identity. This is subject to sheet team approval.
- Buying off Infirm does not restore attributes that it lowered when the quality was acquired.
Poor Self Control: Sadistic
- This quality requires explicit sheet team approval and may be denied without further comment.
Records on File
- On character submission the player needs to provide a list of the corporations that have the files, along with what specific information the corporation holds on the character and why they have those records.
- This list should be adequately explained in the character's background section on their character sheet, and must be thematically appropriate to the background of the character.
- This quality is limited to 3 ranks (or 3 corporations) at character creation.
- This quality requires explicit sheet team approval and may be denied if deemed not appropriate, as per sheet team discretion.
- This quality requires explicit sheet team approval and may be denied without further comment.
- Characters with this quality won’t accept help or directions from anyone they consider inferior to themselves (i.e. everyone, even other people with the same affliction), and therefore cannot receive bonuses from leadership or teamwork tests.
- On character submission the player needs to provide a description of the signature. The signature must be uniquely used as a signature and cannot be an item or action that would be regularly used for another purpose (in combat, as a tool, etc). This quality is subject to sheet team approval.
- This quality must be taken for a spirit within the character's magical tradition.
- It is up to GM discretion whether it triggers at the beginning or end of combat.
Banned Negative Qualities
- Alpha Junkie (from Cutting Aces)
- Amnesia (8 Karma level) (from Run Faster).
- Bi-polar (from Run Faster).
- Big Regret (from Run Faster).
- Borrowed Time (from Run Faster).
- Code of Honor: Avenging Angel (from Hard Targets).
- Consummate Professional (from Assassin's Primer).
- Data Liberator (from Data Trails).
- Day Job (from Run Faster).
- Designated Omega (from Cutting Aces)
- Earther (from Run & Gun).
- Electronic Witness (from Data Trails).
- Emotional Attachment (from Run Faster).
- Faceless (from Hard Targets).
- Hobo with a Shotgun (from Run Faster).
- Hung out to Dry (from Run Faster).
- Impassive (from Hard Targets).
- In Debt (from Run Faster).
- Latest and Greatest (from Data Trails).
- Leeroy Jenkins (from Data Trails).
- One of Them (from Chrome Flesh).
- Pacifist (15 Karma level) (from Run Faster).
- Pie Iesu Domine. Dona Eis Requiem (from Run Faster).
- Pregnant (from Bullets & Bandages).
- Tough and Targeted (from Chrome Flesh).
- Wanted (from Run Faster).
- For the purposes of this document the term Special Characters (also known as Snowflakes) is used to refer to metavariants, metasapients, shapeshifters, changelings, infected characters, AIs and E-Ghosts, as well as characters with the prototype transhuman quality.
- Once a player has accumulated 100 career Karma or more they are eligible for submitting Special Characters.
- Every player may only have a maximum of one Special Character active at any time.
- Special Characters count towards the general maximum of 3 characters per player.
- Unless otherwise specified below metavariants are legal for usage on Runnerhub if the player meets the general criteria for Special Characters.
- Increased Lifestyle Costs
- Please note that metavariants keep the increased lifestyle costs of the parents metatype, if applicable.
- For example a Gnome (parent metatype Dwarf) has to pay the same +20% lifestyle cost increase as a regular Dwarf.
- Dryads are not allowed as player characters on Runnerhub.
- Extravagant Eyes are treated as the Distinctive Style quality.
- They have the standard Dwarf Resistance to Pathogens/Toxins (as indicated on the table, despite what it says in the fluff) until this is addressed by errata or similar. Note that Chummer has a bug giving them metagenetic improvement (intuition) which is also incorrect.
- Nartaki have a cost of 8 Karma.
- Please note that "Allergy: Sunlight" encompasses more than just direct exposure to natural sunlight. See Run Faster, p.134 "Walking in Shadows" for a more detailed description.
- Unless otherwise specified below, metasapients are legal for usage on Runnerhub if the player meets the general criteria for Special Characters.
- Centaurs have to pay doubled lifestyle costs to represent the additional expenses of adapting everything they use to their unique physique.
- Naga are not allowed as player characters on the Runnerhub.
- Pixies are not allowed as player characters on the Runnerhub.
- Sasquatch have to pay doubled lifestyle costs to represent the additional expenses of adapting everything they use to their unique physique.
- Please note that Sasquatch are not able to verbally communicate or use their mimicry to emulate spoken language.
- No. These are just not suited to the Established Runner level (which is where the hub aims to sit) and the authors recognize that..
- We are ignoring the errata for player characters since our beta tests of infected showed that regeneration was not a suitable ability for players to have in a loose-consequences world like the hub.
- NPC shifters are up to GM discretion as with all NPCs but we recommend that they not use the errata for consistency.
- Unless otherwise specified below, shapeshifters are legal for usage on the Runnerhub if the player meets the general criteria for Special Characters.
Shapeshifter Attribute Table
- Please note that the “Metavariant Attribute Table” for shapeshifters (Run Faster, p.105) is incorrect. Use the table to the right when creating shapeshifter characters for Runnerhub.
- Special Attributes
- Rating and maximum of special attributes are shared between the two forms.
- The last sentence of the “Creating a Shapeshifter” section (Run Faster, p.103) can be ignored. Use the Edge values listed in the table to the right instead.
- The initiative dice listed in the shapeshifter attribute table are in addition to the usual one die.
- This initiative bonus applies to both forms.
- Additional initiative bonuses can be gained through the usual means, although the general maximum of 5d6 still applies.
- Example: A Bovine shapeshifter with Reaction 2 and Intuition 3 has an Initiative of 5+2d6.
- Falconine Shapeshifters
- The flight power cannot be used in metahuman form.
- Distinctive Style
- Remember that shapeshifters keep some features of their animal form when shifting into their human form. A distinctive style related to the character’s shapeshifter nature would therefore mean an even more pronounced form of these features.
- Only SURGE Class III is allowed for player characters on the Runnerhub.
- The SURGE quality does not count against the positive quality karma limit.
- Specific Metagenetic Qualities
- Broadened Auditory Spectrum
- Please note that even though a character may be able to detect communications in the chosen spectrum, that doesn’t necessarily mean they are able to decipher them.
- Corrosive Spit
- Characters cannot bottle, share, or sell their own spit.
- Defensive Secretions
- Characters cannot bottle, share, or sell their own secretions.
- Impaired Attribute
- Cannot be taken for a character’s lowest attribute(s).
- Nasty Vibe
- Keep in mind that the character’s aura might be hindering in situations where they are attempting friendly interactions.
- Natural Venom
- Characters cannot bottle, share, or sell their own venom.
- Ogre Stomach
- The lifestyle discount only applies to medium lifestyle and below.
- Satyr Legs
- The damage bonus only applies to unarmed attacks using kicks (does not require the 'Kick' martial art technique), but not other attacks using the unarmed combat skill (e.g. shock gloves, foot/leg mounted cyber-implants, etc.), and stacks with the bonus damage from bone lacing cyberware or bone density augmentation bioware.
- In questionable situations the GM decides whether an attack can be considered a kick and receive this bonus or not.
- The only infected quality allowed for player characters on the Runnerhub are Ghouls. All other infected qualities are not allowed for balance and thematic reasons.
- Infected player characters on the Runnerhub are effectively “sterile”. This means that they cannot infect other player characters, whether it’s intentional or unintentional.
- If a ghoul character’s magic rating drops to 0, the character loses their sentience. This means they become feral and turn into an NPC.
- Attribute reductions incurred through an infection quality’s weaknesses are applied at the same time as attribute points are spent.
- All Ghoul variants have a minimum charisma of 1, and incur a charisma reduction of -1 due to the weaknesses of the Ghoul quality.
- This means that without spending any attribute points on charisma, a ghoul character would be at a charisma rating of 0.
- Therefore they must spend 1 attribute point to raise their charisma to a total rating of 1, and another point to raise it to a total of 2 and comply with the Runnerhub’s house rule on minimum attributes.
AIs and E-Ghosts
- AIs and E-Ghosts are currently not allowed as player characters on Runnerhub.
- The current date of the Runnerhub world is generally the current real-time date advanced by 62 years.
- In-game time is considered to be equivalent to real time for downtime activities (e.g. raising skills and attributes, acquiring gear, etc.).
- When going on a run, the real-time day of the run cannot be used for downtime activities that require the character to actively spend his time (e.g. raising skills and attributes, learning martial arts, etc.). For simplicity’s sake this only extends to the real-time day, even if the run takes multiple days in-game.
- Training times etc. are only paused and not reset when they are interrupted by going on a run or similar.
- The advanced lifestyle rules from Run Faster (p.212, "A dump of one's own" chapter) are not used on Runnerhub.
- Each character needs to pay the full cost of their lifestyle. Even if characters are sharing their residence with other characters, each one needs to pay the full cost of their lifestyles.
- A vehicle with the Amenities modification cannot be substituted for a proper lifestyle.
- No lifestyle adjustments that can lower the cost of your lifestyle, please adjust your sheets to remove any relevant modifications. Not grandfathered.
- The rewards characters receive for going on regular runs are usually in the form of Karma and Nuyen, although some runs may also award contacts, gear, or other forms of rewards.
- Players may also choose to convert nuyen into increasing the Loyalty rating of a non-hub contact after receiving rewards. Players must spend 5,000¥ x Loyalty Rating to improve the contact of their choice. Loyalty must be bought point by point, so in order to increase a contact’s Loyalty from 1 to 3, you must first raise it from 1 to 2 (10,000¥) and then from 2 to 3 (15,000¥).
- GM Points (otherwise known as GMP) are another form of reward players can earn for various forms of participation on Runnerhub, such as GMing games.
- Each GMP is worth either 1 Karma or 2000¥.
- Players are free to chose how they redeem each GMP they are awarded.
- Please note that we require characters to participate in at least one game before any GMP can be assigned to them.
- All GMP rewards are also counted towards Career Karma with 50% (rounded up), regardless of how they are redeemed.
- For example, a player may receive a 10 GMP reward for GMing a game. He decides to take 8 GMP for 16000¥ and 2 GMP as 2 Karma. Regardless of that, half of the GMP reward counts as additional career Karma (i.e. 5 career Karma), while the 2 Karma from redeeming the GMP don't count towards Career Karma.
- Career Karma is the sum of Karma a character has accumulated over their career. It is used to determine a character's Street Cred, as well as unlock additional character slots etc.
- It's calculated as the sum of all Karma awarded as a player in runs, plus 50% of all GMP awarded to the character.
- Karma gained through means other than run or GMP rewards (e.g. karma/nuyen exchange) doesn't count towards career Karma.
- Please note that depending on the character sheet program you use it might be necessary to keep track of Career Karma yourself (e.g. because the program has a way of tracking Career Karma that is different). In that case please make a note on your sheet to indicate the character's actual Career Karma.
- Characters that have been in play before the posting of these rules (29.04.2015) are encouraged to apply them retroactively. However, it sometimes may not be possible to trace everything back and do so, therefore it is not required. Nonetheless, all characters, old and new, must adhere to these rules moving forward.
- Karma/nuyen exchange of run rewards comes in the form of Working for the Man and Working for the People.
- Once per run characters can exchange rewards from that run, either Karma for Nuyen or the other way around. This exchange occurs at a rate of 1 Karma per 2000 Nuyen, up to a limit of 5 Karma / 10000 Nuyen.
- Karma gained through the exchange does not count towards Career Karma, e.g. for purposes of Street Cred and opening new character slots.
- Conversely, Karma spent on the exchange is not subtracted from total career Karma. It is just counted as a Karma expenditure, like increasing skills etc.
- Street Cred is a measure of a character's positive reputation in the shadows.
- For every full 10 points of Career Karma, a character gains 1 point of Street Cred.
- GMs can also award it for particularly successful, noteworthy or otherwise outstanding runs.
- Characters can use Street Cred to reduce their Notoriety by permanently sacrificing 2 points of Street Cred for every point of Notoriety they want to remove.
- Characters can use Street Cred to reduce their Public Awareness by permanently sacrificing 4 points of Street Cred for every point of Public Awareness they want to remove.
- Street Cred can potentially be beneficial to a character in social situations where their reputation is known.
- If and how exactly the character benefits from their reputation is left to GM discretion.
- Street Cred does not give any bonuses to attempts at finding gear and items.
- Please note that depending on the character sheet program you use it might be necessary to keep track of Street Cred yourself (e.g. because the program has a way of tracking Steet Cred that is different). In that case please make a note on your sheet to indicate the character's actual Street Cred.
- Characters that have been in play before the posting of these rules (29.04.2015) are encouraged to apply them retroactively. However, it sometimes may not be possible to trace everything back and do so, therefore it is not required. Nonetheless all characters, old and new, must adhere to these rules moving forward.
- Notoriety is a measure of a character's negative reputation.
- Notoriety is gained as described in the Shadowrun 5th edition rulebook.
- Notoriety can be removed by spending Street Cred, certain Runnerhub contacts, qualities, and exceptional circumstances (subject to approval).
- Notoriety can potentially be harmful to a character in social situations where their reputation is known.
- If and how exactly the character is hindered by their reputation is left to GM discretion.
- Please note that depending on the character sheet program you use it might be necessary to keep track of Notoriety yourself (e.g. because the program has a way of tracking Notoriety that is different). In that case please make a note on your sheet to indicate the character's actual Notoriety.
- Public Awareness is a measure of how well a character is known among the media, authorities, general public, etc.
- Public Awareness is gained as described in the Shadowrun 5th edition rulebook.
- Public Awareness can be removed by spending Street Cred, certain Runnerhub contacts, and exceptional circumstances (subject to approval).
- Public Awareness can potentially affect a character in social situations.
- If and how exactly the character is affected by their reputation is left to GM discretion.
- Please note that depending on the character sheet program you use it might be necessary to keep track of Public Awareness yourself (e.g. because the program has a way of tracking Public Awareness that is different). In that case please make a note on your sheet to indicate the character's actual Public Awareness.
- Characters need to have completed at least one game before they can start any advancements (raising skills and attributes, inititating, submerging, learning spells and martial arts, etc.).
- Characters only need to have the Karma necessary to buy an advancement available when it takes effect, but not at the start of the advancement time.
- A character can retroactively count recent unused downtime towards the time needed for an advancement, within reason. The unused downtime can't lie further back in time than the last advancement.
- Example: Sally Street Sam wants to raise her logic from 3 to 4, which would take 4 weeks. She last raised a skill, which finished 3 weeks ago. She hasn't made any other advancements since then, so she can count those towards the advancement time and only needs to wait one more week for it to take effect.
- The following are generally just summaries of the character advancement rules in the Shadowrun 5th edition core rulebook.
- The Karma cost for advancements is generally paid once the advancement takes effect (e.g. at the end of the training time for a skill), unless explicitly stated otherwise in the description of the advancement.
- You cannot increase multiple Physical or Mental attributes at the same time. However, you can increase one Mental and one Physical Attribute in parallel. Alternatively, you can improve one attribute and one skill in that period.
- When only improving skills, you may improved an amount of skills in parallel equal to half the character’s logic (rounded up).
- Raising the Edge attribute doesn’t take time.
- This should be obvious: Raising Edge rating mid-run without the explicit permission of the GM is not allowed, to avoid the abusive behavior of using stockpiled karma to replace burnt Edge or buy points of Edge as needed.
- When recovering from augmentation surgery, a character cannot increase skills tied to the attributes affected by the augmentation.
- Spells and Complex Forms cannot be learned concurrently with improving attributes and skills.
Gaining Positive Qualities and Removing Negative Qualities
- Changes to a character’s qualities can be achieved either through specific Runnerhub contacts (see contact pages for more information) or solo runs.
- If there are strong arguments and justification for a character gaining or dropping a quality the above requirements may be waived. This is subject to GM approval.
- Some Runnerhub contacts can decrease the time it takes to raise attributes. See contact pages for further information.
- The purchase cost for knowledge skill specializations is 4 Karma.
- In addition to the specializations given in the book, skills with a variety of applications can generally be specialized by specific action. This includes Electronic Warfare (by matrix action), combat skills that aren't already listed as being specialized by specific martial art (by martial art), and maybe others (ask and we shall add them to the list!) This will be weaker than the broader specializations (such as hacking specialized in Devices) but it should provide a way for players to gain a Specialization Bonus on uses of skills which were otherwise lacking appropriate ones.
- The purchase costs for all other skill improvements are as described in the official rules.
- Training Times
- Skills can be increased with the regular training times as described in the official rules.
- Alternatively, a character may spend money to get lessons from a trainer and decrease the training times.
- For raising skills from rank 1 up to (and including) 8 these trainers are handwaved and just treated as a money expense.
- When raising skills to rank 9 and above training needs to be provided by either a Runnerhub contact (see contact pages for skills taught), through the Sensei quality, or through a trainer acquired on a solo run.
- Characters with the Sensei quality do not have to pay for the training provided by the Sensei.
- The costs and training times when paying for training are listed in the table below:
|Training Times and Cost|
|Skill Type||Cost||Time for Increase to New Rating of:|
|Rating 1-4||Rating 5-8||Rating 9+|
|Active Skill||New Rating x 500¥||1 day||1 week||1 month|
|Knowledge Skill||New Rating x 250¥|
|Skill Group||New Rating x 1000¥|
|Active Skill Specializations||2000¥||1 week|
|Knowledge Skill Specializations||1000¥||1 week|
- A character’s spent edge is completely recovered between runs.
- Runnerhub does not use the advanced contact rules from Run Faster (Chapter "Who You Know").
- Factions are not mechanically compatible with RunnerHub, and we will not be using them.
- Group contacts are not used on Runnerhub (compare above).
- Group contacts awarded by qualities are treated the same as individual contacts for mechanical purposes, just with a different flavor.
- After character creation new contacts can be acquired during the course of a run or as a reward for a run.
- In addition, there is a constantly growing stable of Runnerhub contacts which characters can purchase with their resources at any time.
- When asking a contact to do something (e.g. help you acquire gear, perform a task for you, give you information, etc.) the contact’s dice pool is generally calculated as (Connection * 2 + Loyalty). For more personal requests, such as asking for a personal favor, this may be changed to (Connection + Loyalty * 2).
- When specialized contacts act in the field of their specialty (e.g. an arms dealer trying to get you a weapon), they gain a +2 bonus to the dice pool described above.
- What a contact can or cannot do, which variant of the dice pool calculation is used, and whether the specialization bonus or other modifiers apply is decided by the GM.
- A contact's connection and loyalty can be improved through solo runs, as part of a run reward, or in the case of Runnerhub contacts also through larger developments regarding these contacts.
- Some services, such as Psych Profile, take time to compile before the information is made available to the character(s) who purchased it. It’s up to GM discretion for exactly how long each service takes (recommended minimum 2 days, +72 hours suggested).
- In regards to Market Scan, note that it is a flat -2 to the availability index. Refer to the following table for pricing.
- Keep in mind the following clarification from the Run & Gun errata:
- “The last sentence under the Effects sub-header should be changed from “The attack results in an AP increase equal to the base AP multiplied by the number of bullets in the burst with a maximum modifier of x3” to “The attack results in an AP increase equal to the base weapon AP multiplied by the number of bullets in the burst with a maximum modifier of x3.”
Location Called Shots
- The DV Limit for location called shots (p.112, Run & Gun) is applied after the damage resistance test.
- Keep in mind that net hits on the attack do not add to the damage of the attack, but instead every net hit after the first can be used to activate one of the effects listed for the specific location.
- Sally Street Sam decides to shoot an uncooperative CorpSec guard in the ankle with her Ares Predator.
- She rolls her attack at a -8 penalty for the location called shot, and the guard rolls his regular defense test.
- Sally gets two net hits, so she can choose one of the listed effects. She decides to go for the slowed effect.
- The guard rolls to resist the base damage of the attack (8P -1) unmodified by net hits. He gets 5 hits, so the damage is reduced to 3.
- Sally then compares the left over 3 damage of the attack to the called shot's DV limit, which is 1. This means that even though the attack would usually deal 3 damage to the guard, in this case it only deals 1, because the called shot's DV limit is lower than the unresisted damage.
- After everything is said and done, the guard suffers one box of damage and one of the called shot's effects.
- If the guard had resisted all damage, the called shot would have had no effect.
Location: Engine Block
- The modifier for the called shot is -6.
- Also, keep in mind that the attacker needs to be able to target the vehicle’s engine. For most vehicles with the engine in the front this means they need to be in front of the vehicle or side by side with it.
Vehicle Called Shots
- Remember that vehicle called shots (p.115, Run & Gun) follow the same rules as other Location called shots (see above), such as net hits on the attack not adding to the damage.
- Additionally, the left over damage after the vehicle’s damage resistance roll (but before applying the called shot’s DV limit) must exceed half the vehicle’s body rating (rounded up) for the shot to have an effect.
- Sally and her team are chasing a Ford Americar in their GMC Bulldog. They’re currently driving side by side, so she decides to immobilize the Americar by shooting out its engine with her AK97, loaded with APDS ammunition.
- She incurs a -6 penalty on her attack for the called shot, and a further -2 for firing from a moving vehicle.
- Sally rolls her attack, and the Americar’s driver rolls his Reaction+Intuition in defense.
- Even with a total -8 penalty she manages three net hits. This would allow her to activate two effects of the called shot, but the Engine Block called shot only has one effect.
- Since net hits don’t add to the damage, the Americar has to resist the gun’s base damage of 10p -6, using its body of 11 and armor of 6.
- After modifying the Americar’s armor by the attack’s AP it only has its 11 body dice left to roll, and gets four hits.
- The attack’s damage is reduced to 6 - which is equal to half the Americar’s body (11/2, rounded up) but doesn’t exceed it. The shot has no effect!
- But the Americar can still suffer damage from the attack. The Engine Block called shot has no DV limit, so the Americar suffers the whole 6 points of unresisted damage.
- When using Edge to Push the Limit on a First Aid test, ignore the limit on the test as usual. In addition, the maximum damage healable (compare p.206, SR5) is increased to twice the First Aid skill's rating, plus specialization if applicable.
- Specializations in a martial art apply only when performing techniques associated with that martial art; they do not apply to normal weapon attacks with the weapons associated with that martial art. However, they apply to any skill test that involves that technique, not just a single skill. e.g. if you have a specialization in Carromeleg and the appropriate techniques, you gain +2 on Gymnastics tests to use Shadow Block as well as weapon skill tests associated with the other techniques. Similarly, your Ninjutsu specialization applies to Dim Mak attacks and Trick Attacks performed with any weapon appropriate to the tradition, including unarmed attacks, swords, throwing knives and shuriken.
- For the sake of marking it on your sheet, since neither herolab nor chummer have a free-standing specialization slot, you can just apply the specialization to whichever skill you expect to use it with most, but you may still add it to any applicable tests regardless of which skill they are using.
- You only get +2 from specializations to any given dice pool, before splitting for Multiple Opponent Combat. If you have a specialization in Machine Pistols and in Gun Kata, you still only get +2 on Gun Kata techniques performed with Machine Pistols.
- Specializations in a martial art cost 7 karma; this is a separate cost from the 7 karma to learn the art and acquire the first technique in it.
- Martial arts specializations take the same amount of training time as skill specializations (can be reduced via trainer as outlined on the hub rules page). You can also learn the technique and the specialization concurrently, much like increasing a mental and physical attribute at the same time.
- Adept powers that grant similar abilities to martial arts supersede them (do not stack with them) (sidebar p. 137 R&G) unless otherwise specified (e.g. Blind Fighting)
- Touch combat spells, while they are resolved as melee attacks, are not a Close Combat Attack action for the purposes of martial arts like Kip-Up either. They can still be used on an opponent who is clinched or otherwise grappling; in that case, they do not get a defense test, they simply resist the effects of the spell (net hits = hits on the spellcasting test, limited as normal).
- You can use a spell like Magic Fingers to fight an opponent with some martial arts, but there are numerous restrictions as seen on p. 137 R&G.
- For information on how martial arts interact with cyberarms, cyber weapons, and skillwires, see p. 136 R&G.
- When combining martial arts styles, only two techniques that provide a dice pool bonus or a penalty reduction can be combined at once as per p. 128. You can't combine 4 different styles to get a -2 penalty reduction AND a +2 bonus on the same action.
- Weapons/powers/actions that use the unarmed skill can generally be combined with the Counterstrike martial art technique.
- However as it is a purely reflexive move, everything that has a specific form of starting condition can not be used.
- Specifically this means the following weapons/powers/actions can be combined with Counterstrike:
- Normal unarmed strike attacks, knucks, shock gloves, shock frills, cyber melee weapons, previously activated killing hands, penetrating strike, previously activated elemental strike/weapon/body, previously activated spirit claw/ram, nerve strike, transmit damage, ti khao, push.
- Elemental body still hits an attacking enemy only once.
- Hits scored on a counterstrike roll reduce the enemy's hits like any other defense action, but a tie is lost by the defender.
- The gymnastics + agility test to establish the clinch is not considered to be a regular attack, and the opposed reaction + intuition test is not considered to be a regular defense test.
- This means that the usual modifiers and options for defense tests (e.g. combat sense, full defense, etc.) are not applicable.
- Any attacks performed while in a clinch are resolved as normal.
GMs may deny use of Social Maneuvers at any time they feel necessary.
Hustling the Mark
- To successfully perform this maneuver, you must pass at a Con test with a -6 dicepool modifier. If you succeed, you have deceived your opponent and receive a +2 dicepool modifier on your next con or negotiations test against them. If you fail, your opponent has seen through your deception or is otherwise suspicious.
- After deliberation RD has determined the following effect for this maneuver:
- If, in a social situation, you have a knowledge skill applicable to the topic at hand, GM discretion, you may roll that skill at no penalty and add hits up to your ranks in the skill to your relevant social skills dicepool for as long as the knowledge skill remains applicable during that encounter.
- GMs may deny use of this maneuver outright.
- You may only attempt this once per failed social test and no, you may not use Saving Face on Saving Face
- If you succeed on an opposed Etiquette test (at -4) you may make the original failed test again with no additional penalties. Any penalties affecting the original test still apply.
Full Matrix Defense
This now works on any attack actions, including IC actions which are limited by [Attack]. It does not apply to other matrix actions (and of course not to Resonance actions). It kinda sucks for 'Attack style deckers' but it's the closest thing to RAW without artificially inflating every defense pool in the trix.
- The built-in biofeedback filter doesn’t take up the deck’s one program slot, but is installed in addition to it.
Crystal Leviathan Shatterstar
- This deck is legal. Yes, really.
- The Program Carrier cyberdeck module may not contain the Virtual Machine program.
- Agents have their own persona in the matrix, but share their condition monitor with the device they are running on, as well as overwatch score and marks with the persona tied to the device.
- This means actions by an agent that generate overwatch score add to the owner’s OS, and marks placed by an agent can also be used by the owner and vice versa. Conversely, this also means any marks placed on the agent are also marks on the owner, and vice versa.
- When using this program to delete a file the Edit File action counts as an attack action and thus generates Overwatch Score (which is doubled, as noted in the program’s description).
- This program's dice pool penalty is no longer a noise penalty and thus cannot be cancelled by noise reduction, but does not apply to defense tests.
- The reasoning for this is that the noise is what is masking your presence, so you need it to be there in order to gain the benefit. In game balance terms, this should make it a defensive tactical decision instead of an 'always loaded, forever, unless the ambient noise exceeds my 12 points of noise reduction'.
- Keep in mind that the noise from this program only affects actions performed with the deck it’s running on.
- Actions performed by other sources that are targeting the deck don’t suffer from this noise, except for the Trace Icon action.
- This program's dice pool penalty is not considered a noise penalty for the purpose of noise reduction and thus cannot be cancelled by noise reduction. However, this penalty does not apply to defense tests.
- Adding a dongle to a commlink is a complex action, as is removing it.
- As noted on page 53 of the Missions errata, commlink dongles cannot be used with RCCS, decks, or any other device with the appropriate port which is not a commlink.
Attack and Stealth Dongles
- Please note that the price for attack and stealth dongles is ((Rating x Rating) x 3000¥).
- They are limited by the rating of the commlink they are attached to. For example a rating 6 attack dongle attached to a MetaLink (rating 1) could only work with a rating of 1, since the MetaLink just doesn’t have enough power to utilize all of the dongle’s capabilities.
- Any marks acquired using an attack or stealth dongle are lost when that dongle is removed from the commlink.
This is pretty complicated so bear with me.
- Personas and devices can be spotted and attacked etc. when you are within 100m of them, even if their icon is inside a host at the time.
- Non-persona devices being inside of a host means they are part of the host's WAN and vice versa; them being slaved to a host means their icon appears inside the host. You can still attack them from outside if you are within 100m of the device, but they get the host's defenses as usual.
- Personas are not generally slaved to a WAN even when inside since they either have their own PANs or are not devices. Company-owned devices such as commlinks and security weapons may be slaved to the company's WAN instead of the user's PAN, but this is a security risk so it will normally only be the case for on-duty guards/spiders and on-site personnel.
- Spotting non-silent running icons (ones which are not subject to normal filters = personas, AROs, weapons, anything else that is supposed to be visible to people in AR) happens automatically , without taking a Matrix Perception action. This includes IC, weapons, etc. which normally are styled in such a way as to be recognizable as such (unless they are running Wrapper or owned by NeoNET).
- Players make Matrix Perception tests when they want to investigate specific icons that they already see, or search for hidden icons.
For running silent icons
- Any Persona can make a general matrix perception test to see if there are any running silent icons within 100m or within the host they are in. This is not an opposed test; they simply get a yes or no answer. Spotting is a separate Matrix Perception test, as follows.
- Any Persona can make an opposed matrix perception test to find a random running silent icon or, if they know a feature of the icon they are trying to spot, they can try to find that one specifically. Features include anything on the Matrix Perception table on p. 235. e.g. "I am looking for anything with an attack rating of at least 1." "I am looking for the Persona that just performed an Attack action." "I am looking for anything that is a Persona." etc. They can ask questions about the target equal to their net hits.
- A device can run silent even if it doesn't have a Sleaze rating. It rolls a single-stat roll equal to the user's Logic or its Device rating (or its master's device rating), whichever is the highest.
- Does Hot Sim Bonus +2 get added to Foundation rolls?
- Do you use Hot Sim 4d6 or 1d6 for Foundation initiative?
- Characters use their base initiative dice (i.e. usually 1d6) in the foundation.
- Does Multidimensional Processor (Overclock Echo) give extra 1d6?
Yes and if a character using either of those options carries hitchhikers with them, the bonuses apply to them too.
- How do you calculate dice pools in Foundation?
- Dice pools for actions that would be physical in the real world are formed by the same attributes and skills in the foundation - only that physical attributes are replaced with their corresponding foundation attribute, and the rating (see p.111, DT) of any active skills is replaced with the rating of the corresponding foundation skill.
- For example shooting a pistol would usually be an Agility+Pistol roll. In the foundation Agility is replaced with Sleaze, and Pistols, as a combat skill, is replaced in rating with cybercombat.
- What do Hitchhikers default to?
- For tests that normally involve a mental attribute (e.g. perception, tracking, survival, navigation, first aid, etc.) you'd default on that attribute, if the foundation skill involved is defaultable (cybercombat, hacking, computer).
- For tests that would normally involve a physical attribute (shooting, melee, climbing, sneaking, etc.) you'd default on the equivalent foundation attribute, if the foundation skill involved is defaultable (cybercombat, hacking, computer).
- Can you use Active Skills as Knowledge Skills making them Active Skills?
- The relevant section in the CRB says active skills can be used in place of a knowledge skill, the active skill doesn't actually become a knowledge skill, so this wouldn't work.
- What Drug Effects carry over into the Foundation?
- All drug effects that are of a mental nature apply within a foundation (e.g. increases to mental attributes, dice pool bonuses to skills linked to mental attributes, mental qualities such as High Pain Tolerance, etc.) If the nature of a drug effect is not clear, the GM has final say which effects apply.
- Knowledge skills only, no converting active skills to knowledge skills to be used as active skills in a foundation. You wanna be a digital badass while being a real badass, find a UV host.
Essence Loss and Burning Out
- see the note in the Character Creation section.
Living Personas and Noise
- When in a situation in which the Noise Rating (excluding noise from distance) is higher than the living persona’s device rating (i.e. Resonance) it cannot use wireless functionality.
- This means the technomancer can’t use any matrix or resonance actions through wireless connections. Matrix or resonance actions through direct connections are not affected.
When a Living Persona exists on the Matrix
- Technomancers' living persona disappears when they go unconscious as per p. 235.
- A technomancer’s persona exists in the Matrix as long as they’re awake, unless they deliberately jack out.
- If they are link-locked in hotsim VR, they take physical biofeedback, resisted with only willpower as if they had their deck bricked; otherwise they are switched to AR and gracefully logged out, again like a decker.
- Resonance Actions do not suffer penalties from noise, unless stated otherwise in the description of the specific action.
- Technomancers can establish direct connections to devices when using gear that has the capability to do so and has been paid for with essence (e.g. control rigs, datajacks).
- Technomancers can establish direct connections and use DNI on their devices via trodes even if they do not have the skinlink echo. The skinlink echo still allows them to gain a direct connection to devices with hard-to-access UDP jacks and be less conspicuous.
- Use the new fading values as outlined in the errata threads for now; keep in mind that they may change as they are updated by the errata team. For quick reference the new values are currently the original values minus three, L+4 becomes L+1 and so on. Transcendent Grid is the only exception and remains at L-3.
- Editor can bypass the encryption on a file, but not data bombs attached to it. This means that any data bombs attached to the target file need to be defused first, or will trigger when attempting to use Editor on the file.
- When targeting a file with intact encryption, the level Editor is threaded at needs to be at least equal to the file's encryption rating.
- If used to copy an encrypted file, the character becomes the owner of the copy and as such can simply choose to remove the existing encryption from his copy of the file.
- Note that the affected IC will attack your marks, not the things that are marked.
- This means the IC will be occupied attacking targets it can’t harm.
- This complex form is Duration: Sustained.
- For Diagnostics, the rule of thumb is: if it can be hacked (wirelessly), it can be diagnostic’d.
Mind over Machine
- This echo does not give you a datajack or cable, despite functioning as a Control Rig.
- This echo does not give you a datajack or cable, despite functioning as a Control Rig.
- The area of effect for this echo is centered on the character’s physical body.
- Since a technomancer’s body is effectively the “device” their living persona runs on, they are always affected by this echo when it is active, even if they are remotely hacking in VR.
- The resonance program can be activated and deactivated by the technomancer with a Free Action, similar to regular programs on a cyberdeck.
- A technomancer can have as many of their resonance programs active simultaneously as they want.
- Active resonance programs can be revealed with a successful matrix perception on the technomancer's living persona (the regular rules for matrix perception apply).
- The Virtual Machine program cannot be chosen as a resonance program.
- When utilizing this echo the technomancer can still utilize other echoes as well.
- Resonance Programs can be used in parallel to programs on the cyberdeck and don't take up program slots on the cyberdeck. However, the general rule that only one instance of any given program can be active at the same time still applies - it's not possible to run the same program on the cyberdeck and as a resonance program simultaneously.
- The area of effect for this echo is centered on the character’s physical body.
- Since a technomancer’s body is effectively the “device” their living persona runs on, they are always affected by this echo when it is active, even if they are remotely hacking in VR.
- Sprites have mental attributes according to their matrix attributes, like a technomancer. Their skill ranks in trained skills are equal to their Level.
Condition Monitors, Overwatch Score, Marks
- Sprites have their own condition monitors, overwatch scores and marks, separate from their owner.
- This means sprites can’t use marks that their owner has, but have to place their own marks instead. The same goes for the owner using a sprite’s marks.
- Sprites can follow their owner into a host without having a mark on the host themselves by tunneling in through resonance channels.
- This requires the owner to order the sprite to do so and spend one of its tasks.
- It takes the sprite a complex action to enter the host in this way.
- Keep in mind that being in a host without a mark is very dangerous in the case of detection.
- The Karma cost to submerge is (10 + (New Grade x 3)). This cost cannot be reduced by ordeals, solo submersion runs or similar.
- The test to submerge is an extended Software+Intuition [Resonance] (New Submersion Grade, 7 days) test. The new submersion grade is gained once the total time for the test has passed. This time can be interrupted (e.g. by runs), and during this time the character may concurrently increase skills, attributes, or perform similar advancements that require time.
- Alternatively, the character can bypass this test by going on a solo submersion run. In this case the character gains the new initiate grade upon successful completion of the run. The character then has to wait 7 days to initiate again. Mechanics aside, solo initiation runs are also a great way to do some character development.
Rigging and Driving
- Drivers use Intuition + Reaction (Intuition x2 in VR) to avoid attacks, not Reaction+Vehicle skill. Full Defense allows them to add their Intuition again (p. 205, Attacks Against Vehicles, Evasive Driving). Qualities which allow substituting other things for Full Defense do not apply.
- Handling is a limit to Defense Tests (application of Edge removes limits per normal).
- Drones use Pilot * 2 to avoid attacks, as the Pilot program stands in for Reaction & Intuition (p. 199) and Drones follow the same rules as those for flesh-and-blood characters (p. 270). Some GMs prefer to rule that it is Pilot rating + Maneuvering autosoft; this is fine too. Evasion is for sensors.
- When using VR to control your drones, all related skills are tied to mental attributes instead of physical attributes. Specifically, Agility is replaced by Logic, and Reaction is replaced by Intuition.
- This means that for example Gunnery is linked to Logic instead of Agility, and Piloting to Intuition instead of Reaction when using VR.
- This is not how most people use these rules, so be careful when reading about rigger advice in other places!
Cyberprograms on RCCs
- RCCs can run all cyberprograms (but not agents). Also, keep in mind that RCCs do not have attack and sleaze ratings, and therefore cannot effectively utilize a lot of hacking programs.
- Cyberprograms running on an RCC use up the same slots as autosofts, and therefore also count against the sharing rating.
- Remember that this action has to be executed using an RCC (which also means using the RCC’s stats) and only provides bonuses to devices slaved to said RCC.
- The maximum bonus that can be gained through this action is equal to the recipient’s rank in the used weapon skill, or the rating of the targeting autosoft for drones.
- A swarm must include at least two drones in order for the swarm program to work and apply its benefits.
Basic and Advanced Modifications
- Players can modify their vehicles according to the (advanced) modification rules introduced in Rigger 5.0 (p.151f), but they don’t have to. If you’re starting out, you won’t have to buy Rigger 5.0 just to add a weapon mount or rigger interface to your car and can instead use the basic modification rules.
- However, if you use any modifications from Rigger 5.0 on a vehicle, all modifications on that vehicle need to conform to Rigger 5.0’s modification rules - no picking and choosing! This also means that previous versions of the same modification (e.g. smuggling compartments or spoof chips from Stolen Souls, weapon mounts from the core rulebook) are superseded by their counterparts in Rigger 5.0.
- If a vehicle already has modifications that are being superseded by Rigger 5.0 counterparts, remove the outdated modifications from the vehicle and refund yourself the money they cost, then simply add the counterparts from Rigger 5.0. You must pay the cost of the new Rigger 5.0 version of the modification, however.
Installing Advanced Modifications
- If you want to put some of the advanced modifications from Rigger 5.0 on a vehicle, there are three ways to do it: you can do it yourself, you can go to a public tuning shop, or you can ask one of your contacts to do it.
- Do It Yourself
- If you want to do the modification yourself you basically just follow the rules as outlined in Rigger 5.0. All modification packages bought on Runnerhub already come with plans!
- Public Tuning Shop
- If you don’t know how to do it yourself, this is the easiest alternative. Tuning shops are easy enough to find, so that every character is assumed to be able to just do so. You simply buy the modification package at a 30% price increase to reflect the shop charging you for the install.
- However, since these are legitimate businesses, they won’t touch any mods with a Restricted or Forbidden availability, and can only install mods with a threshold up to and including 16.
- The time it takes for them to install a mod is its threshold divided by 10 (rounded up) in days.
- Mechanic Contact
- If you have a mechanic contact you can ask them to install mods for you. You don’t have to buy the modification package through them, but you will have to pay them to put it in. This starts at 25% of the modification’s value, and decreases by 5% for every point of loyalty above 1 the contact has.
- Contacts can install any modification regardless of availability type, and up to and including a threshold equal to their connection rating x 8.
- The time it takes for them to install a mod is its threshold divided by 10 (rounded up) in days.
- Modifications that are listed as standard in the vehicle’s stat block (or on p.155, Rigger 5.0 for vehicles from SR5) do not use up any of the vehicle’s mod slots and are already factored into the attribute ratings of the vehicle.
- A Toyota Gopher for example has standard Off-Road Suspension. The +1 to handling off-road and -1 to handling on-road are already reflected in its Handling score of 5/5.
- This and GridGuide are considered to be two facets of the same system, much like the Smartgun system and the Smartlink. Vehicles using the Rigger 5 rules (vehicles from that book or using modifications from that book) come standard with GridLink at no additional cost, even if it is not listed in their entry, unless they are a throwback or a Big Bob’s vehicle or similar.
- Gridlink can be overridden with any of Gridlink Override, Manual Override, or Rigger Interface modification, depending on your preferred mode of operation.
- If you have paid for a Gridlink system on your vehicle, you may refund it for the price you paid for it (usually 750 nuyen).
- If you do not have an Override system installed, make sure to get one as soon as possible if you think you might need to avoid having your vehicle controlled remotely by authorities. Turning your wireless off can also work but is more obviously illegal in most places.
- Pilot Enhancement
- The description of this modficiation incorrectly states that pilot programs can have a rating of 1 to 9, this should be 1 to 6.
- Metahuman Adjustment
- This modification, and the penalty to all non-human metatypes introduced in its description, are not used on Runnerhub.
- This modification cannot be used in place of a lifestyle.
- The vehicle repair rules introduced in Rigger 5.0 (p.29) are not used on Runnerhub. Refer to the section on repairing gear instead.
- The Advanced Driving Rules introduced in Rigger 5.0 (p.173 - 182) can be used on Runnerhub, but are considered to be optional due to their complexity.
- GMs that intend to use them are encourage to note that fact in their job postings, and players who intend to use them should ask permission from the GM first.
- Vehicle Armor is not hardened armor; however, the DV of an attack after soak must exceed the vehicle’s modified armor rating (after AP) to cause damage.
- Example: 2 net hits on an attack with 8 base DV, AP-2. Vehicle has 8 armor and rolls armor-2+body to soak 10P. If they soak at least 5, the modified damage will be less than the vehicle's 6 armor after AP, so no damage is applied. This does not mean the vehicle is unaffected - only that the damage is primarily cosmetic.
- This also applies to drones.
- The Ares Minotaur has an availability of 14R.
- The BMW Luxus has an availability of 24F.
- Characters who wish to own a watercraft need at least a low lifestyle to reflect the cost of maintaining and storing the craft.
- Characters who wish to own an aircraft need at least a medium lifestyle to reflect the cost of maintaining and storing the craft.
- The vehicle repair rules introduced in Rigger 5.0 (p.29) are not used on Runnerhub. Refer to the house rules for repairing gear instead.
- Drones can be modified according to the Drone Modification rules (p.122, Rigger 5.0). General Modification Rules for vehicles (p.151, Rigger 5.0) do not apply to drones.
- The test to install a drone modification is always a Logic + appropriate mechanic skill extended test with an interval of 1 hour and a threshold depending on the type of modification.
- Drone modifications can be installed the same three ways as vehicle modifications (DIY, public shops, contacts). See the section on installing advanced modifications.
- The free attribute increase (i.e. without spending a mod point) can be applied to any attribute, except for the body and pilot attributes. Only one attribute may be increased for free per drone.
- A drone can endure downgrades to any attribute, except for the body and pilot attributes.
- A drone can receive a maximum of one mod point through downgrades.
- The threshold for the mechanic test to perform a downgrade is 8.
- The threshold for the mechanic test to perform an Attribute Modification is the total level of the modification x 6.
- Installing a +2 handling modification would have a threshold of (2 levels x 6) = 12;
- Installing 12 points of armor would have a threshold of (4 levels x 6) = 24;
- Lowering the body attribute by 3 would have a threshold of (3 levels x 6) = 18.
- Mod points gained by modifying the Body attribute are in addition to mod points gained through downgrades and not subject to the same limit.
- The availability for a Body modification is calculated with the base number of gained mod points (i.e. 2 mod points per point of body), not the net gain.
- The availability type (normal/restricted/forbidden) of the Armor modification is based on the amount of armor added through modifications, excluding the base armor of the drone.
- A level of armor modification always adds three points of armor, so the total amount of armor gained is always a multiple of three.
- Drone armor follows the same rules as vehicle armor.
- The threshold for the mechanic test to install any modification other than weapon mounts is the cost of the modification in mod points x 10.
- Micro weapon mounts are not allowed on Runnerhub.
- A drone must have a minimum base body attribute (i.e. prior to any modifications) of two to allow installation of a weapon mount.
- The prices for weapon mounts are listed in the table below.
- The threshold for the mechanic test to install weapon mounts is the total mod point cost of the mount (including options) x 4.
- Installing a small weapon mount with blow-away panels would have a threshold of ((2 mp + 0 mp) x 4) = 8;
- Installing a huge weapon mount with pop-up option, belt-feed system and an expanded ammunition bay would have a threshold of ((5 mp + 1 mp + 2 mp + 1 mp) x 4) = 36.
|Drone Weapon Mount Costs|
- Modifications in this category need to be checked by a GM to see whether they are suitable for the drone in question. In unclear situations the GM should ask RD or TD for assistance.
- Pilot programs cannot be upgraded, only replaced with a program of a higher rating. The replaced pilot program cannot be sold or used in another drone.
- Replacing a pilot program doesn’t cost mod points.
- The threshold for the mechanic test to replace a pilot program is the new pilot rating x 6.
Drone Weapon Mounts
- With the Rigger 5.0 update and new weapon mount rules, some drones which could previously hold up to assault rifles can now only hold up to SMGs. Handle this according to the same rules: If you are using any rigger 5 material on a drone, then it uses all of the rigger 5 rules. That means you may have to downgrade the weapon on it in order to do all the other cool modifications (should still be an improvement though).
- Melee weapons with reach greater than 0 can only be used by anthro drones (sorry, there just isn't enough precedent to make an educated ruling on what size of mount they should use).
- "MCT-Nissan Roto-Drone: Three extra Weapon Modification Slots" (Rigger 5.0, pp. 155)
- We are taking this to mean it has 3 extra mod points to spend only on weapon mounts & mount options
- As a quick fix to the missing stats on this piece of equipment, use the stats for a Standard Weapon Mount. (2 mod slots, 1500 nuyen, avail 8, threshold 6 Armorer test to install)
- Straps a suicide grenade in a non-obvious fashion to your drone.
- A drone can run any rating of autosoft, regardless of its pilot rating. The rules introduced in Rigger 5.0 (p.127) that limit a pilot program to only run autosofts of equal or lower rating than itself are not used on Runnerhub.
Cyberprograms on Drones
- Drones can run all cyberprograms (but not agents). Also, keep in mind that drones do not have attack and sleaze ratings, and therefore cannot effectively utilize a lot of hacking programs.
- Cyberprograms running on a drone use up the same slots as autosofts. This means the maximum number of autosofts and cyberprograms combined running on a drone is equal to its device rating.
Customization Software (Personality, Linguistics)
- The Personality and Linguistics customization software for drones (p.127f, Rigger 5.0) does not use up any program/autosoft slots of a drone.
- The size ranges for drones listed below can be used as a general guideline to judge a drone's size. They are not binding, for example if a drone's description offers a differing size, that description takes precedence over the size ranges below.
- Generally, the GM should decide whether a drone is large or small enough to have a singinificant effect in a specific situation.
- Microdrones (Body 0):
- Insect sized, less than 10 cm length.
- Minidrones (Body 1):
- Size of a large insect or small rodent, can fit in the palm of a hand or pocket, length between 10 to 25 cm.
- Small Drones (Body 1-3):
- Can vary in size from a small to a large dog, smaller examples can be hidden on a person's body, length between 25 to 100 cm.
- Medium Drones (Body 2-5)
- Can vary in size from a large dog to a motorcycle, generally can't be hidden on a person's body or carried by a regular human, and occupies the equivalent of one seat in a vehicle.
- Large Drones (Body 2-10)
- Can vary in size from a motorcycle to small car, generally can't be carried by a regular metahuman, and occupies the equivalent of one or more seats in a vehicle.
- When using the drone’s limbs in a way that requires a strength or agility attribute (e.g. opening a door with a crowbar) consider the drone’s strength to be equal to its body attribute, and its agility equal to the pilot attribute.
- Anthro Drones are still drones, and thus still benefit from the effects of vehicle armor, but any humanoid armor added is purely cosmetic.
- Disclaimer: Since this is an assassin drone styled to look like a young child, there is a lot of potential for usage that is simply inappropriate in a large, shared community such as Runnerhub. Therefore TD reserves the right to retroactively deny any purchases of this item in cases of such inappropriate usage.
- The maximum penalty a character may take through Noizquitos is limited to -4, regardless of how many Noizquitos affect them.
- The stat block for the Ares KN-Y1 (Phobos) has all values moved a column to the right. It should read as follows:
- The cluster munitions can be of the same types (and have the same stats) as are available for rockets and missiles (p.435, SR5).
- This drone is not permitted for use on the Hub.
- The Cybertooth is considered milspec and therefore not allowed.
- The Junkyard Dog, Roachdrone, RECONdor and SkySpy are allowed.
- These cannot take the Drone Arm modification
- Since Howling Shadows actually printed their availability table, pets can now be purchased and even augmented via the standard availability rules.
- Any training etc. has to occur via GM-witnessed rolls, like with gear acquisition, and takes your full attention as far as downtime consumption.
- The lifestyle listed is the minimum lifestyle required to care for the animal. Food and care costs are considered to be part of the lifestyle expenses. If you can't support the pet, you generally lose it, one way or another.
- Characters are limited to a hard maximum of 5 living pets.
Essence Loss and Burning Out
- see the section on essence loss in Character Creation section.
- The above mentioned types of magic, as well as any spells, powers, spirits, metamagics, mentor spirits, etc. tied to them ("Dark Magic" chapter, p.78 Street Grimoire) are considered to be NPC only and not allowed for player use on Runnerhub for thematic reasons.
Corpse Cadavers and Zombies
- Corpse cadavers (p.128, Hard Targets) and zombies (p.131, Hard Targets), as well as the rituals and items used to create them, are not allowed for use by player characters on Runnerhub.
Multicasting (Casting Multiple Spells With A Single Action)
- Foci, mentor spirits, specializations, etc. only add to the total dice pool once. If you are multicasting spells that would get the bonus, you divide it between them as with the base dice pool; otherwise, the bonus only applies once.
- Example 1: multicasting multiple fireballs. You have a spellcasting focus for combat magic, a specialization in combat spells, and a mentor spirit who adds dice to combat spells. All of these bonuses are added to the dice pool before splitting.
- Example 2: multicasting Decrease Willpower and Control Thoughts. You have a power focus, a specialization in both manipulation and health spells, and a mentor spirit who adds dice to Manipulation spells.
- Power focus: Adds its dice to your spellcasting pool before splitting.
- Specialization: Since you have a specialization for both spells, you add 2 to the dice pool before splitting. You do not get 2 each.
- Mentor spirit: Since this only affects one of the spells, you add 2 to that half of the dice pool and not to the other.
- If you instead had 2 spellcasting foci, one for Manipulation and one for Health, you would have to choose one to add to the dice pool of its corresponding spell, since only one focus can add to the dice pool of a single spell.
- Negative modifiers (such as background count, essence loss for healing spells, etc.) are applied to each dice pool individually.
Additionally, the spells in question cannot affect the same (unwilling) target in accordance with the Missions blurb about multiple attack actions. Technically, yes, they are part of the same action, but this is a case of the GM smacking you upside the head with the rulebook.
Hose and Tsunami
- These are available with the stipulation that electronics are generally water-resistant; the anti-machine properties of it only apply if the GM says so. Also, please note that it does not actually do damage; water 'damage' just knocks people down.
Mind-Link, Mindnet, Mindnet Extended
- These spells can only be used on metahumans and metasapients.
- They can be used to share communication (verbal, text, sensory, emotive, astral).
- While it is possible to share sensory information with someone who doesn’t have that sense themselves (e.g. sight with a blind person), they won’t be able to properly comprehend the information. Therefore it has no mechanical effect.
- Both versions (Manablade and Powerblade) are not allowed for use on Runnerhub.
Touch Range Combat Spells
- Attacks using combat spells with a range of Touch are resolved with a standard Spellcasting+Magic [Force] test, opposed either by the target's Reaction+Intuition for indirect spells, or body (physical spells) / willpower (mana spells) for direct spells.
- An additional unarmed attack to touch the target is not necessary.
- The defender’s roll is treated like a defense against a melee attack. This means that melee specific interrupt actions and similar can be used.
- Since the spellcasting test represents a touch attack, the attack is still successful when attacker and defender tie on their rolls. However, the attacker does not gain the usual +2 bonus for performing a touch only attack.
Fetishes & Limited Spells
- 1 fetish per spell and it can be replaced if lost (¥2k cost and requires attunement).
Ritual Formula Cost
- Since the official material doesn't list availability and price for Ritual Formulae, treat their availiability as 6R and price as 1500¥ until official values are released. This applies to formulae for all rituals, regardless of their type.
- Spirits share a specific link with their summoner and will only accept requests for services from them and nobody else.
- A summoner however may command his spirit to aid another person in some form (this uses up services as usual).
- In this case the spirit will generally follow the original instructions of its summoner, which doesn't necessarily mean that it will obey specific commands by the person it was tasked to aid (up to GM discretion).
- Keep in mind that it takes a Simple Action to give a command to a spirit or group of spirits.
Elemental Attack and Energy Aura Damage Type
- For spirits with the Elemental Attack or Energy Aura powers, the summoner can choose which elemental damage effect these powers have at the time of summoning.
- If the spirit has both the Elemental Attack and Energy Aura powers, the chosen elemental damage effect needs to be the same for both powers.
- While it is possible to summon a spirit with an Elemental Attack or Energy Aura that's opposed to its own element (e.g. a spirit of water with a fire elemental attack), this can result in a very unhappy spirit. It is left to the individual GM to determine if and how this expresses itself.
- It is left to GM discretion whether Possession Tradition characters remain in control of their character or not when possessed by a spirit.
- Inhabitation Spirits
- For ally spirits of the inhabitation type the essence of the spirit and vessel are considered to be separate.
- This means that the spirit's essence and magical abilities are not diminished by any cyberware the vessel has.
- However, the vessel still follows the regular rules for metahuman essence (most importantly, it can't go below 0).
- Endowment can only grant powers of the spirit's base form, but not any great form powers.
- This power works exactly as Hardened Armor against the specified type of damage. Therefore, add the bolded parts to the below excerpt from the description of the Immunity power:
- "This means that if the modified Damage Value of the attack does not exceed the Immunity’s rating (modified by AP), then the attack automatically does no damage. If the modified DV exceeds the Immunity rating (modified by AP), perform a Damage Resistance test as normal, adding the Immunity rating (modified by AP) to the dice pool for this test. Additionally, half (rounded up) of the Immunity rating (modified by AP) counts as automatic hits on this test."
- This adept power is currently not allowed for use on Runnerhub.
- This power can only be used on living things with an astral presence.
- This one is a bad editing job and lists 2 different intervals. We are taking it to mean 1 hour per change until it gets errata'ed. Sorry, folks.
- The maximum ranks of Cool Resolve you can take is (2 + Initiate Grade). This means that only 2 ranks of Cool Resolve are allowed at character creation.
- Elemental Strike adds the chosen elemental effect (cold, electricity, fire, etc.) to your Unarmed Attack. It does not increase the Damage Value of the attack.
- Elemental Weapon adds the chosen elemental effect (cold, electricity, fire, etc.) to attacks with your weapon focus. It does not increase the Damage Value of the attack.
- This adept power cannot be used with variable rating sensory enhancements.
- Negates a single modifier (all or nothing, no partial negation)
- Works on any modifier that isn't part of the setting, so if you can make a complex action and then the other action in melee, it would work on that.
- Does interrupt aiming by the text of the aiming rules.
- Does apply to wound modifiers as they are in the P. 176 table
- Is one task per activation. An extended test would be one task, a single shot would be one task, a fire fight would be several.
- Must be done immediately preceding the task.
- Is subject to GMs calling the modifier you want to negate not something you can ignore through concentration.
- Activating this power requires a simple action.
- The adept using this power is not affected by it themselves.
- Kinesics grants +1 dice per level to a character's own opposed rolls when they are the target of a social or judge intentions roll (see also the Social Skill Test table on p.141, SR5 and errata for the opposed rolls to each social test), but not assensing.
- The GM may decide that Kinesics affects other attempts to judge the character's truthfulness (e.g. using the Analyze Truth spell), and how it affects them.
- To use this power the adept must first make a Perception + Magic [Mental] test.
- The threshold for this test is half the force of whatever the adept is trying to detect, rounded up (e.g. a force 6 spirit would have a threshold of 3 for detection).
- The adept can use this power to detect the presence of foci (active and inactive), spells, wards, magical lodges, alchemical preparations, active rituals and spirits within range, but not awakened characters, critters, astral signatures, already expired or triggered alchemical preparations, or the effects of permanent spells once they have become permanent.
- Does not stack with Iaijutsu
- Foci can be upgraded to a higher force. To do so you have to succeed on a regular availability roll for the focus at the new force, then pay the price difference between the focus' old and new force, as well as the Karma difference between bonding the focus at the old and new force.
- The time to re-bind the upgraded focus to the character is the force of the upgraded focus in hours.
- The delivery time for the upgraded focus is based on its total cost (i.e. the same as buying a completely new focus at the same force).
- Weapon Implants cannot be a Focus, they are integrated into your essence. Existing weapon implant foci are grandfathered in and do not need to make any modifications to their sheet. This applies to all characters created or focus purchased after January 15 2017.
- Power Foci add their rating as a dice pool bonus to all tests that include the magic attribute.
- They do not increase the magic rating for other purposes, such as maximum spell force, determining drain type (stun or physical), etc.
- Runnerhub uses the rules for Background Counts as described in the official material. Consider the following just a clarification of when the penalties from a Background Count apply.
- Background Counts impose a negative penalty equal to their rating for all test linked in any way to magic. For clarity this can be broken down into the following cases:
- Any test that includes the magic attribute in the dice pool calculation.
- Any test that includes an attribute or skill that is modified by magical means in the dice pool calculation.
- Any test that utilizes a magical power, ability, effect, or item.
- Any test for the usage of a magical power, ability, effect, or item.
- For more clarity Background Count applies to Assensing, Astral Perception, and Astral Combat (p. 32, SG) skill tests as well as the other things (spirits, spellcasting, etc).
- The penalty from a Background Count is only applied once per test (e.g. for a test with both an attribute and skill boosted through magic the Background Count penalty is still only applied once).
- Damage Resistance tests (e.g. resisting damage from a ranged attack, drain, toxin resistance, etc.) are not affected by Background Count penalties.
- In the specific case of magically augmented initiative (e.g. through the 'Increase Reflexes' spell or 'Improved Reflexes' adept power) the character doesn't suffer a penalty to their initiative dice, but a reduction of their total initiative score equal to the Background Count's rating.
- This mentor spirit is not allowed for use by player characters on Runnerhub.
- To represent the time spent looking for and moving to new places, increase the amount of time it takes to learn a new skill or improve an existing skill by fifty percent. This is cumulative with the training time increase imposed by the dependents quality.
- Horse's metamagic can be selected for your initiation reward, like any other metamagic.
- The -2 penalty applies to tests involving Magic (much like a background count).
- Atonement for Dolphin requires a donation of time (karma) or money (nuyen) of around 5 GMP (GMs may increase or decrease this according to the severity of the transgression).
- Atonement for Whale requires a donation of time (karma) or money (nuyen) of around 5 GMP (GMs may increase or decrease this according to the severity of the transgression).
- You cannot raise your magic as a Whale follower until you atone.
- The Karma cost to initiate is (10 + (New Grade x 3)). This cost cannot be reduced by ordeals, solo initiation runs or similar.
- The test to initiate is an extended Arcana+Intuition [Astral] (New Initiate Grade, 30 days) test. The new initiate grade is gained once the total time for the test has passed. This time can be interrupted (e.g. by runs), and during this time the character may concurrently increase skills, attributes, or perform similar advancements that require time.
- Alternatively, the character can bypass this test by going on a solo initiation run. In this case the character gains the new initiate grade upon successful completion of the run. The character then has to wait 30 days to initiate again. Mechanics aside, solo initiation runs are also a great way to do some character development.
- Magicians and mystic adepts can initiate into a school of magic, allowing them to obtain its special rituals, metamagics and enchantments.
- To initiate into a school the character has to dedicate an initiation to it.
- For most schools, this means picking the prerequisite metamagic for that school as the metamagic for that initiation. Characters can then gain further metamagics within that school on subsequent initiations.
- Arts such as Geomancy, Necromancy, Divination and Invocation don't have any metamagics. In these cases the character initiates into the school by picking any of the rituals or enchantments listed for that school, instead of picking a metamagic for their initiation as they usually would. This ritual or enchantment is paid for with the regular initiation cost. Subsequent rituals or enchantments from that school are purchased at the regular cost.
- Arts such as Advanced Alchemy, Advanced Ritual Spellcasting and Advanced Spellcasting list several metamagics with no prerequisite metamagic. In these cases the character initiates into the school by choosing any of the metamagics within that school for their initiation.
- Characters have to follow an Adept way to purchase metamagics, rituals and enhancements from that way.
- However, adepts can always choose metamagics, rituals and enhancements from the Undecided Way, even if they are already following another way.
The Beast's Way
- Adepts following The Beast's Way gain the benefits and drawbacks of following an animal totem. This effectively means they receive the Mentor Spirit quality for free (i.e. at no additional Karma cost) when purchasing the Beast's Way quality.
- As such followers of The Beast's Way can't take a separate mentor spirit outside of the one provided by the quality itself.
- In addition, mystic adepts need to pick either the listed magician or adept advantage as usual.
- The chosen mentor spirit needs to be an animal totem (e.g. Bear, Car, Rat, etc.) and will have to be approved by either CCD (during character creation) or TD (when picking up the way during play).
- If a character is purchasing The Beast's Way and already has a fitting mentor spirit, the Karma cost of the way is discounted by the amount of Karma spent to gain the mentor spirit (i.e. down to 35 Karma if the mentor spirit was taken at character creation, or 30 if it was taken in play).
- If a character wants to purchase The Beast's Way and already has a non-animal mentor spirit, they first need to remove the old mentor spirit as if it were a negative quality, as outlined in the description of the mentor spirit quality.
The Spiritual Way
- Adepts following The Spiritual Way gain the benefits and drawbacks of following a spiritual mentor spirit. This effectively means they receive the Mentor Spirit quality for free (i.e. at no additional Karma cost) when purchasing the Spiritual Way quality.
- As such followers of The Spiritual Way can't take a separate mentor spirit outside of the one provided by the quality itself.
- In addition, mystic adepts need to pick either the listed magician or adept advantage as usual.
- The chosen mentor spirit needs to be of spiritual nature (e.g. Dragonslayer, Fire-Bringer, Mountain, etc.) and will have to be approved by either CCD (during character creation) or TD (when picking up the way during play).
- If a character is purchasing The Spiritual Way and already has a fitting mentor spirit, the Karma cost of the way is discounted by the amount of Karma spent to gain the mentor spirit (i.e. down to 35 Karma if the mentor spirit was taken at character creation, or 30 if it was taken in play).
- If a character wants to purchase The Spiritual Way and already has a non-spiritual mentor spirit, they first need to remove the old mentor spirit as if it were a negative quality, as outlined in the description of the mentor spirit quality.
- Astral Bluff is treated as a metamagic, and as such can be acquired through initiating as usual.
- As per the rules on astral projection, anything done to an astrally projecting mage's body also applies to the spirit. This includes health spells, damage/death, drugs, augmentations, etc.
- Against wholly astral entities (e.g. non-materialized spirits or projecting magicians), you attack with the astral combat skill and your mental attributes as per the "Astral Combat" rules on p. 315, core rulebook (regardless if you are unarmed or using a weapon focus).
- The only exceptions are characters that have the "natural weapon" (melee) critter power and are dual-natured, or adepts with the killings hands adept power. In both of those cases, you use the unarmed combat skill and your physical attributes for your attack rolls and damage calculations.
- Be aware that in astral combat, you soak damage with willpower instead of body. The only forms of armor that apply in astral combat are the mystic armor adept power and the astral armor spell.
- "Astral combat is resolved in the same way as physical combat" means it follows the procedures for Combat Resolution on p. 172-173, SR5, with the noted substitutions (e.g. logic+intuition instead of reaction+intuition to dodge). It does not mean literally every rule relating to combat in Shadowrun applies to Astral Combat.
- Dodge uses Gymnastics, blocking uses Astral Combat, full defense uses their Willpower, qualities that substitute other things for Willpower work as normal with the exception of Agile Defender which substitutes your logic because it is your astral agility. Reach is not part of this section so it does not apply
- Adept powers are generally physical in nature and do not apply to astral combat unless otherwise specified (e.g. Killing Hands, Mystic Armor, Cloak)
- When using Killing Hands against astral entities, the adept uses Unarmed Combat instead of Astral Combat, Physical limit instead of Astral limit, and Strength instead of Charisma for their astral combat DV.
- Martial arts do not apply in Astral Combat per the sidebar on p.140 on Run & Gun. In fact, they may not even apply to spirits that have manifested, depending on how they manifest! (GM discretion)
- No single martial art style deals directly with fighting spirits,
- The exception to this is Neijia, which is always effective
- Spirits soak damage in astral combat, and from Neijia, with just willpower x 1 (which in all cases is Force), not Force x 2. (this is RAW, just clarifying)
- For physical combat, the Materialization power gives them immunity to normal weapons, which means they have Hardened Armor equal to Force x 2 against attacks that are not somehow magical or composed of their 'allergy' (such as a fire spirit's allergy to water), which means they ignore attacks where (Base DV + net hits) < Force x 2 - AP, AND they get Force automatic hits on the soak roll even if it does exceed their hardened armor rating. BUT this is only against physical attacks while materialized.
- Augmentations that are obviously outside of the metahuman norm (e.g. cybertails, extreme bodymods, etc.) may impose social penalties in certain situations (GM discretion).
- Weapon Implants cannot be a Focus, they are integrated into your essence. Existing weapon implant foci are grandfathered in and do not need to make any modifications to their sheet.
- The optional Gamma and Omega augmentation grades introduced in Chrome Flesh are currently not used for Player Characters.
- It is possible to upgrade installed cyberware/bioware to a higher rating (if it has a rating). To do so you have to succeed on a regular availability roll for the ‘ware at the new rating, then pay the price difference between the old and new rating.
- The delivery time for an upgraded piece of 'ware is based on its total cost (i.e. the same as a completely new piece of 'ware at the same rating).
- Changing the grade (used, alpha, beta, etc.) of a piece of ‘ware requires a full replacement of the piece.
- This cyberware is available in a rating from 1 to 6.
Implanted Commlinks / Cyberdecks
- Cyberware grade only affects the cost for implanting a cyberdeck or commlink, but not the cost of the cyberdeck or commlink being implanted itself.
- Reiterating: Implanted commlinks/decks do not have their price modified by changing grade, only the implantation surgery cost is modified.
- The internal router can only provide wireless functionality for a character’s cyberware and devices with a direct physical connection (e.g. a smartgun system connected via datajack cable).
- The Internal Router is up to GM discretion on individual wireless bonuses, but generalizing from the examples: anything that just gives you better action economy is preserved (such as changing firing modes as a free action, or turning your wireless reflexes on/off as a free action), while anything that gives a dice pool bonus still requires you to run wireless. Wired reflexes + reaction enhancers can be used together via Internal Router.
Retractable Climbing Claws
- The bonuses provided by a pair of climbing claws is a +1 dice pool bonuses for all climbing tests instead of a “climbing skill bonus” as mentioned in the description.
- The targeting laser's bonuses only apply to weapons that could normally mount and benefit from a laser sight. Thrown weapons, for example, do not receive the bonuses.
- This cyber-implant weapon is missing stats for essence / capacity cost, availability and price.
- Until the release of an official errata use the following stats:
- Keep in mind that the augmented attribute maximum also applies to cyberlimbs. Therefore the maximum bonus (e.g. through enhancements and the Redliner bonus) to a cyberlimb’s (customized) attributes cannot exceed +4, unless explicitly mentioned otherwise.
- Cyberlimb attributes do not affect the physical limit.
- Keep in mind the official rules for tasks that involve more than one limb. Which tasks involve what limbs is up to GM discretion, since there are far too many possible cases to provide a complete list.
- This can be taken for the arms with any Weapon skill and in such a case they will apply to the weapon's Accuracy. Any weapon can be wielded in 2 hands (even knives and holdout pistols ) unless the circumstances dictate otherwise (e.g. carrying something in your off-hand, dual-wielding, trying to use a weapon in the same initiative pass as a Right Back At Ya! action, etc.) Other uses of Cyberlimb Optimization are still case-by-case.
Cyberlimb Enhancement: Armor
- Cyber hands / feet cannot receive the Armor Enhancement.
- Cyber lower arms / legs can receive the Armor Enhancement at a maximum rating of 1.
- All other forms of cyberlimbs have no restrictions on the use of the Armor Enhancement.
- This cyberlimb augmentation is not allowed for player use on Runnerhub.
- The damage bonus only applies to unarmed attacks using the callus, but not other attacks using unarmed combat (e.g. shock gloves, cyber-implants, etc.), and stacks with the bonus damage from bone lacing cyberware or bone density augmentation bioware.
- A character cannot have more calluses than they have limbs.
- It doesn’t cost additional Karma to remove the allergy once the 30 day period has passed.
- However, if the symbiotes are removed at a later time, the character immediately regains the allergy quality removed through them.
- Nanites cannot be reprogrammed into a different class of nanite (taggants into implant medics, for example)
- Changing the setting of your nanites (for example, asking your nanotats to rearrange themselves) is a free action. The process still takes a few minutes to complete, but does not require conscious effort (or even consciousness) after the action is taken.
- The repairs done by the nanites work as referenced and described on p.228 SR5. Please note however that this is an exception to Runnerhub’s house rules on repairing matrix damage.
- The column headers for the Nanogear table, p.154 Chrome Flesh, are incorrect. They should read “Nanogear | Type | Availability | Cost”.
- Due to the fact that downtime activities on Runnerhub are based on real time, the treatment times for genetech are reduced as follows:
- For genetech with a listed treatment time of less than 1 month, reduce the time to 1 week.
- For genetech with a listed treatment time of 1 month or more, reduce the time to 2 weeks.
- Multiple genetech treatments can be performed simultaneously.
- During the treatment characters cannot go on runs or perform any other downtime activities, however characters are free to still interact with other characters (e.g. in Datahaven threads, IC chat, etc.) from the safety of their vat.
- You can get adapsin post-gen.
- In accordance with the example under Biocompatibility, it simply changes the ware grade multipliers as follows:
- Used: x1.1
- Standard: x0.9
- Alphaware: x0.7
- Betaware: x0.6
- Deltaware: x0.4
- Note that it does NOT reduce the cost of implants directly.
- Adapsin does the same thing (the wording is slightly different - 'additive' instead of 'cumulative' - but we interpret it to be intended to mean the same thing). I'm pretty sure this is the way Chummer and Herolab already handle it, so this is just for mathematical clarifications for those of you who are frantically running numbers on your essence values right now.
- It works retroactively in the sense that the essence cost of your existing cyberware is reduced, leaving an essence hole if it would free up more than 0.2 essence (the cost of the geneware). This is intentionally diverging from RAW because of the issues of interpretation regarding what constitutes 'the essence cost of implanting cyberware'.
- Adapsin does not stack with Biocompatibility (Cyberware).
- If your character has less than 0.2 essence but has more than 2 essence worth of cyberware, they can still purchase the Adapsin treatment; it will fill its own essence hole first before eating into your untapped essence.
- If used to reduce the Blighted quality it doesn’t cost additional Karma to do so, and one treatment is enough to remove the quality entirely, no matter which level the quality is at.
- The +1 initiative from this geneware is considered part of the Reaction Enhancers augmentation, so it stacks with the initiative dice from Wired Reflexes whenever their reaction bonuses would stack.
Gear and Items
- The rules for modifying devices (“Odd Mods” chapter, p.65 following, Data Trails) are not allowed for use on Runnerhub.
- Damaged gear (devices, weapons, armor, drones, vehicles, etc.) can be repaired by a qualified professional or the character themselves.
- The cost for a repair is generally either a percentage of the item’s base value (excluding modifications), or a flat fee, whichever is lower.
- Repairs done by a professional:
- If the repairs are done by a professional, the character only has to pay a fee to have the repairs done.
- The professional doesn’t have to make a test for the repair, the item is simply repaired once the necessary time has passed and the repair cost has been paid.
- It’s not required to have such a professional as a contact for this.
- The GM can decide to adjust the length of the repair if it happens during a run.
- Repairs done by the character:
- To do their own repairs a character will need to have the appropriate technical skill (e.g. armorer to repair armor and weapons, automotive mechanic to repair ground vehicles, etc.) and a suitable toolkit, workshop, or facility.
- Doing the repairs yourself is cheaper than having somebody else do it, therefore a character doing their own repairs only needs to pay half of what it would cost to have a professional do it.
- Making the repairs is an extended test of the relevant technical skill + the relevant attribute (generally logic). In unclear cases the GM makes the final decision which skill and attribute are used.
- The character may receive modifiers for this test, for example from the Build/Repair Table (p.146, SR5), if the GM deems it appropriate.
- The threshold for the test is based on the type of repair being made, see the table below.
- For physical and matrix damage repairs each hit on the extended test repairs one box of damage.
- For armor damage repairs each hit on the extended test restores one point of lost armor.
- When repairing damage to a weapon, the character needs to reach the threshold specified in the table below for the repair to be successful.
- The interval for the test is also based on the type of repair being made, see the table below, although it can be longer or shorter if the GM deems it appropriate.
- For physical, matrix, and armor damage repairs the interval length scales with the amount of damage the item has taken.
- For weapon damage repairs a fixed interval is used.
- If the character fails to repair all damage, they cannot attempt the test again. The character has simply reached the limits of their skill, and the remaining damage will have to be repaired by a professional.
|Type of Repair||Physical Damage (e.g. drones, vehicles)||Matrix Damage (e.g. cyberdecks)||Armor Damage (e.g. acid damage)||Damage to Weapons|
|Repairs done by Player Character||Cost||2% / 500¥ per box of damage repaired||1% / 250¥ per box of damage repaired||2.5% / 125¥ per point of armor restored||7.5% / 75¥ per point of accuracy restored||12.5% / 125¥ per point of AP restored||25% / 250¥ per point of reach restored|
|Extended Test Threshold||One box of damage repaired per hit||one point of lost armor restored per hit||10||12||14|
|Extended Test Interval||[boxes of damage at start of repair] x [30 minutes]||[points of lost armor at start of repair] x [1 hour]||30 minutes||1 hour||2 hours|
|Repairs done by Professional||Cost||4% / 1000¥ per box of damage repaired||2% / 500¥ per box of damage repaired||5% / 250¥ per point of armor restored||15% / 150¥ per point of accuracy restored||25% / 250¥ per point of AP restored||50% / 500¥ per point of reach restored|
|Length of Repair (rounded up)||([boxes of damage at start of repair] / 3) x [1 day]||(points of lost armor at start of repair] / 3) x [1 day]||2 days|
- This weapon uses the Exotic Ranged Weapon (Flamethrowers) skill.
- Firing the shotgun barrel uses the Pistols skill.
One / Two Handed Weapons
- The following applies unless otherwise stated in the weapon description.
- All pistols (tasers, holdouts, heavy pistols, machine pistols) are one handed weapons.
- SMGs, assault rifles, long arms and heavy weapons are two handed weapons.
- Using a two handed weapon with one hand incurs a -2 penalty (-1 for trolls).
- Despite the name “Signature Weapons” (p.183, Hard Targets) are not enough to count as a Signature or Distinctive Style quality on their own.
Shiawase Arms Simoom
- This weapon works as a two-part set of forearm guards for both arms. Therefore it’s not possible to use two shooting barrel forearm guards at the same time.
Ultimax Rainforest Carbine
- The stats for this gun read as follows:
Stinger Pen Gun
- This has recoil compensation "-", not that it matters.
- This weapon uses the following statline:
- Toxin resistance dice pool bonuses from Nephritic Screens and other such ware does not grant a benefit to resisting the Painade
nemesis Arms Praetorian
- As the only Pistol in the game that can have a bayonet, it has a Reach state of "-" rather than the normal "2" that is attributed to Bayonets.
- Please note on your sheet what the default setting is for your grenades and stop just conveniently having them in the correct setting for the situation whenever you think to use them! If this is not noted or stated prior to their use, then they will be assumed to be 'unarmed' and must be set to the correct setting with the usual simple action.
- Note: RAW, you can't actually change grenade settings at all ( "They may come with a built-in timer [...], a motion-sensor [...], or a wireless link" p. 181 SR5), but almost every time I see a grenade used on the Hub, someone changes the detonator on it, so whatever: it's a simple action, or free action if wireless (note that it can also be just detonated if wireless so with how most shadowrunners don't run their stuff wireless it's gonna be a simple action either way)
- GMs: please add 'grenade settings' to your pre-meet checklist, at least when people say they are bringing everything.
- Only use the Demolitions rules for Explosives (p. 436, SR5) when explosives are placed using the Demolitions skill. That means they do not halve the armour of someone holding them if they are detonated prematurely or whatever, only if they are deliberately placed on a surface in order to increase their penetration by someone trained in Demolitions.
- The available grenade types for this modification are HE, Frag and Flashbang.
- The detonation of an explosive clip is not strong enough to cause cascading shockwaves. Ignore the rules for Blasts in a Confined Space (aka ‘Chunky Salsa’, p.183, SR5) when using explosive clips.
Gas Vent / Silencer Compatibility
- Gas vent and silencers cannot be combined as aftermarket modifications, since they both use the barrel modification slot.
- However, if a weapon has either an integral gas vent or silencer, it is possible to install the other as a modification in the barrel slot.
Depleted Uranium Rounds
- Remember that DU rounds cannot be utilized with called shots specific to other types of ammunition (e.g. Bulls-eye double-tap/burst).
- Also remember that carrying DU rounds is akin to committing a war crime in itself, and that advanced sensor suites can potentially detect them easily due to their radiological signature. You’ve been warned, chummer.
- Hand loads are not used on Runnerhub.
- RPC can be applied to chameleon suits as a modification. The RPC bonus is gained in addition to the native bonus of the chameleon suit.
- A regular Cloak (not Ruthenium Polymer Cloak) can accept the following armor modifications:
- Chemical Protection, Fire Resistance, Insulation, Nonconductivity, Radiation Shielding, Thermal Dampening.
- It can have a maximum capacity for armor modifications of 6. Each point of capacity costs 100¥ plus the cost of the modification itself.
Hardened Mil-Spec Battle Armor
- Hardened mil-spec battle armor (p.66, Run & Gun) is not used on Runnerhub. This includes usage by PCs as well as NPCs.
Snake Mesh Socks
- Snake Mesh Socks do not provide a permanent armor bonus, only +2 armor against attacks that specifically target the feet or lower legs.
- Because of this they also do not count towards encumbrance.
- Armor Add-ons are legal, previous restriction rescinded; apply the real life version of Common Sense and don’t make RD, CCD, or a GM swat you with a rolled up newspaper. (Pg87 of Run and Gun, top section)
- The Gel Packs armor customization can only be added to full armor pieces (e.g. armored jacket, armor vest, Berwick suit, etc.) but not armor add-ons and accessories (e.g. helmets, masks, forearm guards, etc.).
- The YNT Softweave armor customization can only be added to full armor pieces (e.g. armored jacket, armor vest, Berwick suit, etc.) but not armor add-ons and accessories (e.g. helmets, masks, forearm guards, etc.).
- The subscription services are tiered, that is, having the designer level service also includes clothes from the previous three levels.
- For simplicity, the threshold to make a piece of AR clothing is based on the availability of the tier of clothes you want to make unless the GM rules otherwise.
- You do not need Electronic Part Packs to repair these; you need ten percent of the original base cost of the deck (per occurance of taking physical damage).
- It is possible to upgrade a cyberdeck to the equivalent of a better (more expensive) model.
- To do so you have to succeed on a regular availability roll for the deck you are upgrading to, then pay the price difference between the old and new deck.
- It’s also possible to downgrade to a cheaper deck.
- In that case you still have to succeed on a regular availability roll for the new deck.
- It’s assumed that what you get from selling the parts of your old deck is just enough to buy the parts for your new deck.
- Which means you don’t have to pay anything to downgrade, but you also don’t get anything back.
- The delivery time for an up-/downgraded cyberdeck is based on its total cost (i.e. the same as a completely new cyberdeck of the same type).
- The above mentioned rules also apply to RCCs, TacNets, and implanted cyberdecks.
Portable Chemical Injectors
- Use the following stats for the portable chemical injectors (p.176, Chrome Flesh):
- Tailored Perfumes and Colognes stack with either Tailored Pheromones or Genemarked Pheromones (whichever is applicable)
- These do not stack with Tailored Pheromones
Social Subscription Software
- These can run interchangeably on either a commlink or deck but take up a program slot while running. Note that certain services require specific sensors.
- Commlinks can run DR/2 apps, rounded up
- Gear can be disguised as something similar for 25% of the base cost. This incurs a -2 penalty against tests to see through the disguise and identify the actual item. If the item is examined for an extended amount of time (more than 10 seconds), this advantage is lost.
- Addiction/Withdrawal tests are only modified by the highest positive relevant modifier (Narco’s +2 when already addicted does not stack with Nephritic Screen)
- Toxin resistance dice pool bonuses from Nephritic Screens and other such ware does not grant a benefit to resisting the Painade or the Fichetti Pain Inducer.
Grades of Drugs
- The different grades of drugs introduced on p.190, Chrome Flesh, are currently not used.
- The rules for customized drugs introduced on p.190, Chrome Flesh, are currently not used.
- Betel is not allowed for use on Runnerhub.
- Designer BTLs do not have drug interaction effects, but overlap (do not stack) with other drug bonuses.
- Only one BTL can grant mechanical effects at a time.
- Consider Deepweed to have an Addiction Rating of 6, and an Addiction Threshold of 2 until official values are released in an errata.
- Neurostun's damage cannot overflow into physical anymore. Instead, living creatures with a full stun track take 1 point of physical damage (unresisted) per minute after the first in contact with the toxin.
- Soothsayer is not allowed for use by Player Characters on Runnerhub.
- Multiple Stim patches apply overdose effects (rating stun damage for each patch, resisted with body+willpower).
Using Addictive Substances
Every time a character takes an addictive substance, they have to immediately make an Addiction Rating test: roll Addiction Rating d6 against the Threshold in the table below. Edge may not be spent on the Addiction Rating Test,
|Current Addiction Level||Threshold|
If the threshold is met or exceeded, they must immediately make an addiction test appropriate to the Addiction type of the drug, Phsyiological or Psychological, or both where appropriate. Edge may be spent on the Addiction Test.
On a failed roll, the addiction worsens by one level (mild to moderate, moderate to severe, severe to burnout), or the character gains the addiction quality at the mild level if not yet addicted. Afterwards, the character doesn’t have to make any more addiction tests when taking additional doses of the same drug in that session.
When a character takes a dose of a drug while already under the effects of that same drug, or a drug with shared effects (e.g. both drugs increasing the same attribute), they take stun damage with a DV equal to the sum of the overlapping drugs’ addiction ratings, resisted with (Body + Willpower). Even if a character passes out from the Stun damage, they gain the benefits of both drugs, but the benefits count as coming from the same source for the purposes of bonus stacking - that is, they overlap instead of stacking.
GMs may make players roll drug interactions with toxins if applicable.
Characters with the Addiction quality may suffer from the effects of Withdrawal.
Depending on their level of addiction, they must make a Withdrawal test (this is a Standard Addiction Test) as shown in the table below. The GM may call for this Withdrawal test at the start of the Run or at any appropriate Thematic moment.
|Current Addiction Level||Withdrawal Check Frequency|
|Mild||Every Other Run|
|Severe||Every Run; 2/Run if >1 week|
|Burnout||Every day (of active run)|
Remember that if you take a dose, you have to do another addiction test to see if the addiction gets worse (see ‘Using Addictive Substances’). The dose can be taken at any point during the session. Once the dose has been taken and takes effect, the withdrawal penalties no longer apply.
Getting Rid of an Addiction
If a character wants to get rid of an addiction, they have to stay clean and suffer through a withdrawal period. This means they must not use the drug they are addicted to in any form for a number of real-life weeks equal to the drug’s addiction rating.
During that time characters are still subject to the Withdrawal checks, as described above: if the character fails this test, they either have to use the drug, thus ending the attempted withdrawal, or suffer the withdrawal penalties (see ‘Addiction Quality’).
Once the character has made it to the end of the withdrawal period, they make a Withdrawal Test, however, Edge may not be spent.
If the character succeeds on their withdrawal tests, they can buy off one level of the quality (from burnout to severe, severe to moderate, moderate to mild, mild to no addiction), spending the appropriate Karma amount as usual.
If they fail on the Withdrawal Test the quality remains. In this case the character can immediately start another withdrawal attempt.
If a character has Dr. Phillis Gued as a contact, they may spend edge on the Withdrawal Test.
Sally Street Sam takes Jazz. Sally Street Sam is not a first-time user, but they have no addiction to Jazz. Sally Street Sam rolls the Addiction Rating of Jazz (8d6) against the threshold 1 test, and getting more then 1 hit, must now make an addiction test.
As Jazz is both Physiological and Psychological, they make two tests - one Physiological and one Psychological, using their Body or Logic + their Willpower respectively, as well as the highest rating modifier to drug addiction tests they have, against Jazz's Addiction Threshold (3). Edge may be spent on this test. If either test fails, Sally Street Sam gains the Addiction quality at the Mild level.
Johnny Decker is a Moderate Psyche addict. During every run, a GM may call for a withdrawal test - this can be before the meet or at any Thematic time in the run, as deemed by the GM.
Psyche is a Psychological addiction, so Johnny Decker rolls Logic+Willpower+their highest rating modifier to drug addiction rolls. They must meet the Addiction Threshold of Psyche (2) or they will suffer withdrawal until they have a fix, taking, for a Moderate Addiction, -4 to all mental-attribute based tests. Uncertain if Edge can or can not be spent here, will clarify
Upon taking a dose of Psyche, whether suffering from Withdrawal or not, Johnny Decker must roll another test, using Psyche's Addiction Rating (6) against the Moderate Addiction threshold (2). If they do not meet the threshold, no further action is taken. If they meet the threshold, they make another Addiction Test against Psyche's threshold of 2, potentially increasing the level of their Addiction. As usual, Edge may be spent on this addiction test.