Cookie's WIP page (For testing purposes only)

# Player Safety

The Farmer’s Market takes player safety first and foremost, hence its placement at the very beginning of player rules. We want everyone to feel safe and included here, and if you don’t feel comfortable for any reason, let the admin team know. We will investigate the matter.

## Safety Tools

Shadowrun is a dark setting that explores several dark themes including, but not limited to, sexual and violent themes that not everyone is comfortable with. While we want the ability and freedom to explore these themes in our shared world, we do not wish to do so at the expense of someone else’s comfort. For this reason, the following are made available for players and GMs to use if the scene warrants to ensure the Market is a living community we can all enjoy.

If a safety tool is played and the scene does not slow or stop, reach out to the moderation team on Discord with the @moderation, @Ombuds, and @advocates.

### X-Card

At any point during a run, a player, the GM, or even a casual listener can message or say “X”. The GM is responsible for stopping that scene immediately. A break is taken and the item being X-Carded is either skipped over or edited out. No explanation is required nor does the person need to identify themselves, though if the person calling X wishes to share details, they may do so.

### The Consent Flower / Streetlight System

The Consent Flower (sometimes called the Streetlight System) has four colors: green, yellow, red, and black. The purpose is to not only avoid uncomfortable situations, but also to indicate topics and situations that players are comfortable and even enjoy. Each color indicates a level of consent:

* Green means players are comfortable with the scene and the GM can even go further if they wish. It doesn’t require the GM to go further, only that the player is comfortable and wishes to proceed.
* Yellow means players are comfortable with the scene as is and would prefer not to push the scene further.
* Red means the scene is making the player uncomfortable and would prefer to tone down the scene or even skip.
* Black means the player accepts the current scene, but would prefer not to play the scene out, and thus the GM will “fade to black”, skipping the rest of the scene.

### Character Ages

The Farmer’s Market requires that all characters with the exception of Shifters be at least 18 years old. Because of this exception, Shifters may not explore intimate relationships with metahumans in either their backstory or during the course of roleplay. Relationships with members of their own species is permitted, but may not include sexual elements.

### Sexual Themes

Players are not allowed to use sexually driven art, including cropped images of pornography.

# House Rules & Custom Content

Below is custom content that is sorted based on the Market preferred Character Generation (Chargen) program Chummer. Refer to Chummer Setup for details on setting up your Chummer program to use the latest Market rules. All custom content beyond this point deviates from the Shadowrun 5e information

## Approved Books

The following are the approved books published by Catalyst Game Labs for Shadowrun 5e that are used by the Market. Book abbreviations are denoted in parenthesis.

* Shadowrun 5th Edition Core Rulebook (SR5)
* Assassin’s Primer (AP)
* Battle of Manhattan (BB3)
* Better than Bad (BTB)
* Bloody Business (BB)
* Book of the Lost (BOTL)
* Bullets and Bandages (B&B)
* Chrome Flesh (CF)
* Cutting Aces (CA)
* Data Trails (DT)
* Dark Terrors (DTR)
* Forbidden Arcana (FA)
* Gun Haven 3 (GH3)
* Hard Targets (HT)
* Howling Shadows (HS)
* Kill Code (KC)
* Krime Katalog (KK)
* Lockdown (LD)
* No Future (NF)
* Rigger 5.0 (R5)
* Run and Gun (RG)
* Run Faster (RF)
* Sail Away, Sweet Sister (SASS)
* Shadow Spells (SSP)
* Shadows in Focus: Butte (SIF:B)
* Shadows in Focus: Metrópole (SIF:M)
* Shadows in Focus: San Francisco (SIF:SF)
* Shadows in Focus: Sioux Nation: Counting Coup (SIF:SN)
* Splintered State (SST)
* State of the ADL (SADL)
* Stolen Souls (SSO)
* Street Grimoire (SG)
* Street Lethal (SL)
* The Complete Trog (TCT)
* The Seattle Gambit (TSG)
* The Vladivostok Gauntlet (TVG)

## Character Types - Prime vs Standard

Each player is allowed an unlimited amount of “Standard” characters, or characters who would follow normal chargen rules in Chummer (with the modifications listed below). Players may also have up to 4 “Prime” characters, who are automatically better equipped to deal with the worst of the worst in the Sixth World. There are also two slots that can be used to temporarily retire a prime character that is not in active play. For the benefit of the chargen review team, players may only have one character actively being reviewed at time.

## Metatypes

Optional rules for playing Free Insect Spirits (Dark Terrors page 32) will not be used.

### Infected

Infected characters (characters infected with a variant of the HMHVV virus) are permitted in the Market. The disease is considered communicable, and can be transmitted to fellow runners, resulting in extra caution around the infected character. Allowed infected characters are as follows:

* Bandersnatch
* Banshee
* Dzoo-Noo-Qua
* Fomoraig
* Ghoul
* Gnawer
* Grendel
* Goblin
* Harvester
* Motagua
* Nosferatu\*
* Vampire
	+ Sukuyan subvariant
* Wendigo\*

\* Note: Characters of these infected variants must already be mages or mystic adepts.

Optional infected powers may not be purchased at chargen, but immediately following the character’s first run. Subsequent optional powers may be purchased after two months real-time or after eight runs.

### Drakes

Dracoforms (Howling Shadows page 158-165) are permitted, but all characters with Latent Dracomorphosis or Dracoform (any) qualities must be reviewed by at least 2 members of the chargen team. These metatypes are not recommended, as they are most often sought by both megacorporations and dragons alike, and the character’s story may end prematurely.

Dracoforms are not inherently magical, and magical qualities cannot be purchased after chargen (An exception being the transfer from Latent to Dracoform). Refer to Qualities below for additional changes. Optional Drake powers cannot be purchased at chargen. Purchasing optional powers may happen immediately following the character’s first run, and subsequent optional powers may be purchased after one to three months real time (dependent on power cost) or after four to twelve runs (again, dependent on power cost).

### Surge & Shapeshifters

The Market acknowledges that SURGED, Shifters, and Extreme Body-Mod characters run up against other internet subcultures, but this community is not a place to explore such topics. As this is a roleplaying community, it is the player’s responsibility to understand the lore, ramifications, and limitations of each character as they appear in the agreed upon thematics canon. For questions, contact the Thematics, Mechanics, and Chargen teams for resources regarding the rules and lore of the SURGED, Shifters, Extreme Body-Mod and Shadowrunners in general. We want to encourage players to represent these characters that enriches the Farmer’s Market living world.

## Qualities

The quality Dependent (SR5 80) is recommended for certain addictions such as alcohol, cigarettes, coffee, video games, etc. Speak to your chargen reviewer for which of the two qualities best suits your character.

## Attributes

Attributes, both physical and mental, at a value of 1 represent a severe handicap. Often, these low values lead to poor gameplay, overly restricted characters, and a quick demise. All characters are limited to a single unaugmented attribute of 1, calculated using the full-body average for any cyberlimbs. Only permanent attribute augmentations are counted. Players must also offer an in-game justification at chargen for the handicap (e.g. paraplegic, metagenic defect, severe brain damage, etc.) as these must be more than just numbers on the sheet.

An exception is made for Pixies, as they are simultaneously allowed to maintain a BOD and STR value of 1 due to their low metatype maximums. However, Pixies may not have any other attribute at 1 as a result.

### Full-Body Average

For the purposes of determining the Full-Body Average for Agility and Strength when cyberlimbs are involved, the average is determined using each limb and torso (natural attribute). Cyberskulls should be disabled when setting up Chummer.

## Skills

Players may purchase a specialization with skill points regardless if ranks in the skill were purchased with Karma.

### Initiation

Initiations are not permitted at chargen.

Paradigm Shift shall, rather than being a metamagic, be performed by paying the same amount of karma normally required to initiate. Example: An uninitiated mage must spend 13 karma, while an Initiation 5 mage must spend 28. This does not increase the initiate grade or the cost of future initiations. As part of the process, the mage will lose any current traditionalist benefits, if appropriate, and gain any new benefits they would qualify for based on initiation and tradition. They will no longer benefit from their current lodge, and their reagents will be out-of-tradition and thus only count for half, barring special circumstances. Fetishes, foci, and bound spirits (including ally spirits) will remain. This process does not require formal approval, but should be listed on the character’s wiki page, and may only be performed during downtime unless granted approval by a GM.

Schooling is permitted, but imposes the Rules as Written 5 week minimum on initiations. Players must also provide a thematic explanation and description of the schooling method.

## Street Gear, Weapons, Armor, & Lifestyles

### Lifestyles

If a character’s primary lifestyle is outside the city a run takes place in, and the character does not possess a rail pass connected to the mission city, the GM may impose transportation and fatigue penalties prior to the beginning of the run. Note that Seattle is connected by rail to San Francisco.

Plane Ticket Cost = (Distance Between Cities / 2) + 100¥

## Contacts

All player characters are required to have a fixer at chargen. Fixers may be created using Contact Rules or by using an established Fixer known to the community.

# Character Maintenance

## Run Rewards

Player negotiation and actions may result in runs that exceed the normally allotted Reward Value Points due to exceptional RP or cleaver thinking.

## Burning Edge

Characters may remain playable after burning a point of edge on a run unless noted otherwise. Players should be allowed to run a character again with scars from the burnt edge without undue hardship should they choose to continue playing that character. If a player has no edge to spend, the character shall be considered dead and removed from play permanently. This should be the last resort, however, if the player wishes to retain their character.

## Qualities Post-Chargen

Players are allowed to purchase positive qualities and buy-off negative qualities after chargen except as noted. Most qualities do not need approval and can be handled simply by noting the purchase with karma on the character sheet.

Players may not purchase new positive metagenic qualities.

Post-chargen purchasing of qualities that cause awakening (magic) or emerging (technomancy) may only be approved by a vote in by the community. If approval is granted by the community, the character purchasing this quality must spend double the requisite karma cost outlined in chargen.

When buying off a negative metagenic quality, characters must also purchase a Cellular Repair treatment in addition to the karma costs.

Positive qualities may be bought off for the base karma cost.

## Training

The training time required for attributes, skills, martial arts, and specializations are removed. As a result of this change, some qualities have been edited, please see the Qualities section above.

## Purchases

Delivery time while in a session remains unchanged. GMs are allowed and encouraged to allow immediate or near-immediate purchase of items at Availability 12 or lower, including illegal items, assuming that player characters are not under time pressures. GMs are permitted to truncate or alter the item delivery table at their own discretion.

For item acquisition outside of a game session, availability tests are only required on Availability 13 or higher items. On a successful or tied availability test, the item is delivered according to the Rules as Written Delivery Table. In the event an availability test fails, the character must wait twice the normal delivery time.

 Gear Cost
 Up to 100¥
 101¥ to 1,000¥
 1,001¥ to 10,000¥
 10,001¥ to 100,000¥
 More than 100,000¥

## Magic & Technomancy

An Awakened character may initiate for the first time immediately after the completion of their first run. The player will pay the karma costs and may gain an initiate grade and metamagic immediately. An extended Arcana + INT (New IG, 1 Month) where the month is measured as 1 month in real time or 4 run sessions. After meeting the required threshold, the player must wait the same amount of time before they are allowed to initiate again.

Submersions for Technomancers follow the Rules as Written and do not require a roll, wait period, or cooldown.

### Ordeals

Characters who undertake a qualifying run for an Ordeal within a week before or after initiation or submersion may refund 10% of the cost (rounded down) of a single initiation or submersion. No other discounts on the karma costs may be used nor do these discounts stack. Karma discounts for ordeal runs do not count against Reward Value Points, as the dangers of a solo run offset the discount applied.

The following ordeals found in Street Grimoire are banned: Nine Paths of Enlightenment (p. 140), Asceticism (p. 141), Familiar (p. 142), Hermit (p. 142) and Thesis/Masterpiece (p. 142).

The following ordeals found in Street Grimoire require a focused run: Metaplanar Quest (p. 140) and Deed (p. 141).

Geas (Street Grimoire 142) requires explicit approval from the head of the Thematics head or an approved deputy and must be noted on the character’s wiki page for other GMs to interact with.

## Healing & Downtime

Unless a GM informs players that a run takes place within a certain period from another run, all character injuries are reset at the end of a run.

All new cyberware, bioware, geneware, and similar augmentations requiring surgery or vat healing are treated as instant and do not require a period of healing.

All edge (minus burned edge) are immediately restored at the end of a run.

## Character Development Points

Character Development Points (CDP) are points generated along with Reward Value Points at the end of a run, and are used by players to develop a character’s contacts or knowledge skills. GMs can offer suggestions on how to spend CDP to reflect lessons learned and contacts made during a run. Players may also contribute CDP towards public contacts to boost an established contact’s Connection Rating. GMs may convert 1 RVP to 2 CDP.

CDP spent to upgrade knowledge skills may do so by spending CDP equivalently to karma. While not required, players are suggested to spend CDP on knowledge skills that reflect the lessons learned during a run.

## Resubmissions

At any given time, a player may choose to resubmit an approved character for a respec or full rebuild. The resubmitted character must go through the approval process again. The character may keep run rewards from one previous run the character was on prior to resubmittal. All other run rewards, initiations, metamagics, post-gen gear, GMP investments, etc. are not refunded. A character may be resubmitted as a prime-gen character if the player has a prime character slot available.

In the event of a rules overhaul, such as a new book’s release, new house rules, etc., players may (or sometimes must) resubmit a character for review. In such cases, a character keeps all previous run rewards. GMP investments do not need to be spent at the time of character resubmittal, but may not be transferred to other characters, players, or on non-character prime-gen character slots. Characters may not be resubmitted using a different chargen scheme (normal or prime). In the event of a major rules revision, the post will call out the necessity of character resubmittals and any constraints on the process.

In the event of a misunderstanding of purchases such as not understanding the mechanics, minor tweaks to a character may be permitted if approved by the chargen team. These are handled on a case-by-case basis.

# Banned Content

1. Qualities
	1. Positive Qualities
		1. Apt Pupil (FA32)
		2. Better to be Feared than Loved (CF 54)
		3. Blood Crystal qualities (FA 132) restricted to NPCs only
		4. Elemental Focus (HT 191)
		5. Friends in High Places (RF 147)
		6. Groveler (KC 96)
		7. Human Lifespan (TCT 181) Can be taken for free without a quality
		8. Massive Network (NF 177)
		9. Networker (NF 177)
		10. Observant (SL 129) assumed to be possessed by all characters
		11. Revels in Murder (CF 56)
		12. Stalwart Ally (FA 42)
		13. SURGE I & SURGE II (RF 103) player characters may thematically be class 1, 2, or 3 changelings but must be used with SURGE III quality and mechanics.
	2. Negative Qualities
		1. Amnesia: Neural Deletion & Surface Loss (RF152)
		2. Borrowed Time (RF 153)
		3. Code of Honor: Black Hat (KC 99)
		4. Dead Emotion (CF 57)
		5. Dead SIN (BTB 162)
		6. Earther (RG 169)
		7. Echo Chamber (KC 78)
		8. Hung Out to Dry (RF 155)
		9. In Debt (RF 156)
		10. Information Auctioneer (KC 78)
		11. Lazy Fingers (KC 79)
		12. One of Them (CF 58)
		13. Pregnant (B&B 12)
		14. Resonant Burnout (KC 99)
		15. So Jacked Up (CF 59)
		16. Stay Out of my Way (SL 129)
		17. Stolen Gear (NF 177)
		18. This is your Last Chance (SL 129)
		19. Tough and Targeted (CF 59)
		20. Well, Actually… (KC 79)
		21. Ware Intolerance (KC 100)
		22. Wildcard Chimera (DTR 163-164)
2. Awakened Content
	1. Spells
		1. Inflict Disease
		2. Pollution & Radiation Spells
	2. Alchemical Preps
		1. Lightning Blade (FA 199)
	3. Adept Powers
		1. Plague Cloud
		2. Pollution & Radiation Spells
	4. Mentor Spirits
		1. Planar Entity
		2. Doom
		3. Pollution
		4. Disease
		5. Mutation
	5. Traditions
		1. Draconic Tradition (FA 76)
		2. Hybrid Traditions (FA 101)
	6. Metamagics
		1. Paradigm Shift: Insect Shaman (FA 43)
		2. Paradigm Shift: Toxic (FA 44)
		3. Spirit Expansion: Shedim (FA 44)
		4. Predator Feast (FA 131)
		5. Soul Tether (FA 131)
		6. Spiritual Sacrifice (FA 131)
		7. Quickening (SR5 326)
		8. Sacrifice (SG 90)
	7. Arts
	8. Mechanics
		1. Fettering (SG 192)
3. Emerging Content
	1. Complex Forms
		1. Host Emulator Complex Form (KC 94)
		2. Pinch Complex Form (KC 95)
		3. Resonance Cache Complex Form (KC 95)
		4. Search History Complex Form (KC 95)
	2. Dissonance
		1. Dissonant streams, powers, echos, forms, etc. are NPC only, including content from Kill Code pages 132 through 134.
4. Mechanics
	1. Pharmaceutical Drug Grade (CF 190)
	2. Customizing Drugs (CF 190-192)
	3. Updated Raw Reagents (FA 188)
	4. Refined Reagents Uses (FA 188) - Uses from Street Grimoire still permitted
	5. Radical Reagent Uses (FA 188) - Uses from Street Grimoire still permitted
	6. Group Resources (DT 43)
		1. Mechanics example groups (DT 35-43)
	7. Submersion Groups, Tribes, and Flash Tribes (KC 106-117)
	8. Forcing another character to take chemicals with no penetration or power during combat (this includes GMs)
5. Matrix Actions
	1. Haywire (KC 38)
6. Items
	1. Street Gear
		1. Ares Firewatch “Bug Stomper” Custom Armor (SL 130)
		2. Drain Away (FA 195)
		3. Laminate (FA 196)
		4. Pheromone Detection (CA 144)
		5. Renfield (HT 128)
		6. Co-Pilot Programs (KC 71)
		7. “Mercury-Alpha” Battlefield Signal Booster (KC 74)
		8. Micro-Dish Transmitter (KC 74)
		9. Hardened Mil-Spec Armor (R&G 66)
		10. KRIME Carpet (KK 21)
		11. KRIME Collateral Damage / Calliope (KK 19)
	2. Ammunition & Grenades
		1. Zapper Rounds (KC 48)
		2. Fuzzy Rounds (KC 50)
		3. E0-E0 Rounds (KC 51)
		4. COS Grenades (KC 54)
		5. Douser Grenades (KC 55)
		6. DumDum Grenades (KC 56)
		7. Painade (CA 135)
		8. KRIME Party (KK 27)
	3. Drones
		1. Noizquito (R5 128)
	4. Vehicles & Vehicle Modifications
		1. Chameleon Coating (SSO 184,194) Rigger 5.0 version only
		2. Official Emergency Vehicle Attribute modifier (SSO 187,197)
		3. Smuggling Compartment (Dwarf, Human, Elf, or Ork) (SSO 186) Rigger 5.0 version only
		4. Smuggling Compartment (Troll) (SSO 186) Rigger 5.0 version only
		5. Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (SL 130)
		6. Weapon Mounts (SR5 461) Rigger 5.0 version only
		7. Yerz Kit (TCT 187) Rigger 5.0 version of “Yerzed Out (R5 171)
7. Cyberware & Bioware
	1. Immunization (CF 164)
	2. All Gammaware Grades
	3. One Shot Dart Gun (CF 91)
8. Banned Lifestyle Options
	1. Hotel California (RF 226)

# Altered Content

1. Edge
	1. Edge spent to “Break the Limit” (aka Pre-Edging) shall only affect 1 roll of an extended test, not all subsequent rolls.
2. Background Counts
	1. Background count alteration of sustained spells, preps, and foci have been modified. Refer to this document for details.
3. Qualities
	1. Adept Healer (FA 31)
		1. Damage transferred by this ability will count as drain and cannot be transferred by subsequent use of this power and must be healed by rest.
	2. Animal Familiar (FA 31)
		1. Familiars must be mundane critters.
		2. After purchasing a critter, the character must make an Animal Handling + CHA [Social] (12, 1 week) test to attune with the critter. If purchased at chargen, this test is assumed to have been successful.
	3. Alchemical Bombmaker (FA 31)
		1. Can only be used with combat spell preparations.
		2. Quality is limited to Alchemy / 2 (rounded down) per prep.
	4. Alchemical Armorer (FA 31)
		1. Required in order to learn the Alter Ballistics (FA 51) preparation. Once this quality is obtained, Alter Ballistics is gained automatically for no additional karma.
	5. Arcane Bodyguard (FA 32)
		1. Round dice used on your own character up, per SR5 p. 48.
	6. Arcane Improviser (FA 32)
		1. Requires 4 spells (not preps) from each category, excluding rituals.
		2. Does not allow the character to perform rituals, preparations, or fulfill requirements if the character does not know the ritual, prep, requirement, etc. before attempting to cast.
		3. The 1 week limitation is altered to 1 run.
	7. Archivist (FA 32)
		1. Limited to the following knowledge skills:
			1. Magical Theory
			2. Magical Threats
			3. Magic Traditions
			4. Magical Groups
			5. Magical Background
			6. (Appraising of) Magical Goods
			7. Manasphere Studies
			8. Astral Topography
			9. Talismongering
			10. Thaumaturgy
			11. Arcano-Archaeology
	8. Astral Bouncer (FA 32)
		1. Not all qualities are revealed by aura. It is the GM’s discretion which qualities affect the target’s mind, body, or soul.
	9. AVRSE (KC 76)
		1. Applies a -4 penalty to all actions taken in VR, regardless of location.
	10. Barehanded Adept (FA 33)
		1. All Rules as Written apply with the exception of modifications listed in 3.10.1.1 through 3.10.1.3
			1. Any restrictions to Spellcasting also apply to casting spells through this quality.
			2. The use of Unarmed Combat for Spellcasting applies only to spells gained through this quality.
			3. Spells gained through this quality can only be cast through the methods detailed by this quality.
	11. Better on the Net (KC 96)
		1. This quality is only permitted for Technomancers and only affects the user’s Living Persona.
	12. Big Baby (KC 77)
		1. Functions using Rules as Written with the exception of 3.12.1.1 through 3.12.1.2
			1. Penalty is -1 to all actions.
			2. Penalty will fade when edge is regained.
	13. Black Forest Native (TCT 188)
		1. Characters do not require this quality to be from The Black Forest.
	14. Brittle [Attribute] (KC 99)
		1. This quality is only permitted for Technomancers and only affects the user’s Living Persona
	15. Chain Breaker (FA 33)
		1. New spirit types are restricted to UMT (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, and Guidance) spirits.
	16. College Education (RF 145)
		1. Incompatible with the Uneducated (SR5 87) quality.
	17. Corporate Loyalist (SL 128)
		1. This quality is only permitted with the SINner (Corporate Limited) or SINner (Corporate) negative qualities. Upon losing either quality, this quality is automatically lost also.
	18. Corporate Pariah (SL 129)
		1. Permitted only with a current (7 karma) or past (10 karma) corporate SIN from an AAA corporation.
		2. Records on File negative quality is required to obtain the 10 karma version of this quality.
		3. A current Corporate SIN (Limited or Full) is not required to obtain this quality.
	19. Community Connection (TCT 188)
		1. May only be taken by Orks, Trolls, or a metavariant of the two.
	20. Consummate Professional (AP 17)
		1. The Advantages section of this quality no longer apply.
	21. Cyber-Snob (CF 57)
		1. Minimum grade has been altered to Alphaware to permit taking this quality at chargen.
	22. Dark Ally (FA 35)
		1. All spirits with the exception of Toxic or Blood spirits may be chosen by the player.
	23. Data Hog (KC 99)
		1. Permitted only to technomancers.
		2. Deckers may instead choose “Wanted by GOD” (Data Trails)
	24. Death Dealer (FA 35)
		1. Maximum bonus to melee damage is +1, regardless of rating of this quality.
	25. Dedicated Conjurer (FA 33)
		1. New spirit types are restricted to UMT (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, and Guidance) spirits.
	26. Discombobulated (KC 77)
		1. Applies a -2 penalty to all actions taken outside of VR.
	27. Dracoform [Any] (HS 163-164)
		1. Drakes have a distinct astral signature that can be determined with an assensing (3) test.
		2. Drakes are immune and also cannot carry HMHVV. Individuals born with HMHVV cannot become drakes, even if expressing the correct genes.
		3. A Drake’s aura reflects their other form. A Drake in humanoid form is a small dragon when viewed in astral and vice versa.
		4. Adept powers function as normal for drakes in either form.
		5. DNA obtained from either form is identical and can be used as a material link regardless of their current form.
		6. A Drake in dracoform cannot speak and has difficulty operating devices meant for metahumans, including unmodified armor and trodes.
			1. Clothing and armor can be modified to conform to both forms using stretchable materials and cost 50% above base price.
		7. Metasapients, Shifters, and other Sentient Critters cannot become Drakes.
		8. Drake powers are tracked along the same timer as metahumans.
			1. All powers purchased at 14 karma or less will require a 1 month cooldown before the next power can be purchased.
			2. All powers purchased at 15 karma or more will require a 3 month cooldown before the next power can be purchased.
		9. Dracoform Attribute Adjustments are counted as modifications to the minimum and maximum values of an attribute, not augmentations. This will raise the current, unaugmented attribute similar to the Metagenic Attribute Improvement. These attribute adjustments are only active when the character is in dracoform.
		10. Sea Drakes may purchase Underwater Propulsion for 14 karma.
			1. Underwater Propulsion The drake gains the ability to propel themselves magically through the water without suffering the consequences of pressure differential. The additional swimming speed is equal parts magical and physical, and thus suffers penalties resulting from high background counts, mana storms, and other phenomena, and the Drake may sustain injuries attempting to swim at high speeds during such events. Swimming is now at a movement of x3/x6/+5. This power may only be purchased by Sea Drakes.
		11. Drakes may purchase the following powers as if they were optional powers exclusive to their dracoform type:
			1. Eastern
				1. Energy Aura (Fire) 15 karma
				2. Immunity (Fire) 6 karma
				3. Movement (Self) 20 karma
				4. Elemental Attack (Sonic) 15 karma [See 3.27.11.5]
			2. Western
				1. Energy Aura (Cold) 15 karma
				2. Energy Aura (Fire) 15 karma
				3. Extra Head(s) 10 karma [See 3.27.11.6]
				4. Immunity (Cold) 6 karma
				5. Immunity (Fire) 6 karma
				6. Regeneration 30 karma [See 3.27.11.7]
			3. Feathered
				1. Energy Aura (Fire) 15 karma
				2. Immunity (Cold) 6 karma
				3. Immunity (Fire) 6 karma
				4. Paralyzing Touch 10 karma
				5. Petrification 20 karma
				6. Weather Control 20 karma
			4. Sea
				1. Extra Head(s) 10 karma [See 3.27.11.6]
				2. Elemental Attack (Sonic) 15 karma [See 3.27.11.5]
				3. Movement (Self) 20 karma
				4. Paralyzing Touch 10 karma
				5. Petrification 20 karma
				6. Regeneration 30 karma [See 3.27.11.7]
			5. Sonic elemental attacks deal half damage and have no armor penetration, but bypass all standard armor. The player will use WIL instead of BOD when calculating dicepools for damage resistance. A Damper increases the damage resistance dicepool by 2. A Hush or Silence spell decreases the damage of the attack by 1 per net hit on the Spellcasting test. Targets who take damage also suffer from disorientation and nausea.
			6. May purchase up to 2 levels total and may purchase multiple levels at one time. Treat as Chimeric Modification. Extra heads do not confer extra physical actions (such as head-based attacks) unlike the extra heads possessed by a hydra. Extra heads do not confer extra essence, nor do they benefit from implanted headware or eyeware, unless multiple copies are purchased.
			7. When purchasing Regeneration, add Vulnerability (Fire) to the character sheet.
	28. Durable Preparations (FA 36)
		1. Durable Preparations stacks with Practiced Alchemist (FA 39), effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.
	29. Elemental Master (FA 36)
		1. Elemental Master associates electricity with air, acid with earth, and cold with water.
		2. Elemental Master does not apply to damage received from drain.
	30. Dual-Natured Defender (FA 36)
		1. Dual-Natured Defender is a free action to activate and deactivate.
		2. Dual-Natured Defender only functions on the character’s innate dual natured quality (e.g. Infected). All other sources of Dual Natured, such as Channeling a Spirit or being inside an Astral Rift are unaffected and do not qualify for this quality.
		3. The duration of having this quality active rounds up to the next minute for the purposes of determining how long it can be used before losing magic, making it so that it is always used in one-minute increments.
		4. Dual-Natured Defender will temporarily cause the character to no longer count as dual natured while this quality is active.
	31. Frostbite (KC 78)
		1. This quality shall only be permitted in abilities for which the character has at least 4 ranks.
		2. This quality may not be applied to any skill in the Tasking group.
	32. Location Attunement (SL 128)
		1. After one month, this quality’s benefits will be lost, but the quality itself will remain, negating the need to be purchased multiple times.
	33. Hair Trigger (BTB 160)
		1. Change all references from “Combat Rounds” to “Combat Turns”.
	34. Hi-Rez (BTB 160)
		1. This quality does not permit a character to make a Matrix Perception test to detect hidden icons as a free action.
	35. Hold the Door (KC 96)
		1. This quality provides a stacking, cumulative +2 bonus to the Data Spike action when targeting a Persona or IC.
		2. The bonus is gained upon filing a persona or IC matrix condition with a Data Spike or Brute Force action.
		3. This bonus is retained until a character takes either a Simple or Complex action other than Data Spike or until a Data spike action is taken that does not fill the condition monitor of a Persona or IC.
	36. Illness (BB 12)
		1. This quality shall function as such: Roll 1d6 at the beginning of a run. If the character rolls below 1, 2, or 4 (depending on illness severity), they shall suffer the effects of the illness for the duration of the run.
	37. Instinctive Hack (BTB 160)
		1. The user may not gain any benefits from teamwork from spirits or agents for this action.
		2. The user does not get any free actions to shift deck attributes or swap programs before this action.
		3. This action shall be made as a sudden reflexive action.
	38. Infected: Ghoul (RF 138)
		1. Once ghoulified individuals purchase cybereyes, the penalties to sight from cataracts shall be removed.
	39. Know Your Limit (KC 99)
		1. This quality is restricted to Technomancers only.
	40. Latent Dracomorphosis (HS 164)
		1. If the Drake has not undergone their first dracomorphosis, the threshold for determining they are a Drake based only on assensing their astral signature is 5.
		2. This quality is restricted to metahumans only. Metasapients, Shifters, and other sapient critters cannot become Drakes.
	41. Missile Deflector (FA 38)
		1. This quality requires a successful Missile Parry (SR5 310) interrupt, followed by the Counterstrike Adept Power (SG 170) interrupt, for a total of -10 Initiative to use.
		2. When this ability is used, it allows a character to make a normal simple action Thrown Weapon attack against any valid target, with appropriate modifiers, using the object caught.
	42. Mood Hair (RF 121)
		1. This quality will not bar Scales, Feathers, or Unusual Hair, and vice versa.
	43. Nasty Trog (TCT 188)
		1. Can only be taken by Orks, Trolls, and metavariants thereof.
	44. Natural Hacker (KC 97)
		1. Can only be taken for Technomancers.
	45. One with the Matrix (KC 97)
		1. Only the 8 karma variant is permitted.
	46. Pacifist Adept (FA 39)
		1. The Notoriety restriction is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job that involves murder or excessive violence.
		2. Limits cannot be reduced below 1.
	47. Prototype Materials (BTB 160)
		1. Quality may only be earned as a run reward.
		2. This quality may be earned an unlimited number of times.
		3. Each level of Prototype Materials allows a third level of Special Modifications to be applied to a single weapon. Refer to 3.52 for Special Modifications changes.
			1. The third level of Special Modifications must be purchased separately and may not be transferred to another weapon.
	48. Prototype Transhuman (CF 54)
		1. Genemods can be taken within the 1 allotted essence.
	49. Resonant Discordance (BTB 161)
		1. This quality does not require a Magic Score.
		2. This quality may be taken by a Technomancer that has submerged at least once by spending the appropriate karma cost.
	50. Revenant Adept (FA 40)
		1. When this quality is used, a character must note the date and run used with a link to the After Action Report on their wiki page.
		2. This quality is in effect until it has cleared all damage that Regeneration can clear, the character dies, or the run ends.
			1. Having 1 box of drain does not permit permanent Regeneration.
		3. This quality does not require an action or reaction to trigger. It may be used unconsciously or in physical overflow. It may be done as a reaction to an attack and the character does not need to be aware it has been triggered.
	51. Shoot First, Don’t Ask Questions (BTB 161)
		1. Revise the text of this quality to replace “total hits” with “net hits”.
	52. Special Modifications (BTB 161)
		1. Mundane characters only may take this quality. Mages, Adepts, Technomancers, etc. are excluded.
		2. The cost of Special Materials does not double after chargen.
		3. A character may purchase an unlimited number of Special Modifications. However, characters are limited to only applying it twice to any single weapon (with the exception of applying a third level if using Prototype Materials, see 3.48).
		4. Any ranks of Special Modifications may alter the fluff of the weapon slightly from as it is described in its original description, but this change may not alter the mechanical attributes of the weapon for gameplay purposes. Doing so will cost one of the two weapon modification slots.
		5. If a weapon does not deal elemental damage natively, it may not be altered to deal elemental damage. If a weapon does deal elemental damage natively, it is possible to expend one modification slot to change the elemental damage permanently to another of the following types: electricity, acid, fire, water, or cold.
		6. Remove the last paragraph of the quality’s description.
		7. Special modifications may also be used by mundane unarmed fighters to modify unarmed attacks. This may be flavored as development or utilization of martial arts techniques.
		8. A single rating of Special Modification may be used to increase the Device Rating (and linked stats) of a weapon that is not a cyberdeck or commlink form factor and does not have an installed commlink.
		9. A half rating of Special Modifications may be used to increase the penalty to hear the weapon by 1 point.
	53. Silence is Golden (KC 77)
		1. Provides 2 noise reduction to all devices and personas within 10 meters of the character with this quality.
	54. SINner (SR5 84)
		1. Rather than a tax on Nuyen earned, the SINner quality shall act as an increase to lifestyle costs, similar to Dependent (SR5 80)
			1. Full Corporate: +10%
			2. National or Criminal: +15%
			3. Limited Corporate: +20%
	55. Spell Jammer (FA 40)
		1. Spell Jammer is not affected by Mana Barriers, but is affected by background counts.
	56. Spirit Hunter (FA 40)
		1. Spirit Hunter will cancel any sustained powers, and prevents the use of any active powers, with the exception of Materialization.
	57. Skinwalker (FA 40)
		1. The pelt of a mundane creature shall cost 50% of the price of purchasing the critter itself, and has an availability equal to half that of the live critter. Prices and availabilities are listed here.
	58. Sloppy Code (KC 79)
		1. This quality applies to tests to defend against Matrix Perception while running silent and not to Stealth tests.
	59. Spectral Warden (FA 40)
		1. Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but the character must immediately bind the spirit after summoning, and the spirit may not be used for any purpose until it is bound.
	60. Sprawl Tamer (FA 41)
		1. This quality adds an additional +1 modifier to the number of tricks a critter can learn.
	61. Sprite Combustion (KC 99)
		1. This quality may only be taken by Technomancers with a minimum of 6 ranks in Compiling and Registering.
	62. State of Purity (BTB 160)
		1. Change all references of “Combat Rounds” to “Combat Turns”.
	63. Surge 3 (RF 103)
		1. Characters may be thematically a Surge 1, 2, or 3 character, but shall use Surge 3 rules for applying Surge modifications.
		2. Surge characters may take as many negative metagenic qualities as they wish so long as the negative qualities are equaled or exceeded by positive qualities. No additional karma will be gained for having more negative qualities than positive.
	64. Taint of Dissonance (KC 100)
		1. This quality may only be taken by Technomancers with a minimum of 6 ranks in Compiling and Registering.
	65. Team Player (KC 97)
		1. Revise “this quality enables the Brute Force and Hack on the Fly actions to be done as teamwork tests” to read “This quality enables the Brute Force and Hack on the Fly actions done as teamwork tests to have the following added effects”.
	66. Technical School Education (RF 150)
		1. Incompatible with the Uneducated (SR5 87) quality.
	67. Trog Traitor (TCT 189)
		1. Can only be taken by Orks, Trolls, and metavariants thereof.
	68. Trust Fund (RF 151)
		1. This quality may only be taken with the quality SINner: Corporate Limited (SR5 84)
	69. Uneducated (SR5 87)
		1. This quality is incompatible with the College Education (RF 145) or the Technical School Education (RF 150) qualities.
	70. Vexcraft (FA 42)
		1. Suppress Focus is a simple action and can be performed from either the astral or physical planes with line of sight on the target of the Focus.
		2. Grounding Focus is a complex action and can be performed from either the astral or physical planes, but requires the target of the Focus to be eligible to target and the caster to be able to be targeted. This requires the caster to be on the same plane as their target (i.e. both on astral or both on physical).
		3. Counterspelling does not apply to the defense test, but power foci shall, as does the force of any mana-barriers between the caster and defender.
	71. Worship Leader (FA 42)
		1. The GM has final say on whether sufficient NPCs can be gathered to use this power.
		2. Group contacts such as organized crime and gangs may not be used for this power, as they tend not to worship.
		3. The caster must have the Rank quality in a religious order to cast.
4. Qualities Affecting Training
	1. Dependents will remove all references to training time. All other effects remain.
	2. The Sensei quality shall have the following changes:
		1. If the Sensei is a skill sensei, the karma cost for increase in the selected skill will be reduced by 3. The karma cost for buying a specialization in the selected skill is also reduced by 3.
		2. If the Sensei is a skill group sensei, the karma cost for increasing individual skills in the group of the selected skill group shall be reduced by 1. The whole group may be improved at a cost reduction of 3. Specialization in the individual skills of a group shall be reduced by 1.
		3. If the reduced cost for a rank equal zero, the skill may be ranked immediately for free. This applies even in cases where other qualities interact with this house rule.
		4. Sensei does not require a contact. The “Sensei” NPC may be a contact already known to the character, but may also be described as a non-contact NPC. This quality does not grant a free contact.
	3. Day Job will follow table 4.3.1, increasing the karma cost for attributes, skills, martial arts, and specializations.

 Day Job 1
 Day Job 2
 Day Job 3

1. Day Job Karma Cost Modifier Table

1. Note on Kill Code Qualities
	1. All positive qualities in Kill Code pages 96 to 100 and negative qualities pages 76 to 79 shall be permitted for any Matrix character, not just Technomancers, unless noted otherwise in section 3 above.
2. Note on Rigger 5.0 Qualities
	1. All qualities listed in Rigger 5.0 on pages 33 through 34 shall be permitted for AI use except for Motion Sickness. Any reference to the character “being in the vehicle” shall be replaced with “being loaded into an autosoft slot in the vehicle”.

1. Altered Skills
	1. Players may roll either Diving or Swimming when either test is called for.
	2. Players may roll either Gymnastics or Freefall when either test is called for.
	3. When bypassing alarms using the Hardware skill, the door/window/etc will be opened. As long as the Hardware test succeeds, the alarm is bypassed without triggering an alert.
	4. Characters may default on Palming tests.
2. Altered Awakened Content
	1. Altered Spells
		1. Health Spells with the Essence tag (SR5 287)
			1. All health spells cast on targets with Essence more than their natural maximum (6 for metahumans, Force for spirits, 10 for dragons, etc.) consider Essence to be at their maximum and thus the modifier for Essence equals zero.
		2. Comet (FA 50)
			1. Comet does not ignore armor specific elemental resistances (specifically fire resistance)
		3. Altered Ballistics (FA 51)
			1. Altered Ballistics can also be used on arrows and bolts, as well as bullets, but not area of effect explosives such as rockets or grenades, nor other ballistic weapons such as darts, thrown weapons, or tasers.
			2. Alter Ballistics requires Alchemical Armorer to learn, and can only be made into a preparation, not cast as a spell.
		4. Convert Blood to Ichor (SS 18)
			1. When casting this spell, the first resistance test is made using BOD + STR + Counterspelling.
			2. Every casting of this spell after the first is made using BOD + Counterspelling.
			3. This spell is considered Sustaining.
		5. Convince (SSO 189)
			1. Revise wording from “Perception Test” to “every two hits adds 1 to the Judge Intentions intervention threshold to point out inconsistencies”.
		6. Critter Form and Shapechange (SG 118)
			1. Note that metahumans and their metavariants are not considered viable critters for targets of this spell to change into.
		7. [Element] Aura (SG 115)
			1. This spell shall not stack with Energy Aura, Elemental Body, or Elemental Strike.
		8. Growth (FA 49)
			1. Revise wording to “The minimum force of this spell must equal or exceed the largest affected attribute’s rating”.
			2. The size change will affect gear and if the gear is not permitted to change size.
		9. Manablade (HT 192)
			1. Manablades shall use Force as a limit on the spell’s Accuracy.
			2. The base DV shall be calculated with a Spellcasting test, with the total DV calculated as [Hits on Spellcasting Test] + [Net Hits on Melee Test]
		10. Multiply Food (FA 50)
			1. This spell shall not be used on commercial foodstuffs, as commercial products are assumed to have already been multiplied.
		11. Petrify (SS 22)
			1. While this spell is maintained, the target may take a Complex Action on their turn to resist by making a BOD + STR Test with a dice pool penalty equal to the spell’s Force; every net hit the target receives reduces the caster’s net hits by 1. The target of the spell may take this action even if they would otherwise not receive an action due to the spell. The spell ends when the caster’s net hits are reduced to zero.
		12. Rot (SS 20)
			1. The targeted limb(s) take a penalty equal to the net hits of the caster.
			2. When targeting the torso, the caster rolls an Unarmed + AGI test and, if successful, a Spellcasting + MAG test. For every 2 net hits, the target’s BOD is reduced by 1.
			3. The target does not take penalties from a called shot to the limbs as a result of this spell. The limbs/organs simply die and suffer penalties as a result, such as penalties to walking if the target’s leg is affected or difficulty holding weapons if their arms are targeted.
		13. Shape [Material] (SG 118)
			1. Revised from Line of Sight to Touch.
			2. Instead of selecting a spell for each substance, the caster chooses Air, Earth, Stone, Fire, Water, Metal, Plastic, or Wood. When shaping a material with this spell, the caster uses the element most appropriate to the material being shaped. Composite materials may require additional spells, such as casting Shape Stone on reinforced concrete will not affect the rebar inside the concrete.
			3. This spell only affects non-living materials.
		14. Turn to Goo (SG 119)
			1. This spell does not work on armor, only turning biological tissues to goo. When making defense tests against this spell, the target ignores armor benefits.
	2. Multi-Casting
		1. To determine dice pools for multicasting, the dice pool of each spell will be divided for a given spell by the number of spells being cast, rounded up.
			1. Example: (3) spells are cast with a dice pool of 18 each. Each spell would receive 6 dice.
			2. Example: (2) spells with a dice pool of 20 and 15 are cast together. Thus, the dice pools will become 10 and 8, respectively.
	3. Altered Adept Powers
		1. Body Sculpt (BB 160)
			1. The adept power has the sole activation time of 1 minute for all desired features. Duration and erasure of features, mechanical benefits, and interactions with other adept powers will remain unchanged.
			2. Trolls are no longer barred from becoming other metatypes or metavariants, but the mass requirement of 10% variation from base is still in effect.
			3. Metasapients shall be allowed to emulate metahumans and their metatypes/metavariants.
		2. Elemental Body (SG 170)
			1. Elemental Body shall not stack with Energy Aura, [Element] Aura, or Elemental Strike.
		3. Elemental Strike (SG 170)
			1. Elemental Strike shall not stack with Energy Aura, [Element] Aura, or Elemental Body.
		4. Facial Sculpt (SG 171)
			1. Metasapients shall be allowed to emulate metahumans and their metatypes/metavariants.
		5. Focused Archery (HT 190)
			1. Increases effective strength while wielding a bow, not just the rating of the bow that may be wielded. The cap on STR is subjected to augmented maximum.
		6. Melanin Control (SG 172)
			1. Metasapients shall be allowed to emulate metahumans and their metatypes/metavariants.
		7. Missile Mastery (SG 172)
			1. Allows the adept to get an additional 2 Accuracy when using improvised throwing weapons (See [Reference]), applies a +1 DV to improvised throwing weapons, and can cause either Stun or Physical damage.
			2. When using non-improvised throwing weapons, refer to the rules as written.
		8. Mystic Aptitude (BTB 159)
			1. When this ability is used, it will replace (not augment) the attribute it affects. The power is not subjected to the augmented maximum, however the final attribute score while this power is in use is not affected by any other augmentation or effect that would otherwise affect that attribute.
		9. Nerve Strike (SG 173)
			1. This power can be used in combination with the Counterstrike martial art.
			2. When targeting an individual with cyberlimbs, each net hit reduces the Full Body Average Agility by 1 as well as the agility of each limb. AGI is not recalculated. If a limb reaches 0 before the Full Body Average, the limb is paralyzed and cannot be used for physical tests. When the Full Body Average reaches zero, the character’s whole body is paralyzed, even if one or more limbs has AGI remaining.
			3. When targeting an individual with full body agility enhancements, all augmentations (temporary and permanent) are considered.
			4. When targeting an individual with reaction enhancers, all augmentations (temporary and permanent) are considered.
		10. Rapid Draw (SG 173)
			1. This power may only be activated during your own action phase. Use of Rapid Draw to perform an attack counts towards the single offensive action limit applied to simple actions.
	4. Altered Mentor Spirits
		1. Guanyin Mentor Spirit (BTB 139)
			1. This mentor spirit must be mentioned as a listed quality on the character’s wiki, and the wiki page must be appropriately tagged with the Guanyin Caution at the top of the page. This quality’s downside will impact your ability to participate on runs.
	5. Altered Traditions
		1. Unless otherwise noted, “Traditionalist” refers to optional rules unique to each magical tradition, referred to in the books as “Traditional [Name] Rules” or “[Name] Rules”.
		2. Traditional Black Mage (FA 60)
			1. Character does not receive Animal Familiar or Dark Ally for free.
			2. “Personal Demons” spirits summoned do not automatically gain the Fear or the Natural Weaponry power. They do, however, gain the Flight skill and may select Fear as an optional power if it is an available optional power for the spirit type.
		3. Cosmic Mages (FA 75)
			1. Under Rules as Written, Cosmic Mages are restricted to only being able to take the mentors Sun, Moon, and Star. Of these, one does not exist. Cosmic Mages are allowed to take any mentor, provided they can alter the description to be cosmic in origin.
		4. Traditionalist Traditions (FA 60-91)
			1. If a player chooses to take a Traditionalist or similar special path, it is a Paradigm Shift to leave said path. The character’s initiation count cannot reset. If a character misses the Initiation for the level 1 gain, it is permanently lost.
		5. Traditional Islamic Alchemists (FA 69)
			1. Islamic Alchemists should take their first two initiations as Fixation and Advanced Alchemy and are thereafter free to choose metamagics as they please.
		6. Necro Magic (FA 82)
			1. Necro summoning is exclusive to mages following the Necro Magic tradition and may not be enhanced by Greater Ritual.
			2. Necro Summoning and Reckless Necro Summoning may not be practiced by characters that would normally be unable to summon spirits via the use of the conjuring group, such as sorcery-enchanting mysads, aspected sorcerers, and dedicated spellslingers.
		7. Norse (FA 68)
			1. Godi/Runemaster: for Durable Preparation, the time until Potency starts fading is revised to Potency x3 hours rather than the standard x2 followed by additional doubling. This does not stack with the Durable Preparations quality.
			2. Cumming Woman: Can only be taken by a Magician, Mystic Adept, or Aspected Spellcaster.
			3. The Berserker Temper power gained by the traditionalist version of the Norse tradition is not in effect.
		8. Path of Pariah (FA 85)
			1. Pariahs are allowed to pick a drain stat from CHA, INT, or LOG. For their second initiation, disregard the requirement to take the opposition metamagic.
			2. Due to thematic restrictions of the Pariah tradition, players are allowed to use the Pariah tradition mechanics in conjunction with the thematics of a different tradition. Drain stats will work as stated in 6.5.8.1.
		9. Elder God Magic (FA 78)
			1. Traditionalist is NPC only.
		10. Planar Magic (FA 87)
			1. Traditionalist is NPC only.
		11. Romani (FA 90)
			1. Only the traditionalist roles are permitted for players to use.
		12. Christian Theurgy (Westphalian) FA 64)
			1. Due to thematic restrictions of the Westphalian tradition, players are allowed to use the mechanics of the Westphalian tradition in conjunction with the thematics of a different tradition. The drain stats of the thematic tradition are used, not those of the Westphalian tradition.
	6. Altered Metamagics
		1. Channeling (SG 148)
			1. When channeling a spirit, the dual-natured entity may not use the Conjuring skill group, even if the vessel is in control and may use their skills.
			2. When channeling a spirit, use the vessel’s mental and special attributes for Matrix actions or actions otherwise utilizing the Matrix.
		2. Harmonious Defense (FA 46)
			1. Harmonious Defense does require the user to Astrally Perceive in order to be used. If the character does not have a method to perceive astrally, the character must take the Astral Perception adept power.
		3. Harmonious Reflection (FA 46)
			1. Harmonious Reflection requires the user to Astrally Perceive, similar to the Reflect spell.
		4. Noble Sacrifice (FA 56)
			1. The character must have line of sight to allies in order to use this ability.
			2. For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage.
		5. Tarot Summoning (FA 45)
			1. A Tarot summoner cannot have multiple tarot decks used for summoning.
			2. Drain is based off magic, so that if the spirit summoned is greater than the character’s Magic score, it is taken as physical damage.
			3. A character must be capable of using the Conjuring skill group in order to take the Tarot Summoning metamagics.
			4. If a character draws a card and the force of the spirit would be a force the character is incapable of summoning (i.e. greater than Magic x 2) then the action is wasted and no spirit is summoned.
			5. Tarot Summoning cannot be used with Hermetic Elementals.
			6. Tarot Summoning does not gain the benefit of additional services from Spirit Affinity.
			7. Tarot Summoning does not gain the benefits of Spirit Whisperer.
		6. Essence Expansion (DT 165)
			1. The megamagic only expands the amount of essence they can store, not spend.
				1. Example: A vampire at IG 2 would have 12 essence and can hold up to 14, but could not use the additional 2 essence for ware.
	7. Altered Mage Archetypes
		1. Adept (SR5 69, 308)
			1. Increase PP by a flat 2 bonus, reduced by 1 for every 3 essence lost (round up) to any factor other than Essence Loss and spending essence for Essence Drain.
		2. The Elementalist (FA 43)
			1. Aspected magicians, Full Magicians, and Mystic Adepts may be Elementalists. Players must choose to be an elementalist at chargen.
		3. The Hedge Witch/Wizard (FA 43)
			1. Aspected magicians, Full Magicians, and Mystic Adepts may become Hedge Witches/Wizards. Players must choose to be a Hedge Witch/Wizard at chargen.
		4. The Null Wizard (FA 43)
			1. Aspected magicians, Full Magicians, and Mystic Adepts may become Null Wizards. Players must choose to be a Null Wizard at chargen.
			2. Characters may not take the Summoning skill.
			3. A Null Wizard receives the Spell Resistance adept power at a rating equal to their Initiate Grade.
			4. Null Wizards receive automatic hits on Drain Tests associated with Anti-Magic skills (Counterspelling, Banishing, Disenchanting) equal to their Initiative Grade.
			5. Null Wizards may take the Sensei quality for all Anti-Magic skills (Counterspelling, Banishing, Disenchanting), applying the karma discount to each skill individually.
		5. The Seer (FA 43)
			1. Aspected magicians, Full Magicians, and Mystic Adepts may become Seers. Players must choose to be a Seer at chargen.
		6. The Apprentice (FA 47)
			1. An Apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).
		7. Mystic Adept Alterations (FA 47)
			1. Mystic Adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access too.
			2. Per SR5 69, Mystic Adepts do not gain the ability to Astrally Perceive without purchasing the Adept Power to do so. The table in Street Grimoire does not supersede this.
		8. The Explorer (FA 47)
			1. An explorer can take Metamagics/Enhancements/Focused awakened as an Aspected Magician.
		9. The Aware (FA 49)
			1. An explorer can take Metamagics/Enhancements/Focused awakened as an Aspected Magician.
	8. Altered Paracritters and Spirits
		1. As a clarification, it should be noted that spirits may not interact with the Matrix unless explicitly stated (as through inhibition).
		2. Shifters (RF 100) shall be modified to include the following qualities, critter powers, and weaknesses as racial traits:
			1. Allergy (Silver, severe)
			2. Dual Natured
			3. Regeneration
			4. Vulnerability (Silver)
		3. Corpselights (HS 119) shall be modified to replace the Manifestation power with Astral Form and Materialization.
	9. Mentor’s Mask (FA 182)
		1. The negative effect to Magician abilities from a Mentor’s Mask will make it possible to detect sustained spells with numinous perception due to their Mentor’s Mask manifesting.
		2. Mystic Adepts, if they take a Mentor’s Mask, get the type of Mask bonus dependent on the bonus they receive from their Mentor Spirit (i.e. if they took the Adept bonus from their Mentor Spirit, they get the Adept Mask, and if they took the Magician bonus from their Mentor spirit, they get the Magician Mask). The negative effect of a mentor’s mask applies to all aspects of their Magic usage (both their adept powers and magician abilities).
		3. Characters may obtain or remove a Mentor’s Mask by spending 20 karma without losing their mentor (Buying off the Mentor then purchasing again).
		4. The choice to have a Mentor’s Mask is made when a character acquires a Mentor Spirit. If the character later switches Mentor Spirits, they make a similar choice again. If, for any reason, they lose their Mentor Spirit, they no longer have the advantages or disadvantages of a Mentor’s Mask.
		5. There is no way to hide a Mentor’s Mask.
	10. Spirit Leashing (FA 182)
		1. Spirits roll Force x 2 vs. Drain resist, with net hits removing a task owed to the summoner.
		2. Test the Leash occurs when a spirit gets hits on a test greater than the summoner’s Magic score.
		3. GMs can override this guideline when appropriate, such as having a spirit Test the Leash prematurely when mistreated or having the spirit not Test the Leash when performing a task that is in line with its own motives or personality.
		4. Spirits will never Test the Leash if they are of a force less than or equal to the summoner’s Magic score.
	11. Sustained Spells
		1. In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and within Remote Service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain within remote service range of that target, however, line of sight is not an ongoing requirement. Ex. Awful Weight, a mage, just received a serious wound and retreats behind a brick building while his Earth spirit and a street sam on his team engage an Ares company man. He could keep fighting, but the Increase Reflexes spell he is sustaining is taking its toll. In order to pass it off to his spirit, he orders it to disengage and move behind the brick building. After the transaction is complete, he orders it to hide in a building a few blocks away.
	12. Magical Lodge Background Count
		1. Mage Lodges shall have a background count equal to Force / 3, rounded up.
	13. Clarification on Astral Signatures
		1. The following actions leave an Astral Signature:
			1. Casting a spell.
			2. Activating an alchemical preparation.
			3. Activating a focus.
			4. Using an adept or critter power.
			5. Summoning a spirit.
		2. The following actions explicitly do not leave an Astral Signature:
			1. Carrying a sustained spell away from where it was cast.
			2. Carrying a sustained effect from an alchemical preparation away from where it was activated.
			3. Using an active focus.
			4. Sustaining a critter power and moving away from where it was activated.
			5. Having an active adept power.
			6. The act of Astral Projection itself, as distinct from any powers that grant the ability to do so.
			7. The act of Astral Perception itself, as distinct from any powers that grant the ability to do so.
	14. Clarification on Alchemical Preparation
		1. Preps are cast by the magician, regardless of all other factors such as inability to actually cast anything.
	15. Clarification on Resisting Physical Manipulation Spells
		1. All Physical Manipulation Spells are resisted by BOD + STR regardless of what the spell text says. This also affects the Taboo Transformer quality with Shapechange.
	16. Clarification on Adept Powers and Astral Signatures
		1. Adept powers leave an astral signature for a number of hours equal to the adept’s ranks in the power when activated.
	17. Clarification on Spell Defense Concerning Area of Effect Spells
		1. Spell Defense Dice are rolled against the spellcasting test to hit the targeted area, reducing the caster’s hits. This test may be edged.
	18. Clarification on Spirit Specializations
		1. Restrictions related to spirit category as outlined by the summoner’s tradition (SG 41) are only to be applied to Aid Alchemy, Sorcery, and Study (SR5 302).
	19. Clarification on Astral Perception
		1. Astral Perception (SR5 312) can be noticed by a standard judge intentions test and will be treated as “sizing up” an individual. As such, particularly secretive individuals may take exception to being assensed, if they notice.
3. Altered Emerged Content
	1. Priority table (SR5 65 - Priority Table) is altered for Technomancers
		1. Revise the number of Complex Forms to as follows:
			1. Priority A: Increase from 5 Complex Forms to 7.
			2. Priority B: Increase from 2 Complex Forms to 4.
			3. Priority C: Increase from 1 Complex Form to 3.
		2. Revise the number and type of skills to as follows:
			1. Priority A: Change from “Two Rating 5 Resonance skills” to “Three Rating 5 skills from Resonance, Electronics or Cracking skill groups”.
			2. Priority B: Change from “Two Rating 4 Resonance skills” to “Three Rating 4 skills from Resonance, Electronics, or Cracking skill groups”.
			3. Priority C: Change from None to “Three Rating 2 skills from Resonance, Electronics, or Cracking skill groups”.
	2. The cost for Submersions are 10 + (Grade x 3) Karma.
	3. Altered Complex Forms
		1. Bootleg Program Complex Form (KC 94)
			1. The defending target may elect not to roll defense, making the test unopposed.
		2. Mirrored Persona Complex Form (KC 95)
			1. Revise description to “Target: Self. Duration: Sustained. Fade Value: Level - 2, and shall automatically negate the next failed defense test against a Matrix action other than Matrix Perception targeting the sustaining technomancer.
	4. Altered Sprite Powers
		1. Bodyguard Sprite Power (KC 100)
			1. This sprite power is allowed, but requires the sprite to be actively on the Matrix in the same location as the technomancer character, either the same grid or host.
			2. When used, this power will stop a single Attack action targeting the compiling technomancer’s persona. The sprite must have 10 initiative and at least 1 task left, and will be irreparably destroyed with no chance to resist.
			3. Activating this power is not an action taken by the technomancer, and does not require awareness of the incoming attack IC.
		2. Enhance Optional Sprite Power (KC 101)
			1. This power may be taken and used by any sprite that qualifies, not just companion sprites.
			2. This power still requires tasks to use.
		3. Shield Sprite Power (KC 101)
			1. When using this power, the damage redirected is treated as unresisted, and cannot be healed by any means.
			2. The sprite must be of at least the same level as the effect causing the fading, if relevant.
	5. Altered Paragons
		1. A Paragon’s favor may be lost in the course of a run. Typically this shall be due to the written cause in each Paragon, though a GM has discretion of other, related things to cause a loss of favor. If this occurs, it is lost until the end of the run, unless the GM, at their own discretion, wishes to offer an opportunity to regain the paragon. Favor is automatically regained at the start of the next run. While favor is lost, the technomancer loses the Advantages offered by their Paragon, but still suffers the disadvantages.
		2. A technomancer may choose and change paragons freely during downtime, including choosing not to use a paragon, but may not make the change during a run. The sole exception is if a character chooses to follow no paragon and has not chosen a paragon during the course of a run, they may choose to take a paragon with 5 minutes alone in VR.
		3. Archivist (KC 103)
			1. Advantage shall give a +1 dice pool bonus and +1 limit bonus on Matrix Search actions, rather than the listed bonuses.
		4. Daedalus (KC 103)
			1. Advantage shall give +1 die on Hardware tests, and +1 limit to Pilot [x-craft] skill tests - specifically, tests which roll an attribute and a Pilot skill together.
			2. Advantage does not increase the limit for purposes other than the number of hits a character can keep on these tests.
		5. IC Paragon (KC 104)
			1. This advantage shall not apply against or in relation to IC.
	6. Altered Streams
		1. When using a complex form, the target device or its master (in the case of a host, an appropriate IC will make the test) has a chance to detect the technomancer by making an opposed Sleaze + Software - Level [Sleaze] test. Success by the IC detects the technomancer.
		2. The Fading for Complex Forms is -3 from the values printed in the Core Rulebook (SR5) and in Data Trails (DT). Thus, as examples, the correct Fading for Puppeteer is L + 1 and the correct Fading for Derezz is L - 1. Both Chummer and Herolab have incorporated this errata. Fading values in any other book (e.g. Kill Code) are unchanged. Remember that, per rules as written, Fading can never be lower than 2.
		3. Complex Form: LOTO (KC 90)
			1. Revise to include the following: LOTO can only target wireless on devices.
		4. Complex Form: Hyperthreading (KC 91)
			1. Characters may not thread the same complex form multiple times simultaneously within the same hyperthread
			2. All tests shall be resolved using the pre-hyper thread statistics. Most notably, Diffusion of Matrix Attribute in a hyperthread does not impact defense against any complex form in the same hyperthread.
		5. Technoshaman Daemon (KC 91)
			1. Technoshamans shall reduce Registration time for sprites by 2 hours, to a minimum of 1. This reduction does not apply to the Pet Sprite Complex Form.
			2. Technoshamans also gain 1 additional task on any successful test to Compile or Register a sprite.
	7. Altered Echos
		1. Aegis Echo (KC 101)
			1. Aegis boxes are healed 24 hours after the most recent Aegis box was filled, and may not be healed by any other means.
		2. Neural Synergy Echo (KC 101)
			1. Use rules as written except this echo shall be subject to the augmented maximum rules.
		3. Predictive Analytics Echo (KC 101)
			1. This echo shall stack with drugs, but not spells, adept powers, cyberware, bioware, or geneware.
		4. Van Der Waals Effect Echo (KC 102)
			1. Treat this echo as a Magnetic System (CF 84) implante separately in each of the character’s limbs, as well as both front and back of their torso.
			2. Note from the Mechanics Team: At this time, this echo does not reflect nor match what the Van Der Waals effect is.
		5. Will of the Resonance Echo (KC 102)
			1. Use rules as written except this echo shall be subject to the augmented maximum rules.
		6. Draining Spike Echo (KC 102)
			1. This echo shall only be able to target personas.
			2. This echo may never heal Fading damage nor can it be used multiple times on the same set of wounds (in the same vein as magical healing)
		7. Sleepwalker Echo (DT 59)
			1. Replace rules as written with: a technomancer with this echo shall gain the effects of the EARRS cyberware (KC 66) when active.
4. Altered Critter Powers
	1. Energy Aura (SR5 396)
		1. This power shall not stack with [Elemental] Aura, Elemental Body, or Elemental Strike.
	2. Paralyzing Howl (SR5 399)
		1. Replace with the following: Type: M Action: Complex Range: Special Duration: Special The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a MAG + CHA test opposed by INT + WIL of anyone who can hear, reducing its number of hits by 1 for every (MAG) meters it is away from each victim. Each net hit imposes a -1 dice pool penalty to all actions for (MAG) minutes, paralyzing victims for the duration if this penalty exceeds their WIL. This effect does not stack but replaces the effect of the previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent exposure to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware or equipment, or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though the effect does not propagate through electronic mediums.
	3. Essence Drain (SR5 396-397)
		1. Revise the description as follows: “A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a Simple Action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1” to “A critter that drains Essence can pump their life force into other attributes, not including Magic or Edge, with a Simple Action. Every point of Essence spent may temporarily boost one Physical or Mental attribute by +1”.
		2. Other forms of ware or essence lost subtract from the natural essence maximum. The augmented essence maximum (usually Essence x 2) is calculated after this subtraction.
	4. Innate Spell (SR5 398)
		1. Spells acquired from Barehanded Adept or Adept Spell may not be selected for the Innate Spell critter power.
	5. Magic Sense (HS 193)
		1. This power shall function as the Magic Sense SURGE quality (RF 116) for Ghost Hounds (HS 186)
	6. Movement (SR5)
		1. For living targets, the Movement power shall add or subtract MAG from the AGI attribute for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum AGI score shall be 0, but even with a score of 0 for determining movement rate, a character shall be able to move at a walking rate of 1 meter and a running rate of 2 meters.
		2. Behavior when used on Vehicles remains unchanged.
		3. The clause about “only functioning in terrain the critter controls” shall be stricken, allowing it to function without having to interpret what the character’s spirit controls.
	7. Regeneration (SR5 400)
		1. The regeneration power regrows limbs.
	8. Transcend Form (HS 165)
		1. Using this power to gain Hardened Armor in metahuman form causes all skinware to cease functioning for the duration of the power.
5. Altered Items
	1. Items
		1. Adapsin (CF 160)
			1. Adapsin will provide immediate Essence reduction of already implanted ‘ware. This will leave an Essence hole, without true Essence recovery.
		2. Atomizer (FA 193)
			1. An Atomizer has an Accuracy of 3 and a Concealability of +0, uses the skill Exotic Weapon (Atomizer) with a range array of 0.1/0.25/0.5/1 meters. The Atomizer takes a Complex Action to reload, and requires a Simple Action to fire.
			2. The preparation used with an Atomizer will trigger on a valid target after firing (i.e. a living aura, similar to a contact prep).
			3. The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e. if the Atomizer is broken, the spell will drop).
			4. An Atomizer cannot take accessories or modifications.
		3. AR Enhanced (CA 138)
			1. Creation of your own is permitted only on-table at the GM’s discretion and shall not be carried off the table in which they were created. AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for separately at the listed prices. Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.
		4. Ares Armatus (HT 184)
			1. This item uses the Exotic Ranged Weapon (Lasers) skill.
		5. Ares Roadmaster (SR5 463)
			1. This vehicle has a base armor of 14 instead of 18.
		6. Aztechnology Blood Drinker Combat Axe (SL 130)
			1. This weapon has a reach score of 0.
		7. The Barrens Special (SL 29)
			1. Although thematically the Barren’s Special may be many different firearms, mechanically it should not vary from the printed statblock.
		8. Bows (SR5 183)
			1. Bows use the lowest of Bow Rating or Arrow Rating to determine damage. STR is not used to determine damage, but instead inflicts a penalty when the archer’s strength is below the rating of the bow, -2 per point below the minimum.
		9. Chemical Glands (CF 112)
			1. Gradual Release has been banned.
			2. Permitted drugs for use in Chemical Glands are:
				1. All drugs in the Core Rulebook are permitted.
				2. All drugs in Chrome Flesh are permitted except the following: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.
				3. Bioglands may be used like cyber for awakened drugs, by refilling them instead of having them grow.
				4. BTLs are not permitted.
				5. No contact vector only drugs.
				6. All drugs in Boston Lockdown are permitted, with the exception of Numb.
		10. Collapsible Scythe (HT 183)
			1. Uses the Blades skill and falls under the “Polearms” specialization.
		11. Deepweed (SR5 411)
			1. Shall have an addiction rating of 4 and an addiction threshold of 2.
		12. Door Gunner tac-app (KC 71)
			1. The mounted weapon must have a Smartgun System (not a smartlink), be wireless on, and be a valid target for remote control.
			2. The required skill shall be Gunnery.
		13. Ejection Seats (R5 164)
			1. Replace the existing stats with as follows: 1 slot (body); modification threshold: 10; required tools: tool shop; skill: hardware; avail 12R; cost: 1,000¥ per seat. Parachutes can be added to the seat for an additional 750¥.
		14. EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement (SL 130)
			1. Remove the “hardened” tag. When used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor.
			2. The item shall not expand with sufficient force to harm anyone. While expanded, it has Structure 10 Armor 10, and is treated as being 10 cm for the purposes of barrier rules.
			3. While deployed, the barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed and may not re-extend. When collapsed, it offers no armor bonus but uses the original armor value for the purposes of calculating encumbrance.
			4. It may be repaired with an Armorer + LOG [Mental] (12, 30 minutes) extended test, or by a contact with the same.
		15. Fluid Motion Mace (SL 21)
			1. The mace shall disregard the penalties listed outside its statblock, including the minimum STR requirement.
		16. Fuchi Cyber-N and Fuchi Cyber-Ex
			1. Both devices can be upgraded, but each attribute can only increase or remain the same.
			2. Each is considered their own class of item, prohibiting upgrading from a Cyber-N to Cyber-Ex or a Cyber-Ex to a Shadow Warrior.
			3. All Fuchi Cyber series custom decks have a maximum Device Rating of 6.
		17. Ghost Box (CA 141)
			1. The device does not function like the spell Trid Phantasm, it merely gives a sense of unease and a floater-like effect in the eye.
		18. GMC Armadillo
			1. This vehicle comes with a single “pod” of the player’s choice. Purchasing a new “pod” has no availability and costs ¥6,000. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new pod takes approximately 1 hour if untrained, or 15 minutes with ranks in Automotive Mechanic. It is largely assisted and requires only normal exertion.
		19. Grey Mana Integration armor modification (BTB 156)
			1. Rather than requiring a Chemical Seal for ratings 4 to 6, ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated. This requires wearing the entire suit of armor, including helmet. If not wearing the helmet, the Chemical Seal only provides the equivalent of a rating 3 system.
			2. When targeted by a beneficial or otherwise unresisted magical effect, Grey Mana Integration opposes the spellcasting with its rating in dice, reducing the hits on the test as appropriate.
			3. The penalties for Awakened for Grey Mana Integration and Grey Mana Tattoos apply any time a background count would penalize them - Penalties are treated as local, stacking, and unable to acclimate to the background count.
			4. While Grey Mana Integration is obvious, it is not definitely identifiable without lab work. While a police or security officer who notices a character wearing it will be suspicious, an astral perception is insufficient to arrest, only question.
		20. Grey Mana Tattoos (BTB 156)
			1. Grey Mana Tattoos function similar to 9.1.19 in regards to penalties and identification as listed in 9.1.19.3 and 9.1.19.4.
		21. GreyWare (BTB 159)
			1. GreyWare shall be permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, however the player wishes to fluff it out within reason), and no cyberware may have any wireless functionality. For example, a GreyWare smartlink can still provide a bonus to accuracy if plugged into a gun, but it cannot produce bonus dice.
			2. Wireless bonuses are similarly denied, and a GreyWare implanted commlink is not going to be able to make commcalls. It is up to the player to determine if this is useful.
		22. Horizon-Flynn Defense-Com Commlink Weapons (SL 131)
			1. Characters attempting to determine if the commlink is actually a weapon must roll Perception + INT [Mental] (3).
		23. Horn Compartment (TCT 185)
			1. Requires the character have at least one horn.
		24. Krime Carco de Pesca
			1. The speed is revised to 4 instead of 7.
		25. Krime Happiness (SL 38)
			1. The Troll Tough™ belt prevents the belt from being cut during a runaway firing situation (unless the GM deems fit, such as cutting it would be to the character’s advantage/disadvantage), but after the first full combat turn of nonstop fire, the character may drop the belt. The weapon may still fire, but damage will be ineffective at causing any damage other than collateral (barring GM discretion). It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammunition.
		26. Krime Pack (SL 45)
			1. This item shall act as a Rating 2 area jammer, and has no effect on device rating. If the noise created by the Krime pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming “KRIME!” at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.
			2. Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to the character until the character manages to remove the backpack (3 complex actions) or it ceases firing. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience the character.
		27. Krime Trollbow (SL 24)
			1. The Trollbow shall use the stats from the book, correcting for the erroneous “reach” entry on the table for the ranged components. The stats are reproduced as follows:
				1. Use Archery to fire, with an Accuracy of 4, DV of (Rating + 2) physical, and AP of -(rating/4) for the ranged component.
				2. Use Blades, with an Accuracy of 3, a reach of 1, a DV of (STR + 1) physical, and AP - 1 for melee component.
		28. Krime Wageslave PMV (KK 30)
			1. The minimum BOD + STR is removed.
			2. The entire notes section is struck. In its place, the Krime Wageslave PMV will flip over on a glitched driving test.
		29. Krime Whammy (SL 40)
			1. Item shall act as listed along with being able to take a Complex Action in order to both fire the shotgun and swing the hammer at a single Barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.
		30. Laser Weapons
			1. Laser Weapons can be used to perform the Called Shot: Hotshot.
				1. Called Shot: Hotshot This ammo-specific Called Shot allows you to temporarily increase the wattage of your laser weapon, dialing up the power to levels wll past the weapon’s recommended tolerances. This can only be used with a single Semi-Automatic shot, but uses 3 times the normal amount of charges Modifier: -6, Effect: +7 DV, at the cost of reducing the Accuracy of the laser by 1 (cumulative with previous Accuracy loss) and not being able to fire the weapon in question on your next pass, as it needs to cool down and is temporarily inoperable. If the base Accuracy of your laser hits 2, it becomes totally inoperable until repaired. Repairing the laser to full Accuracy requires an Armorer Extended test with a threshold of (the amount of accuracy the laser has lost) and an interval of 15 minutes.
		31. Missile Defense System (R5 160)
			1. The system can make a Missile Parry test for free, using a relevant autosoft + the vehicle’s sensors. It uses one weapon at a time, either a ballistics weapon capable of full auto or a laser weapon. A ballistic weapon grants 2 free hits on the test, a laser weapon gives 4 free hits. A ballistic weapon uses 20 rounds of ammunition in performing a Missile Parry. The system cannot use a weapon that has been used this combat turn, and the weapon used to Missile Parry will be unavailable until the start of the next combat turn.
		32. Morrissey Alta (SL 32)
			1. The Morrissey Alta shall be Restricted, not Forbidden.
		33. Narcojet Dazzler (SL 47)
			1. The Narcojet Dazzler shall cap at a Blinding Glare for unprotected eyes, and shall never inflict blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you do not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler - or anyone broadly in their direction - is to suffer the glare penalties or to take the Blind Fire penalty.
		34. Narcojet PEP (SL 44)
			1. Informational note: The explanation “It shoots lasers to plasmatize your skin, then explodes that plasma” is marketing. No one is quite clear how this works, but it does not plasmatize the skin.
		35. Narcojet Trackstopper (SL 44)
			1. The Narcojet Trackstopper will apply the listed agility penalty in rules as written to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from the character’s body.
			2. In addition to allowing the foam to dissipate on its own, or using the special solvent, characters may also attack the foam, which has 4 condition monitor boxes for each application the character has been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if character limbs are incapacitated by foam applications, characters may still attack the foam with unarmed attacks, using an AGI score of 1.
			3. Being incapacitated by the foam does not preclude defense tests, though it may make Agile Defender less desirable.
			4. The ammo capacity is 6(m), with a full reload of 6 shots taking up a third of the background mechanism.
			5. Single shots may not be split across multiple targets.
			6. The Trackstopper can also be used to barricade doors or entries. A single application of foam can block one square meter, vertically, of the hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and it’s soak values) before carrying through into the door.
		36. Nemesis Arms Praetorian (CA 134)
			1. Accuracy should read 4(5), not 4(6).
		37. Onotari HL-13 (SL 38)
			1. The Onatari shall use Automatics rather than Firearms for its configuration roll.
		38. Osmium Mace (TCT 185)
			1. Requires two hands to wield.
		39. Psyche (SR5 412)
			1. Revise the text as follows to include technomancer: “This designer stimulant is especially prized by magicians and technomancers alike. In addition to the effects noted above. Awakened or emerged users also only suffer a -1 dice pool modifier for each sustained spell or complex form (rather than the standard -2). Psyche users are simultaneously hyperaware and detached, easily absorbed by detail and obsessive about certain facts or problems.”
		40. Remote Cyberhand (R5 130)
			1. The Remote Cyberhand shall use the following stats when operating as a drone: Handling 5, Speed 1(G), Acceleration 1, Body 1, Armor 1, Pilot 2, Sensor 1.
		41. Renraku Red Samurai Katana (SL 132)
			1. PC possession shall incur the Wanted negative quality automatically, with a bounty of ¥50,000. This may be bought off with 20 karma, ¥40,000, or any combination thereof (¥2,000 to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause the character to retain the bounty until death.
		42. Shaman Tuxedo (CA 143)
			1. Price is modified to ¥16,000.
			2. Availability is modified to 16.
			3. The Shaman Tuxedo must be something that makes a character’s status as a mage extremely obvious, including the tradition.
			4. A character must continue to wear the Shaman Tuxedo for as long as a character has a summoned spirit. Removing any part of the Shaman Tuxedo while a spirit is summoned will cause the spirit to lose all remaining services.
			5. The Shaman Tuxedo only works for spirits appropriate to the character’s tradition. Any spirits outside of the character’s normal tradition are not an option, even with qualities such as Chain Breaker (e.g. a Hermetic mage may not have a Shaman Tuxedo to provide its bonus for Task Spirits).
		43. Striking Callus (CF 121)
			1. Striking Calluses may not be installed on cyberlimbs and shall only apply to unarmed attacks, not unarmed combat or attacks made with unarmed weapons.
		44. Subliminal Sub Acoustics (CA 146)
			1. Emotions that fit are GM discretion and not subject to review.
		45. Tailored Perfume/Cologne (CA 143)
			1. Only one application can be used effectively. If an additional, unique Tailored Perfume/Cologne is applied while another is still active, all effects from all Tailored Perfumes/Colognes are negated. Additional applications of the same perfume or cologne do not have any effect.
		46. Ultimax Rain Forest Carbine (GH3 32)
			1. Refer to missions FAQ errata linked here.
		47. Urban Explorer Daedalus (SL 47)
			1. This armor may not be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.
		48. Spotter Advanced Program (DT 160)
			1. Program shall be modified with the following effect instead: Spotter allows a free Take Aim action which grants the maximum bonus a character can get from multiple take aim actions based on WIL / 2 or DEP / 2; whichever is smaller.
		49. Vault of Ages (FA 193)
			1. A Vault of Ages can hold (Rating x 2) preparations, each of which can have a maximum force of (Rating x 2).
			2. Vault of Ages have a maximum rating of 5.
		50. Wuxing-Armstech PTL-02 (SL 133)
			1. This weapon only functions underwater.
		51. Looper Rounds (KC 49)
			1. Looper rounds are available for ¥200 for every 10 rounds, and have an availability of 12R.
			2. When they strike a valid device (sensor, visual or audio device) they loop the last five seconds for a period of one minute. They are programmed to account for devices such as clocks, but crowds or complex changes of scenes will reveal the deception.
			3. Physical examination of the device will note the round attached, and direct Matrix examination with Matrix Perception will note the effects after they have completed.
			4. In order to affect worn gear, a called shot at -6 is required with a maximum accuracy of 2, requiring 1 net hit to attach, and deal no damage of any kind and may not be used against any device paid for with essence (e.g. ‘ware).
		52. ArrowLink (KC 52)
			1. The existing types, cost and availability, and rules for attaching and removing the arrow or cord shall remain.
			2. The ArrowLink provides a direct connection through touchlink technology to the target struck.
			3. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them.
			4. ArrowLink is available for Bows, Trollbows, Pistol Crossbows, and Light/Medium/Heavy Crossbows.To benefit from the direct connection, a character must plug a device into the cord at the shooter’s end. Connections cannot be made with devices paid for with essence (i.e. ‘ware).
		53. Faceless (KC 57)
			1. Cost (Rating x ¥1,000) and availability (Rating x 4F). Ratings are from 1 to 6. The modifications for Generic and Specific faces remain as written. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with Essence.
			2. Generic Face versions may function as plain Faceless, and Specific Face versions may function as Generic Face or Faceless. The Specific Face version may be changed with 10 minutes of work by anyone with ranks in Computer or Software.
			3. Additional Note: Upgrading are subject to Upgrade Rules for rating, as well as Base to Generic Face to Specific Face. This also means they can be purchased even when their availability is above 20, though the necessary rolls to do so must still be made.
		54. Booster Clouds (KC 57)
			1. Instead of a spray can, this shall be an inhaler. It may only affect one person for three combat turns. It is not affected by wind and must be triggered physically by the person benefiting from it.
			2. Effects do not stack, only the largest bonus from a single action applies.
			3. Disregard the “Custom Case” entry.
		55. Booster Chips (KC 59)
			1. “Armor Defeating” will apply to Attack, “Slick Willy” to Sleaze, “Data Dynamo” to Data Processing, and “Fortified” to Firewall. This will have no effect on the character’s mental attributes. Damage will be resisted only with BOD and treated as Fading for the purposes of healing.
		56. Security Decks (KC 61)
			1. Encryption program is not factored into the attribute array.
		57. Shadow Warrior (KC 62-63)
			1. A bonus to the limit on Sleaze tests does not alter the actual Sleaze attribute.
		58. EVO Sublime (KC 62-63)
			1. Disregard the requirement that device must be implanted.
		59. Destiny Blade (KC 63)
			1. Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat, and should not be treated as such.
		60. Kitbashed Sleeper (KC 63)
			1. As usual for a technomancer using a device, character does not benefit from their Living Persona’s attributes, though the character can still use Resonance actions per its rules. The number of irreparable Matrix boxes must be tracked on the character’s wiki page after each run. The deck is still irreparably broken and unusable after its natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of its ultimately consumable nature.
		61. Cry Wolf (KC 65)
			1. It shall cost the same as a normal Hacking Program and have the same availability, except that it is Forbidden. When someone running Cry Wolf would normally be struck by Convergence, they instead are alerted, and Convergence will strike again in 1d6 combat turns. This second Convergence may not be averted with Cry Wolf. After Convergence is delayed, the Cry Wolf program is deleted irrevocably. Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from its effects for 24 hours after its targets.
		62. DataJack Plus (KC 65)
			1. It only functions when connected to a deck or RCC, it does not include any free programs, and it cannot run an Agent or Virtual Machine. Functionally, it increases the program slots of the deck or RCC by its rating. As a clarification, DataJack Plus will stack with the Multi-Program Operating System (KC 57).
		63. EARRS (KC 66)
			1. The -10 penalty shall apply to all non-Matrix, non-Resonance actions.
		64. MCT Biolink (KC 67)
			1. It provides DNI and a wireless connection as per a datajack, but has no capacity to directly connect to devices. It may be turned on and off as desired with a Complex Action.
		65. Shiawase Cyber-6 RCC (KC 68)
			1. Instead of its normal special rules, refer to the following: While a Rigger’s persona is running through this RCC in VR - whether jumped into a drone or not - any drones slaved to the RCC or jumped into by the Rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the Rigger is increased by 4 damage before resistance.
		66. Spinrad Global Skirmisher RCC (KC 68)
			1. It provides a +2 dice pool modifier and +1 limit to Ginnery and Perception tests performed by drones slaved to it and operating under their own Pilots.
		67. Horizon Flow Commlink (KC 68)
			1. It provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.
		68. Wuxing Frequency Commlink (KC 68)
			1. Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.
		69. Seder-Krupp Last chance Link (KC 69)
			1. Disregard irritation if worn by a PC.
		70. Mobile CNC Tac-App (KC 72)
			1. It provides 6 bonus dice, allocated as desired among people connected to the Pi-Tac’s network, for Navigation tests and Combat Maneuvers. It also provides 2 Noise Reduction.
		71. Shield Wall Tac-App (KC 72)
			1. Rather than what is written, it shall provide +3 Firewall to any linked device for the purposes of defending against any Attack action or any Matrix or Resonance action that could cause Matrix Damage.
		72. Tactical Program  Dongle (KC 72)
			1. It provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs ¥200.
			2. A Pi-Tac may only have one dongle attached.
		73. Gyrojet Ammunition
			1. Official errata for Run & Gun shall be ignored.
			2. The FN-AAL Gyrojet pistol shall be allowed to use any type of ammunition, but it shall not be shareable between other classes of firearms (i.e. Gyrojet ammunition will not work in a Heavy Pistol, and vice versa).
			3. There are no changes to the stats or mechanics of the weapon itself.
		74. PPP Vitals
			1. Cannot be used with “heavy armor”, defined as base armors having Armor Rating 13 or more (like what’s described by the Hang Time adept power (SG 171)). It will stack with any base armor of Rating 12 or less.
		75. Banishing Foci (SR5 320, 326)
			1. Revised to ¥5,000 per rating and 3 karma per rating to bind, work against all spirits instead of just one, and grant a dicepool bonus equivalent to rating instead of limit increases.
		76. YNT Softweave (RG 84)
			1. May be taken on armor accessories.
		77. Skates [Good] (RF 254)
			1. Increases run multiplier by +2.
		78. Surplus and Refurbished Pi-Tacs (KC 74)
			1. Players may select a maximum of 2 missing functions for the purposes of discounts.
			2. Restoring a feature costs 5% of the full price of the Pi-Tac and does not require an installation roll, similar to weapon modification.
			3. A glitch on any test associated with the device causes the device to lose a function. It may only be repaired using the process detailed in 9.1.78.2.
			4. Any Matrix or Physical damage the host device suffers is increased by one, similar to attacking the Pi-Tac unit.
		79. Armor and Encumbrance (SR5 169)
			1. Armor accessories, listed with a “+” in front of their rating, add to the character’s Armor for the purpose of Damage Resistance tests.
			2. For every 2 full points by which the bonus exceeds the character’s Strength, the character suffers a -1 penalty to Agility and Reaction.
			3. GMs may override a character’s armor accessories if armor mods stack excessively at their sole discretion.
	2. Burner SINs
		1. Players may buy burner SINs and associated licenses at the same availability, but at 20% of the cost. These SINs expire after 1 week and may not be used past the session they were purchased in. Rating may be between 1 and 6.

 Burner Fake SIN (Rating 1 thru 6)
 Burner Fake License (Rating 1 thru 6)

1. Military/Future Weapons
	1. Except where listed below, all Military/Future Weapons are banned in their entirety and may not be used by players. GMs may make use of items where approved by GM Rules, but players may not obtain/retain such items or use them outside the scope of the single run.
	2. Aztechnology-Dassault Blood Hawk Mk 1 (SL 53)
		1. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. Theft is possible, but keeping the device is not.
	3. Shiawase/Nemesis Arms Man-Catcher (SL 133)
		1. This device is permitted.
	4. Vulcan Systems “Hotdrop” Rapid-Egress Jetpack System (SL 55)
		1. While wearing the jetpack, players may spend a simple action to move up to 25 meters in any direction, as long as the character is attempting to both launch from and land on solid ground. Make a Freefall + BOD [Physical] (3) test, and scatter from the intended target (3-hits)d6 meters. Direction is determined as usual. This action does not consume a character’s movement speed.
		2. It may be used as a free action to arrest a fall greater than 25 meters, negating all falling damage, though the character must be aware of the impending impact.
		3. A player may only spend a single action to fire the jetpack per combat turn, and may not combine actions. Players may move or arrest their fall, but not both.
		4. Using the jetpack as a simple action costs ½ points of fuel and 2 points of fuel for a free action. The jetpack has 20 points of fuel. Refueling takes one uninterrupted minute to swap out the fuel tank, but does not require removing the jetpack.
		5. The jetpack cannot be used while the character is encumbered, the device has no wireless functionality, and cannot be used with a Stealth test due to noise and light.
		6. On a glitch when activating the jetpack, the jetpack will fire, but the harness will fail and the jetpack will launch without the character.
		7. On a critical glitch when activating the jetpack, the GM will roll scatter or choose a direction, and the jetpack will propel the character 50 meters in that direction. If the character strikes an object/structure, they shall suffer physical damage equal to the distance remaining to be traveled at AP-4. If no object/structure is struck, the character will not suffer damage, but will be left prone.
		8. The jetpack shall cost ¥50,000 with Availability 18F. Each refuel shall cost ¥250 with an availability of 16F.
	5. Maker Mags (SL 75)
		1. This cannot be used to make Depleted Uranium rounds. The extended magazine is treated as the +2 concealed version from Hard Targets.
		2. Maker Grenades shall not be permitted.
		3. Players may purchase multiple items with a single availability roll, increasing the delivery time based on the total cost of the purchase.
2. Metahuman Adjustment on Vehicles
	1. It is assumed that when a character purchases a vehicle, it shall be configured for their metatype at the time of purchase.
		1. In cases where a PC must drive another PC/NPC’s vehicle and make a driving test and the metatype size is different (e.g. A human driving a Troll vehicle), the GM shall choose the penalties that apply to the test. These penalties shall also apply to any vehicles awarded to a PC that was not modified prior to being rewarded.
3. Cyberlimb Armor Limitations
	1. Cyberlimbs shall limit armor to 1 for hands and feet, 2 for partial limbs and partial skulls, and 3 for full limbs and full skulls.
4. Omegaware Ware Grade
	1. Users who take Omegaware must also take additional Negative Qualities equal to ¥2,000 to 1 Karma (e.g. Rating 2 Omegaware Cerebellum Boosters cost ¥25,000, equivalent to 13 karma of negative qualities). Negative qualities gained because of Omegaware will be removed without karma costs if the Omegaware is removed.
	2. All Negative Qualities must be approved by the Thematics team prior to being implemented.
5. Altered Drones
	1. Anthrodrones may make use of humanoid armor by substituting the worn armor value for the drone armor value, modified by AP accordingly, for the purposes of resisting damage. This does not change the standard calculation for determining if Vehicle Armor prevents a Damage Resistance Test entirely, as this step would still consider the drone’s armor.
	2. Medusa Extension (CA 147) cannot have weapon mounts installed.
6. Altered Lifestyle Options
	1. The Commercial Lifestyle (RF 218) may generate profit.
7. Better than Bad’s New Uses for Karma and Street Cred
	1. The rules for purchasing additional loyalty and connection with contacts (BTB 164) shall be superseded by Contact Rules.
	2. Reputation Score is not to be used. Refer to rules regarding Faction Reputation.
8. Addiction Rules
	1. Immediately upon a character using an addictive substance, the character shall immediately make an addiction test.
		1. Psychological: LOG + WIL + (11 - Drug Addiction Rating) + Modifiers
		2. Physical: BOD + WIL + (11 - Drug Addiction Rating) + Modifiers
		3. For drugs with both a Psychological and Physical addiction test, the smaller of the two dice pools will be used to avoid addiction.
	2. If a PC fails the addiction test, they shall immediately suffer the effects of a failed addiction test. PCs may not use Smackdown on the test as the test is not an action.
9. BTL and Drug Stacking
	1. BTLs do not stack with drugs, cause drug interactions like drugs, and overdose like drugs.
	2. Drugs stack with other drugs that affect the same attribute, although not with the same drug (i.e. Novacoke will stack with Jazz to give +2 REA, but two doses of Novacoke will not stack). Note that this invokes overdose rules and the associated damage.
10. Critter Rules
	1. Critter Tricks
		1. All animals are able to learn LOG x 2 tricks, with domesticated animals able to learn LOG x 3 tricks.
	2. Techno-Critters
		1. Techno-critters, being almost impossible to train, shall remain in use as NPCs only. While it’s possible, but extremely difficult, to train a technocritter to the same degree as a normal animal, it is virtually impossible to train them to use any of their Resonance or Matrix abilities in any fashion, a fact GMs are encouraged to keep in mind when using these.
	3. Warformed Critters
		1. Paracritters cost an additional ¥25,000 to warform.
		2. Warformed modifications and expenses should be applied before chimeric modifications.
		3. The Warform modification costs ¥50,000 to apply to a creature.
	4. Animal Availability
		1. Refer to Animal Availability here.
11. Melee Attacks and Immunity to Normal Weapons
	1. Immunity to normal weapons no longer count as hardened armor and instead function as regular armor against melee or unarmed attacks.
12. Altered Matrix Actions
	1. Reckless Hacking (KC 37)
		1. Glitches and Critical Glitches function at the discretion of the GM, and any action which is performed while Recklessly Hacking builds Overwatch SCore and is considered illegal, even if it normally would not.
		2. Reckless Hacking may only be performed for opposed actions. A Reckless Data Process or Firewall action, whether successful or not, alerts the owner of the device akin to a failed Attack action, though it does not grant a mark, cause any damage, or give away the PC’s location.
		3. It may never substitute for ownership or for a number of marks greater than three.
	2. Calibration (KC 37)
		1. Calibration shall be performed as a Complex Action.
		2. “One per persona” is clarified to mean the PC must have a mark on the persona of each person they are attempting to perform the action on, and they may perform it on a number of personas up to their Data Processing score, with their Initiative (Real or Matrix) increasing by 1 for every 2 full hits achieved on the test, with the bonus initiative being removed at the end of the combat turn.
		3. Calibration and Leadership function similarly. A character may only benefit from a single source providing Calibration or Leadership tests in a given combat turn, and a character providing Calibration or Leadership tests may not benefit from any Calibration or Leadership tests.
	3. Denial of Service (KC 37)
		1. With a simple action, the PC will make a Cybercombat + LOG [Attack] vs WIL + Firewall opposed test, targeting a device the PC has at least 1 mark on. The net hits on the test are applied as a dice pool bonus to any actions performed using that device until the start of the next combat turn. If performed multiple times on the same device, only the greatest penalty applies. This action is not subject to the normal rules about making multiple attacks - if a player wishes, they may spend two simple actions in the same Action Phase to perform it twice with the PC’s full dice pool, or spend a simple action to perform Denial of Service and another Simple Action to perform a different attack.
	4. I am the Firewall (KC 38)
		1. As a complex action on a player’s turn, the PC shall perform a Computer + INT [Data Processing] test. The hits on this test are bonus dice on defense tests performed by all teammates from whom the PC is receiving an AR feed. The PC may receive an AR feed from a number of teammates not exceeding the PC’s Data Processing attribute and must share a feed with the team’s Decker (it is assumed all PCs are competent and thus are always sharing a feed with the Decker if the device is capable unless the Player notes otherwise).
		2. If a PC is not sharing a feed, initiating a shared feed requires the PC to use the Send Message action to the Decker to share their feed, which can be accepted with no action. This requires a form of primary sensor input from the PC sharing their feed, with the primary sensor input being accomplished with image link, sound link, or a sim module connected with a DNI.
		3. Players may also share their feed as stated in 9.14.4.2 as an Initiative Interrupt Action, costing 5 initiative, and affecting only one teammate from whom the PC is receiving a feed for the same duration.
		4. This action may not be taken by agents or sprites. Agents may, however, provide teamwork assistance to their owner.
	5. Popup (KC 39)
		1. The penalty shall apply until the end of the combat turn, and it may target any persona with some form of sensory enhancement, including Smartlink or DNI that is not in VR. The PC must still be able to see the persona, which typically (though not always) requires wireless to be turned on.
	6. Squelch (KC 39)
		1. This prevents all use of the Send Message matrix action. It does not prohibit any other matrix action. Note that this can prevent a player from initiating a shared feed using “I am the Firewall” (Refer to 9.14.4).
	7. Subvert Infrastructure (KC 39)
		1. The target of the Matrix action is the host the PC has a mark on and to which the devices being controlled are slaved. Simple devices are to be most non-drone and non-vehicle devices with a device rating of 1, with GM discretion on all devices.
		2. A device controlled by Subvert Infrastructure will make a single action (free, simple, or complex) that it is capable of and that is not an attack per combat turn, as ordered by the PC performing the action.
	8. Watchdog (KC 40)
		1. The mark placed by this action does flow up to the master of the device. However, the special option and effects of the Watchdog action against the target marked do not.
13. Altered Martial Arts
	1. Grasping Vines shall be accessible by the Cowboy Way and Whip Fighting in addition to the techniques listed within these styles respectively.
	2. Mana Strike (FA 102)
		1. Mundanes and Magicians cannot use One Trick Pony to Mana Strike.
	3. Mana Choke (FA 102)
		1. Mundanes and Magicians cannot use One Trick Pony to Mana Choke.
		2. Damage is resisted as drain. BOD + WIL for Adepts and Mundanes, WIL + Drain Attribute for Magicians and Mystic Adepts. This damage cannot be healed by anything other than rest.
14. Exotic Weapon Skill Rules
	1. All individual exit weapons are assigned to either an existing weapon skill as a specialization or a new Exotic Weapon skill as noted below. Specializations in existing skills, and ranks in new Exotic Weapon skills are purchased as normal.
	2. New Exotic Weapon Skills are Bio-Sprays, Chainsaws, Directed Energy Weapons, Flame Weapons, Lasers, Monofilament Weapons, and Spray Guns. Characters may choose to take Exotic Weapons Skills based on rules as written as well as listed changes.
	3. Weapons that fall under an existing skill (Archery, Unarmed Combat, etc.) require a Specialization in that skill to use them. Weapons listed as a group (e.g. Grapple Guns) are all covered under the same specialization (e.g. a Grapple Guns specialization in the Archery skill). A character must have a specialization in the appropriate skill to use the listed weapons, even if the skill can normally be defaulted. Exotic Weapons do not receive the traditional +2 dice pool modifier from specializations, only the ability to use the weapons. Specializations purchased for exotic weapons do not break skill groups.
	4. Weapons that fall under new skills (Lasers, Spray Guns, etc.) can be used after purchasing at least a single rank of the relevant skill. These skills grant the ability to fire all weapons in that skill category (e.g. the Flamethrowers skill will allow the user to fire all listed Flamethrowers). These skills cannot have specializations, and cannot be defaulted on.
	5. Exotic Weapon Specializations
		1. Archery
			1. Grapple Guns
				1. Grapple Gun
				2. Grapple Hand
				3. Underbarrel Grapple Gun
				4. Tactical Grapple Gun
			2. Net Guns
				1. SA Retarius Net Gun
				2. SA Retarius Net Gun XL
			3. Blowgun
			4. Underberral Bola Launcher
		2. Blades
			1. Bladed Skateboard
			2. Chakram (melee)
			3. Injector Pen
			4. Rolling Blades
		3. Clubs
			1. Shields
				1. Ballistic Shield
				2. Riot Shield
				3. Blast Shield
				4. Briefcase Shield
				5. Ares FlaShield
			2. Battering Rams
				1. Standard Ram
				2. Fluid-Motion Ram
				3. Pneumatic Ram
				4. Shock Ram
			3. Hardened Skateboard
			4. Krime Stun Lance
		4. Heavy Weapons
			1. Shiawase/Nemesis Mancatcher
		5. Longarms
			1. Gun Canes
				1. Knockoff Gun Cane
				2. “Trafalgar” Gun Cane
			2. Parashield Dart Rifle
		6. Pistols
			1. Shooting Bracers
				1. Shiawase Arms Simoom
				2. Tiffani Elegance S.B.
			2. FN-AAL Gyrojet Pistol
			3. Micro Flare Launcher
			4. Parashield Dart Pistol
		7. Throwing Weapons
			1. Bladed Yo-Yos
				1. Bladed Yo-Yo
				2. Hardened Yo-Yo
			2. Bola
			3. Bullwhip
			4. Chakram (throwing)
			5. Net
			6. Throwing Syringe
			7. Gunstock War Clubs (thrown)
		8. Unarmed Combat
			1. Frog Tongue
			2. Garrote
			3. Goring Horns
			4. Oral Slasher
			5. Probiscis
			6. Quills
			7. Thagomizer Tail
	6. Specific Exotic Weapon Skills
		1. Bio-Sprays
			1. Bio-Sprayer
			2. Chemical Gland (Exhalation)
			3. Chemical Gland (Spitter)
			4. Corrosive Spit
			5. Natural Venom (Exhalation)
			6. Natural Venom (Spit)
			7. Spidersilk Gland
		2. Chainsaws
			1. Ash Arms Combat Chainsaw
			2. Ash Arms Monofilament Chainsaw
			3. Non-Combat Chainsaws
			4. Underbarrel Chainsaw
		3. Directed Energy Weapons
			1. Ares Screech Sonic Rifle
			2. Fichetti Pain Inducer
			3. Narcojet PEP
		4. Flame Weapons
			1. Flame Bracer
			2. Halloweener Barbecue Lighter
			3. Shiawase Arms Incinerator
			4. Shiawase Blazer
			5. Underbarrel Flamethrower
		5. Lasers
			1. Ares Archon Heavy MP Laser
			2. Ares Armatus
			3. Ares Lancer MP Laser
			4. Ares Redline
			5. Underbarrel Laser
		6. Monofilament Weapons
			1. Monofilament Bola
			2. Monofilament Garrote
			3. Monofilament Whip
			4. Monofilament Yo-Yo
		7. Spray Guns
			1. Ares S-III Super Squirt
			2. Atomizer
			3. Modified Spray Pen
			4. Narcojet Gas Gun
			5. Narcojet Trackstopper
			6. Pepper Punch Pen
			7. Hold Fast Sprayers
15. Other Altered Mechanics
	1. Dive Attack (HS 190)
		1. When taking the Dive Attack action you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.
	2. Feint (RG 111)
		1. This shall be clarified such that exclusively INT shall be used to defend against it.
	3. Observant Quality (SL 129)
		1. This shall be assumed to be possessed by all characters, free of charge, changing observe in detail from a simple action to a free action. There is no requirement to note this on a character’s sheet.
	4. Stationary vehicles cannot dodge attacks made against them.
	5. The damage and AP from multiple simultaneous explosions is computed as per the rules as written except that the DV of explosions beyond the second are halved again for each additional explosion. The first explosion will be calculated as normal, the second explosion will be divided by two, the third by four, the fourth by eight, and so forth, rounded down, until the DV reaches zero. Each explosion improves the largest AP value by +1 for each additional explosion.
	6. Garrote Rules
		1. The initial attack with a garrote uses a called shot that gives a -4 dice pool penalty similar to a standard called shot. Getting at least one net hit results in the defender being grapplied, though no damage is applied on the first action. On subsequent actions, the player may use a complex action to make an attack test with no penalty and the superior position bonus (as per subduing rules) applying the damage of the garrote plus net hits, while also increasing the threshold to escape the grapple by the number of net hits. Failure on a subsequent attack allows the grappled opponent to escape.
		2. For a character to escape from a grapple, the character must make an AGI + Unarmed test against the normal subduing threshold (original net hits + any additional hits from subsequent attacks) or by disarming the garrote in some fashion.
	7. Jammers
		1. Area jammers shall not stack with directional jammers and vice versa.
		2. Purchased jammers will stack with jammers created using a device with the Jam Signals action.
	8. Noise
		1. All wireless bonuses are disabled when noise exceeds the device rating.
		2. The ability to connect to the Matrix is unaffected by Noise.
	9. Riggers
		1. The player may choose either their INT or REA for tests involving vehicles or drones that call for either attribute to be used, and may use LOG or AGI for tests related to vehicles and drones that call for either when one is in VR.
		2. Repairing vehicles and drones will cost an amount based on the base price of the vehicle (before modifications), number of damaged boxes, and total number of boxes using the following formula: (5% of base vehicle cost)                                              . (Total number of boxes on the vehicle’s damage track)
		3. If a vehicle is totaled (all damage boxes filled) it will cost 5% of the total cost of the unmodified vehicle. In cases where a vehicle is deemed unrecoverable (GM’s discretion in cases of lava, explosions, sinking into the sea, etc.) the rigger may choose to burn a point of edge to recover the vehicle.
	10. Resisting Mind Magic
		1. Any PCs, as well as any non-Grunt NPCs the GM deems fit, shall be excepted from the normal penalty to resist ongoing Mental Manipulation spells. NPCs with a Professional Rating are always subject to the aforementioned penalties.
	11. Health and Edge between runs
		1. PCs will fully recover health and edge between runs unless the GM specifies that runs occur with an aforementioned run.
	12. Working for the Man/People
		1. After a run, players may convert karma into Nuyen (Working for the Man) or Nuyen into karma (Working for the People) at a conversion rate of ¥2,000 to 1 karma. All conversions must be noted in the rewards section.
		2. All qualities that tax income shall apply to the initial income generated by the run prior to conversion.
		3. Karma gained through Working for the People does not count towards Career Karma. If using Chummer to calculate, players must choose the refund option to avoid gaining additional career karma.
	13. Burning out as a mage
		1. Any character whose current Magic Score reaches zero is treated as burnt out. They permanently lose access to all magical abilities, the ability to raise their magic score, and any other features deriving from Magic. This brings magic in line with Resonance.
	14. Optional rules in effect
		1. Mentor’s Mask (Refer to 6.9 above)
		2. Drone Modification Rules (R5 122)
		3. Care Under Fire (B&B 14)
		4. Spirit Leashing (Refer to 6.10 above)
	15. Numinous Perception
		1. Numinous perception is not a discrete sense, it is an unaugmented human smell. When a PC attempts to detect the source of a successful numinous perception check with another sense (such as sight), the character may pinpoint the sensation to the caster, knowing it was they who cast the spell. If the numinous perception test is successful but the second sense fails, the character only gets a sense of unease knowing magic is being cast, but not its precise location or what spells are being cast.
	16. Initiative Stacking
		1. In cases where it is stated that effects do not stack, it will not stack even if other sources say they do.
		2. Edge
			1. Edge to Seize the Initiative or Blitz will function with any other use of edge even if that source states that it does not stack. Blitz does not permit PCs to roll more than 5d6 initiative dice. This also applies to Astral and Matrix initiative.
		3. Qualities
			1. The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative).
			2. The initiative from Pain is Gain applies only to matrix initiative.
			3. The initiative from Lightning Reflexes will stack with drugs, adept powers, spells, cyberware, bioware, and geneware. The defense dies stack normally. Lightning Reflexes will, uniquely, work in the Astral but not matrix VR.
			4. The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.
		4. Spells
			1. The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.
			2. The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.
		5. Adept Powers
			1. The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.
			2. The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.
		6. Other Magic
			1. The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or geneware.
		7. Cyberware
			1. Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.
			2. Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack normally. Players should note the downsides for Accelerator.
		8. Bioware
			1. Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack normally. Players should note the downsides for Accelerator.
			2. Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.
		9. Geneware
			1. Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.
			2. Reaction Optimization will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.
		10. Drugs can not stack with themselves. Refer to 9.11 for clarification on multiple drugs.
	17. Final clarifications
		1. Astral initiative is not affected by bonuses to initiative except where explicitly stated.
		2. Matrix VR initiative is not affected by any bonuses to initiative, except those that reference biofeedback, matrix initiative, hotsim, or coldsim.
		3. Matrix and Rigging AR initiative is treated as a meat initiative. It does not benefit from effects to matrix initiative, hotsim, or coldsim.
		4. Additional base dice, like those possessed by all shapeshifters and certain HMHVV infected, are base dice and can stack with any additional modifiers.

# Custom Mechanics

1. New Rules
	1. Public Awareness
		1. Use the Public Awareness threshold ratings below to determine if a character recognizes the runner. Making a memory test, the threshold is (10 - Public Awareness). On recognizing them, the character will take an appropriate reaction, which will vary on the situation and is determined by the GM. Such actions can include, but is not limited to, clearing out of the area, asking for an autograph, or notifying security.
		2. Public Awareness Thresholds: 0-2 Shadow Community is aware, as well as anyone who would have a personal reason to know the person (Records on File, Wanted, etc.) 3-4 Specialty Law Enforcement (HTR, Corporate Detectives, Heads of Security. 5-6 Runner fans, general law enforcement, journalists 7-8 The odd passer-by might recognize a character from the news or other sources. 9+ Household name
		3. Public Awareness does not necessarily link a Runner and their personal identity. Thus, a runner might accumulate Public Awareness but only when in full gear. A value should be added to the wiki pages of PCs that signifies if the runner and personal identity have been linked.
		4. Sources of Public Awareness should be noted on the wiki of the character. GMs may modify the source of public awareness such that a source doesn’t count, counts double, or even may be a boon in certain circumstances.
		5. Public awareness can be burned at a cost of 2 Street Cred. A runner and personal identity can be separated again at a cost of 2 Street Cred.
	2. Notoriety
		1. When a PC needs a favor done by a contact and the PC has notoriety, the PC rolls 1d6 and adds Loyalty with a threshold of the PC’s notoriety. Example: a PC has a notoriety of 3. Rolling 1d6, they get 2. Their contact has Loyalty 4, for a total of 6. The threshold is 3 due to notoriety. Successful notoriety tests prompt the contact to render aid, while a failure will cause the contact to make their excuses not to get involved.
		2. Contacts that are Blackmailed are more inclined to assist PCs. Instead of a Notoriety test, the PC’s notoriety is instead added as a dice pool modifier to the contact’s actions.
		3. Sources of Notoriety should be noted on the character’s wiki page. GMs may modify the source of notoriety such that a source doesn’t count, counts double, or even may be a boon in certain circumstances.
	3. Two-Handed Weapons
		1. Wielding two-handed weapons with one hand incurs a -2 dice pool penalty unless the PC is a Troll or Troll metavarient, which will suffer a -1 dice pool penalty instead.
		2. Any weapon larger than a sub-machine gun is counted as a two-handed weapon. Refer to the Thematics team for clarification.
	4. Missile Parry Action
		1. Interrupt Action, -7 Initiative.
		2. If a PC is aware of an incoming missile, they may make a relevant weapon skill + REA test against the opponent’s weapon’s test. If the defender scores more hits, the missile is destroyed and does no damage.
	5. Improvised Throwing Weapons
		1. The baseline is an item approximately baseball sized with the density of a stone. This weapon has Accuracy 3 and has a baseline DV of (STR)S and AP 0.
		2. Improvised throwing weapons have range categories equivalent to 1+|Concealment|/2 length each.
		3. GMs can only modify these stats as they see fit based on the shape, size, and weight of the object.
		4. Improvised throwing weapons have unique interactions with the Missile Mastery adept power (Refer to Altered Content 6.3.7).
	6. Crafting Spell Formulae
		1. Spell formulae may be crafted with an extended <tradition attribute> + Arcana [Lodge force] test with an interval of 1 day. The threshold is equal to 5 x the unmodified drain value of the spell when cast at Force 6 (minimum of 2).
		2. Bound spirits may assist in the test by expending a service to add their force as a dice pool bonus to the arcana test, assuming that its type matches the spell’s category under the caster’s tradition. Bound spirits may also use a service to make an Instruction test to reduce the time it takes to craft the spell formulae. These actions are not exclusive and a spirit may spend two services to do both.
2. New Qualities and Interactions
	1. Buying Off Positive Qualities
		1. Positive Qualities may be bought off for the listed karma cost.
	2. Mundane
		1. The Mundane quality costs no karma, and is exclusive to mundane characters. It applies a scaling reduction to the karma costs of buying new skill ranks post-gen. Ranks 1-4 receive a reduction in cost of 1 karma, ranks 5-8 are reduced by 2, and ranks 9 and above are reduced by 3, to a minimum of 1.
		2. Characters that are not a type of awakened or a technomancer are eligible for this quality. This means that metasapients, infected, and shifters with a magic score may take the quality as long as they are not a type of magic user (adept, mystic adept, magician, aspected, aware, etc.)
		3. AI are not eligible for this quality.
3. New Critters
	1. Ghost Hound (HS 186)
		1. As Dog (SR5 402);
		2. Has Magic Sense SURGE quality (RF 116)
		3. ¥500 and availability 6.
		4. Cannot be chimeric or warform.
		5. Will lose all non-baseline abilities if any essence is lost.
	2. Rare Ghost Hound (HS 186)
		1. Similar to Ghost Hound (Refer to 3.1)
		2. Can use Astral Perception. The critter may do so even without a Magic score.
		3. Starts with 1 skill rank in the Assensing skill.
		4. ¥1,000 and availability 12.
4. New Items
	1. Weapons and Ammunition
		1. Incendiary Ammunition Damage Modifier: -6 AP Modifier: 0 Cost: ¥100 / 10 rounds Availability: 14F Description: Regular ammo not getting the job done? Tired of those pesky walls and bushes getting in the way of your massacre? Try KRIME brand Hellfire!™ incendiary ammunition to burn all of your problems away in a purifying flame! Upon being fired, this ammunition ignites its white phosphorus payload, becoming a localized inferno. On a successful or grazing hit, the target ignites and must suffer 8P AP-6 and may light things on fire per the rules for Fire Elemental damage. The incendiary continues burning for an additional 3 turns at 6P AP-4, possibly spreading the fire to nearby flammable items or surfaces. Treat the Net Hits to catch on fire as 1 higher than when making tests to catch fire.
		2. Incendiary Grenade Damage: 8P/6P AP: -6/-4 Blast: 10m Cost: ¥200 / grenade Availability: 14R Description: When high explosive simply isn’t enough to drive your enemies out of their shelter, try burning them out instead! Upon being detonated, this grenade ignites its white phosphorus payload, quickly turning the blast radius into a fiery hellscape. Upon taking damage from the blast, the target ignites and must suffer 8P AP-6, and may light things on fire per the rules of Fire Elemental damage. The incendiary continues burning for an additional 3 turns at 6P AP-4, possibly spreading the fire to nearby flammable items or surfaces. Treat the Net Hits to catch on fire as 1 higher when making tests to catch on fire. Variants:
			1. Magnesium (¥300) - Burns underwater
			2. Thermite (¥400) - Does double damage to structures and vehicles
			3. Napalm (¥500) - Last for 10 turns instead of 5.
			4. Note that variants cannot be combined and are purchased for individual grenades.
		3. Rubber Minigrenades Damage: 12S AP: +2 Cost: ¥20 / grenade Availability: 6 Description: Typically used as a training for grenadiers, these rubber grenades also serve as a serviceable less-than-lethal weapon when applied directly to the enemy. After all, why use explosives when you can use the raw concussive force of a giant piece of rubber. Special Mechanics: This type of ammunition must be fired out of a grenade launcher. Grenade launchers with a firing mode that is not Single Shot may take advantage of this firing mode, unlike with conventional grenades.
		4. UV Strobe Grenade Cost: ¥500 / grenade Availability: 6 Description: Acts as a Flash-Pack (SR5 435), but also emits UV light, triggering allergies and weaknesses to UV light for 3 combat turns while exposed to the light.
	2. Other Items
		1. Thief Bag (Rating 1 thru 4) Capacity: Rating Cost: ¥100 x Rating Availability: 10R Description: The thief bag can have a number of capabilities added to it in order to make it better at hiding the materials inside. Each of the following upgrades to the Thief Bag takes 1 capacity and costs ¥1,000:
			1. Biofilter: Blocks auras of items inside the bag. The bag itself emits a minor aura of the fibers used to create the bag.
			2. Faraday: The bag completely blocks all matrix connections to and from any device inside the bag.
			3. Chemical Seal: No chemicals can get into or out of the bag. This includes pheromones and other scents that might be tracked.
			4. Radiation Shielding: Blocks minor radiation signatures often used for tracking.
			5. Radiation Seal: Completely blocks radiation from an item. Requires Radiation Shielding (RG 84) as a base.
			6. Note that modifications can be stacked.
		2. UV Light Cost: ¥200 Availability: 2 Description: This acts as a UV light that is capable of blocking infected powers for infected variants vulnerable to this weakness. It comes in directional (flashlight) and area (lantern) forms. Each UV light has a rechargeable power supply that lasts for 1 hour of uninterrupted use or more if connected to an external power source. Variants:
			1. Flashlight: Adjustable focus allows this to hit a target up to 100m away with a 5 meter width at its effective end (similar to selecting the area of suppressive fire).
			2. Lantern: Illuminates an area up to 20m from the lantern.
5. Contacts
	1. Players may either use an existing contact made available to the Market or players may create additional contacts per the custom contact system.
6. Upgrades
	1. Players may upgrade, paying only the difference in cost for anything that has a rating, as well as cyberdecks, rigger control consoles, any cyberware or bioware, vehicles (within pilot skill categories) and weapon mounts. Players must still make the availability roll for the upgrade if applicable per Availability clarification near the top of this document.
	2. When upgrading a SIN using upgrade rules, players may also upgrade the licenses attached to the SIN being upgraded without making an availability test for each license. Only the test for the SIN is required.
	3. Upgrades from partial limbs are to be transferred to larger limbs, but the original partial limb is destroyed without compensation. Example: Cyberhive can be transferred from the character’s hand to the arm, but the character must pay the full price of the arm.
	4. Awakened or emerged may only gain a chance to purchase deltaware as a run reward for Semi-Prime or Prime runs. For mundane PCs, there are no restrictions on getting deltaware.
	5. When upgrading weapon mounts, they may be upgraded linearly along several different tracks. Players can upgrade along these tracks by just paying the difference, though to move backwards on any given track requires purchasing a new mount.
		1. Light → Standard → Heavy
		2. External → Internal → Remote
		3. Remote → Manual → Armored Manual
		4. Fixed → Flexible → Turret
		5. Micro → Mini → Small → Large → Huge → Heavy (for drones)
7. Additional “Imbue Item” Traits
	1. Restoration
		1. The object is in a constant state of repair and cleaning. If the object is soiled, it cleans itself over a period of (Force of the Focus) / (IG of the bonded awakened) hours. In addition, if the object is damaged, it repairs itself at a rate of (IG of the bonded awakened) boxes of damage per week.
	2. Judgment
		1. Allow a melee weapon to strike from afar by projecting magical force. The damage dealt by such an attack is DV / 2 physical damage and the weapon’s base AP. The ranges of the weapon when used this way are equivalent to IG x 2m, IG x 4m, IG x 6m, and IG x 10m.
	3. Limited Sentience
		1. The focus can telepathically converse with whoever holds it. It can speak in words, but it is not sapient or self aware, instead going off of other imbuements and the “personality” it has. To those who are bonded with it, they can have “conversations” of sorts with it.
	4. Destructive
		1. This item is imbued with a violent aspect, and is ideal for smashing through walls and buildings. The item receives an AP bonus of IG + 1 against barriers.
8. Misc. Lifestyle Rules
	1. Lifestyle costs are due either in full every 4 runs or 25% every run (4 runs being equivalent to a month in-game). Note that Chummer may not calculate correctly at 25% costs and may take some items, like DocWagon subscriptions, at full cost every run using the 25% method.
	2. Runners may share residences, but the lifestyle costs must be taken at 100%. Lifestyles are not simply an apartment but other factors such as food, entertainment, and other essentials.
	3. Traveler Lifestyle (RF 218)
		1. When paying rent or at character generation, roll on the following table to discover the options a Traveler lifestyle nets the player.