House Rules

This page includes all of our server’s house rules. These are changes made to the Rules as Written in the Shadowrun 5e books for the purpose of adapting the game to Living Community play. Questions about how rules function or interact can be asked in the #rules-questions channel on the server, or found in the Rules Questions Archive.

Character Applications
Instructions for creating a character for play on Neon Jungle can be found in the Character Creation Guidelines.

Banned Content

 * Rules
 * Odd Mods (Pg 65-66, Data Trails)
 * Custom Decks (Pg 60, Kill Code)
 * Casting Multiple Spells (P281, Core Rulebook)
 * Grids (Use the Local grid for all considerations other game rules need grids for)
 * Called Shot: Engine Block (P115, Run & Gun)
 * Called Shot: Battery/Fuel Tank (P115, Run & Gun)
 * Blasts In a Confined Space (P183, Core Rulebook): Grenades function normally in confined spaces instead of using this rule to determine damage.
 * All player access to toxic metamagics, spirits, spells, critter powers, adept powers, and elemental damage effects
 * New Uses for Karma and Street Cred (P164, Better than Bad)
 * Books
 * All German material
 * Shadowrun 2050
 * Equipment
 * Hardened Armor items
 * Painade
 * Krime Party
 * Krime Ripper
 * Shock Ram
 * X-Ray (Sensor Function)
 * Vision Magnification (as Sensor Function, the Sensor Enhancement is fine)
 * Gammaware
 * All Corporate / Government Version vehicles introduced in Stolen Souls.
 * Zapper Rounds
 * Metamagics
 * Quickening
 * Sacrifice
 * Cannibalize
 * Qualities
 * Amnesia
 * Astral Bouncer
 * Bad Rep
 * Better to Be Feared than Loved
 * Big Regret
 * Borrowed Time
 * Carrier
 * Consummate Professional
 * Echo Chamber
 * Dead SIN
 * Home Ground: You Know a Guy (other Home Ground options remain available)
 * Poor Self Control (Sadistic)
 * Prank Warrior
 * Pregnant (May be taken with certain conditions see admin)
 * Revels in Murder
 * Signature
 * Stolen Gear
 * Tough and Targeted
 * Trog Traitor
 * Lifestyle Qualities
 * Cramped
 * Dangerous Area
 * Haunted
 * Household Gremlins I & II
 * No Masters
 * Thrifty
 * Spells
 * Petrify
 * Turn to Goo
 * Fix
 * Control Thoughts
 * Mob Mind
 * Metasapients
 * Pixies

Restricted Access Content

 * Characters with the following traits are considered Rare. A player with a Rare character in play will not have another Rare character application approved and may not take a Rare feature on a different character.
 * Infection (except ghouls)
 * Prototype Transhuman
 * SURGE
 * Metasapient
 * Dracomorph (Latent & active)
 * Qualities
 * SINner (Corporate Born): This quality may not be taken at character creation
 * SINner (Criminal): This quality may not be taken at character creation
 * Awakening (Adept, Mystic Adept, Magician, Aspect, etc.): This quality may only be taken at character creation. This applies to other qualities that would give you access to this, such as Dracomorphosis or 1a infected strains unless you're already Awakened or Emerged.
 * Technomancer: This quality may only be taken at character creation.
 * Traditions
 * Characters may not start with the Draconic Tradition. In order to make a Paradigm Shift to this tradition, the character must be a Drake receiving personal tutelage from a Dragon. The costs of the tutelage must be approved by the admin team.

Adept Powers: Berserking
When any effect causes an adept with the Berserk or Berserker's Rage adept powers to go into a rage, those powers are automatically activated (this does modify the duration of the rage to match the active power). Effects that cause characters to attack indiscriminately do not cause them to attack other player characters; actions taken to prevent innocents from being attacked are not restricted by PvP rules, but should not result in character death.

Adept Powers: Unarmed Combat Modifiers
Unarmed combat attacks using items may still use your adept powers that affect unarmed attacks.

Astral Tracking
The test for tracking an astral signature is now Assensing + Intuition - Mana Barrier or Background Count [Astral] (3 + kilometers). If you are tracking an unbound spirit signature, increase the threshold by 2. The interval now varies based on how you are tracking and how old the signature is. Astral forms have a base interval of one minute, and dual-natured trackers have a base interval of ten minutes. Multiply the base interval by the number of hours since the signature was active to get the practical interval for your specific tracking effort.

Background Counts: Alchemical Preparations
Background Counts apply Rating as a penalty to the dice pool of preparations that have an effect inside the background count (whether or not the preparation is inside the background count). Background Counts do not reduce Potency, but if an activated preparation enters a background count after its test, it loses hits as though it were a sustained spell.

Conjuring: Dedicated Conjurer
Spirits summoned by a mage with the quality Dedicated Conjurer no longer have access to the Innate Spell power, regardless of if that spirit is part of their base tradition or one of their additional selected types. These spirit types may still be summoned, but will not have access to the power Innate Spell.

Conjuring: Positioning and Mana Barriers
Spirits may only enter the astral plane or possess a vessel within physical line of sight of the summoner (astral does not count). Possession spirits are able to possess a prepared vessel without the need for their summoner to have physical line of sight. Spirits cannot enter the astral plane inside a mana barrier that their conjurer does not control.

Critter: Cerberus Hound
The Cerberus Hound now has Exotic Ranged Weapon: Corrosive Spit as a Rating 5 skill.

Critter Powers

 * Powers that use a critter’s Magic in an opposed test can be resisted with Spell Defense dice like a spell.
 * Powers that reference the critter's terrain define that terrain as the space within 10 * Magic meters of the critter.
 * The Influence critter power’s opposed test is against the subject’s Logic + Willpower, not just Willpower.
 * The Engulf critter power now has an Instantaneous duration, not Sustained duration. It has a base Damage Value of Magic x 2, which cannot be modified by the Energy Aura critter power. It has Armor Penetration equal to the critter's Magic; this is unchanged by any elemental choices or Energy Aura.

Initiation
Initiate Grades use the standard extended test, but the interval on which you complete the test is considered to be instantly completed. When you succeed on the test, a 28 day cooldown applies before you can attempt your next Initiation. Alternate Initiatory Rites like Ordeals have their requirements codified below; upon completion of any Initiation, the 28 cooldown begins.
 * Deed: The server has two requirements for recognition of a Deed; one mechanical, and one narrative. These can occur in Opportunity, Table, or Personal runs as long as the requirements are met.
 * The narrative requirement is that a Deed fall in line with the fulfillment or service of the character's Tradition or Mentor. Any GM is permitted to declare this requirement fulfilled, as long as they record their explanation of the fulfillment in the AAR.
 * The mechanical requirement is that a Deed consist of a real challenge to the character, measured by the odds of success. If the character's dice pool exceeds opposition by more than 3, or expected hits exceed a threshold, or the character has as much or more support than the opposition, the challenge is not considered worthy of a Deed.
 * Nine Paths of Enlightenment: When considering this Ordeal check your Intuition + Arcana pool against your desired Initiate Grade. If your Initiate Grade x 3 is less than your pool, you can initiate using this Ordeal in a standard bot-house test against a GM. If not, this Ordeal should be accompanied by a Narrative Submission describing the initiation. The submission can be made before or after the roll, and is not wasted if the roll fails.
 * Asceticism: This Ordeal requires that the character complete a number of consecutive games equal to the desired Initiate Grade while under the ascetic strictures. A character that breaks the strictures at any point during one of these games fails the Ordeal, and must restart the count in order to complete it.
 * Hermit: The character retires for an extended Survival Test (Interval 1 week, threshold of 8 + desired initiate grade) with a minimum duration of 1 month. The character cannot be reached or brought to any runs for the duration; if interrupted somehow, the admin team will determine if the ordeal is a failure or can be continued.
 * Familiar: This Ordeal can be done either as a Personal Run or as a "bothouse session". If you already have the spirit formula, or are going to craft it, you may attempt the conjuration with your regular edge pool. The Personal Run involves a metaplanar quest to acquire the formula and perform the conjuration. Success on either grants you the initiate grade and the Create Ally Spirit ritual, but not a metamagic.
 * The Sacrifice, Geas, or Oath ordeals may be taken on admin team approval of the conditions involved. These are handled case by case, but as a rule of thumb should be significant impacts on a character on par with a negative quality exceeding 10 karma.
 * Thesis/Masterpiece: Producing a thesis requires a Logic + Arcana [Mental] (8 + desired initiate grade, 1 week) Extended Test. Producing a masterpiece requires an Artisan + Intuition [Mental] (8 + desired initiate grade, 1 week) Extended Test. On this server, there is no risk of these being destroyed, but you must preserve the master copy, and copies can be produced or acquired for use as Sympathetic Links by parties that have a grudge against the persona you created them under. This ordeal is only considered completed once you have submitted a fiction about the creation of the piece to publications submissions.

Mentor’s Mask
This quality can be acquired for free at any time by an Awakened character with the Mentor Spirit quality. Adept characters gain the additional power point, and while using active adept powers manifest a mask that can be noticed by any character that perceives the adept with an additional Perception + Intuition (6 - 4 x power cost). Magicians take 1 less drain (still minimum 2) from all drain events, but all magical actions cause them to manifest a mask that causes the threshold to notice their magic to be reduced by 3. All perception thresholds for the mask have a minimum of 1. Mystic Adepts are considered either Adepts or Magicians based on the mentor spirit benefit they chose. The manifestation of the mask cannot be avoided or altered in any way, including any power or tradition specific rules text.

Metamagic: Anchoring
This metamagic no longer requires Quickening as a prerequisite, but cannot be taken before Grade 2. It is modified as follows. Karma must be paid prior to making the Spellcasting roll, and the caster must determine whether the spell will be cast in astral or physical space. Astral spells may be anchored on an astral form or a point in space relative to the Gaiasphere and the caster must decide if they will dissipate or be cast if the astral form they are anchored to ceases to exist; this decision does not increase the Drain of the spell. Physical spells may be anchored to a nonliving object or a point in space relative to the Gaiasphere. An anchored spell has its own astral form like that of a sustained spell, and can be counterspelled. If the spell is a sustained spell, when it triggers, it will sustain for a number of minutes equal to its Force.

Metamagic: Channeling
This metamagic is changed to require one service for every combat turn that you channel a spirit.

Reagents: Buying Radicals
When purchasing Radical Reagents, characters may only purchase Baseline, Superior, or Prime versions.

Spells: Control Actions / Mob Control
These spells allow their caster to use their skills to take physical actions using the body of the subject. The caster is unable to use the subject’s DNI or magical actions. The subject is also unable to use DNI or magical actions; they can only make Resist Manipulation tests and pay initiative to use Full Defense. The subject can make Defense tests, but takes a penalty equal to the remaining net hits of the spell.

Spell: Influence
This spell now lasts Force minutes, rather than a minute per net hit. It also no longer applies a penalty equal to its Force to the subject’s resistance tests.

Spells: Manablade / Powerblade

 * Powerblade is now a Physical Indirect Combat Spell. It creates a spellblade with DV Force P, Armor Penetration 0, Reach 1, and Accuracy Force. This spellblade can be used as a Clubs or Blades weapon normally, except that it cannot be holstered for a Quick Draw.
 * Manablade is now a Mana Direct Combat Spell. It creates a spellblade with DV 0 P, Reach 1, and Accuracy Force. This spellblade can be used with the Clubs or Blades skills, but can only Parry or be Parried by foci and spellblades, and cannot be holstered for a Quick Draw. Successful attacks with this spellblade have damage resisted only by Willpower, rather than Body + Armor.

Spells: Switch Signature / Vehicle Mask
These spells do not have an opposed test when casting them. Vehicle Mask applies any hits not matched by a resistance test from a sensor to the Signature modifier of any Sensor attacks made against the Vehicle. Switch Signature lasts up to ten minutes per hit on its casting test.

Spell Formulae: Rituals
All Ritual Formulas will have a cost of 1,500 nuyen and an availability of 6R.

Tradition: Islamic Alchemist
These characters are required to initiate into Fixation, followed by Advanced Alchemy, followed by Anchoring; they are not required to take Quickening.

Traditions: Paradigm Shift
Characters who wish to change their Tradition can use a Paradigm Shift during an Initiation to do so. This does not cost the character the opportunity to gain an art and a metamagic. This also does not cost the character any of their prior arts or metamagics. This does sever the bond of the character with their attuned or bound items; such items have to be rebound, using another karma expenditure (and/or rituals).

Primer
The Matrix is a confusing ruleset on the best of days. We have an itemized instructional guide with the server's interpretations at The Matrix.

AI: Disruption, Realignment, and Restoration

 * An AI successfully hit with Crash Program takes 1 Core Condition Monitor damage, rather than losing 1 Edge. An AI which runs out of Edge does not enter Realignment. An AI that Realigns does not recover Edge.
 * When an AI's Matrix Condition Monitor is completely filled, it is either trapped on the bricked device and considered unconscious until the device is operational, or it can spend or burn a point of Edge to escape to the grid. It does not lose any Essence as a result of this event.
 * When an AI's Core Condition Monitor is completely filled, it is disrupted and must resist Essence Loss normally. Loss of Essence does not result in Fragmentation, Depth loss, or program loss. If the AI would reach 0 Essence, it must burn a point of Edge to keep 1 Essence or die. A disrupted AI that survives is restored with one recovered Core Condition Monitor box in twenty four hours.

Echoes: Mind Over Machine / MMRI
Mind over Machine and Man Machine Resonance Interface both function identically to a Control Rig, with the exception that they do not include a Datajack. This means that MoM, MMRI, and the Control Rig are unable to be used with each other to stack effects. Technomancers may use the Skinlink Echo or implant a Datajack in order to 'jack in' to a vehicle physically.

Gear: Avibras-Nissan Helicopter
The Acceleration of this Helicopter is 3, not 0.

Gear: Drone Modification
Drones may not have any modification that requires either a Seat (Valkyrie Module / Rigger Cocoon) or Mod Points greater than the drone’s current Body. The Fragile Quality in chummer is bugged - it should only add 1 Mod Point per Rating.

Gear: Enhanced Augmented Reality Reflex System (EARRS)
All non-matrix skill actions apply the -10 dice pool modifier while the EARRS implant is active. The system allows a character to use Cold or Hot Matrix Initiative while in the AR interface mode (non-initiative effects of Cold and Hot Matrix interface modes do not apply to this mode).

Gear: Exotic Ranged Weapon Mounting
In addition to Vehicle Weapon Mounts, exotic ranged weapons can also be mounted on Huge and Heavy Drone Weapon Mounts. You may require assistance getting this to work in chummer.

Gear: Mercury-Alpha Signal Booster
This accessory can be in Passive or Active mode. Passive mode gives 3 Noise Reduction, and shifts all Noise due to Distance modifiers up one level. Active mode gives a +2 bonus to Electronic Warfare tests. Switching between modes is a Simple Action. The Signal Booster requires its micro-dish transmitter to be set up and attached to derive any benefit from it.

PANs: Slaved Device Defense Tests
Slaved Devices may only benefit from their Master Device's attributes when resisting actions that are not physical or magical in nature.

Quality: Frostbite
This quality may not be taken for any skills in the Tasking skill group. Specifically, it may not be taken for Compiling, Decompiling, or Registering.

Quality: Groveler
Groveler now allows a technomancer to spend 4 data chips to add their Submersion Grade to tests to resist Fade; this requires a Free Action and can only be done once per Fade event.

Rigging: Crash Rules
Occupants of vehicles must soak the same DV their vehicle had to soak, rolling Body + Armor + their vehicle’s Passenger Protection System rating.
 * The Ramming action from Rigger 5 (pg. 177) should be used in place of the action in the core rulebook. If ramming a pedestrian, that pedestrian defends against the Pilot test using a standard Defense test. In addition, the damage dealt to the ramming vehicle and vehicle or structure they rammed is changed to the following:
 * Damage Value to the rammed structure or vehicle is determined from the table in Rigger 5 (pg. 177) by checking the difference in Speed and direction of the two vehicles and using the Body of the ramming vehicle. Add the pilot’s net hits to this DV like an attack.
 * Object being rammed rolls to soak damage
 * Structures roll Structure + Armor (Remaining damage is always Physical)
 * Vehicles and characters roll Body + Armor (Remaining damage is always Physical)
 * Damage Value to the ramming vehicle is determined from the table in Rigger 5 using the difference in speed and direction of the two vehicles and the Body of the rammed vehicle.
 * Ramming Vehicle rolls Body + Armor to soak this damage value. (Remaining damage is always Physical)

Rigging: Drone Swarms
Swarms may only be formed by drones operating autonomously. A rigged in drone cannot be part of or benefit from a swarm. The swarm bonus is limited to the rating of the RCC. You must be able to draw LoS between drones in such a way that they form a single cohesive group in order for them to form a swarm. In addition, the swarm bonus will apply to all vehicle tests, not just actions. (e.g. defense tests) For example, if you have a group of three drones down one hall and three drones down another. In order to form all six into a swarm, at least one drone must be able to see both groups at the same time.

Rigging: Fire Weapon Actions
Actions that fire a weapon with firing modes use the traits of that firing mode unless otherwise specified. Simple Actions to fire a weapon can never use the Complex Action traits of a firing mode. This means that taking the Complex Action [Fire Mounted Weapon] on a weapon in Full Auto permits either a 6 Round Burst or a 10 Round Burst, with all effects and costs of that mode of fire.

Rigging: Gunnery Replacement
When utilizing a mounted weapon, you can use either the appropriate weapon skill or the gunnery skill. AGI or LOG (depending on whether it's manually or remotely operated) applies as normal.

Rigging: Mental Attribute and Limit Override

 * Jumped-In Movement: INT + Pilot Skill [Handling]
 * Jumped-In Mobile Skills: INT + Skill [Handling]
 * Jumped-In Fine Manipulation Skills: LOG + Skill [Sensor]
 * Jumped-In Mounted-Weapon Attacks: LOG + Gunnery [Accuracy] OR LOG + Gunnery [Sensor]
 * Jumped-in Held-Weapon Attacks: LOG + Weapon Skill [Accuracy]
 * Jumped-In Defense/Initiative: INT + Data Processing
 * Remote Movement: INT + Pilot Skill [Handling]
 * Remote Mounted-Weapon Attacks: LOG + Gunnery [Accuracy] OR LOG + Gunnery [Sensor]
 * Remote Held-Weapon Attacks: LOG + Weapon Skill [Accuracy]
 * Remote Limits: If Data Processing is less than the relevant limit, use Data Processing
 * Remote Defense: INT + Data Processing
 * Drone Melee Damage: BOD OR Drone Arm STR
 * Drone Recoil Compensation: BOD (Mounted-weapon) OR STR/3 (Held-weapon)

Sprite Power: Diagnostics
Diagnostics sprite power can only give dicepool bonuses to skill tests, and are limited as normal.

Edge Refresh
Instead of recovering edge by RAW, at the beginning of each voice or text session, a character refreshes his entire edge pool. During a session, a GM can refresh any number of points of edge at their discretion. Outside of each session, a character can spend one edge per day on a downtime roll. If the character has Insomnia, that character must make their Intuition + Willpower roll at the beginning of the session; on a failure, only half (rounded down) of their edge pool is refreshed. These characters must also make their Intuition + Willpower roll prior to spending a point of edge on a downtime activity.

Gene Therapies
Gene therapy treatments no longer require ‘vat time’ allowing characters to resume shadowrunning immediately.

Infected: Diet
Players with infected characters have the following options for dealing with their Essence loss and dietary means:
 * A Made Man of a faction known to be friendly toward Infected will have their needs accommodated by the faction.
 * A contact dedicated exclusively to satisfying this need can stave off any losses. Such a contact must have at least Connection 3 and Loyalty 4.
 * A supply drop from the Tamanous Group at the cost of 3000 nuyen per lifestyle cycle.
 * Hunting. A reckless runner who thinks to handle it all on their own will unfailingly pick up a reputation for disappearing innocents until somebody with influence notices. That character acquires the Wanted quality (25000 nuyen, issued by a faction of the player's choice approved by an admin).

Infected: Bonus Essence from Essence Drain
Characters with this ability are assumed to begin every run at their default Essence if their needs have been made in one of the above ways. Draining Essence to exceed this amount must be done as part of the run in a way the GM allows; no amount of drained Essence allows the runner to ignore the upkeep requirements or begin another run with more than their default Essence.

Karmic Debt Repayment
If a character is in Karmic Debt, they must put 5 Karma per run towards paying it off. If a run does not offer sufficient Karma for repayment, the character must use Working for the People to cover the difference. If a run doesn't offer enough rewards to cover the payment, then the payment accumulates with each run until paid off. Monthly rent has priority over Karmic Debt if both must be paid at the same time and the reward is insufficient. Other payments are made after Karmic Debt payments.

Lifestyles

 * All Lifestyles and other periodically recurring expenses or income do not trigger on the first of each month, but instead immediately after a character's first run in a month (whether or not that run is a failure). Expenses or income that do not occur monthly but do have a specific interval are adjusted to cost or pay the amount appropriate for one month.
 * Characters with a Street Lifestyle start each run with 3 Stun Fatigue and 3 Physical Fatigue. Characters with a Squatter Lifestyle start each run with 2 Stun Fatigue and 2 Physical Fatigue. Characters with a Low or Traveler Lifestyle start each run with 1 Stun Fatigue and 1 Physical Fatigue. These amounts are in addition to any unrelated damage the character had prior to run start; as a reminder, Fatigue cannot be recovered without addressing the cause of the Fatigue, so this damage cannot be recovered mid-run. Characters with environmental or food allergies greater than Mild level take an additional point of each of these damages if they are subject to this Fatigue.
 * Advanced Lifestyle options: We do not use the Comforts & Necessities, Security, or Neighborhood Ratings, but you may build an advanced lifestyle and use the Asset qualities if you would like (remember to check the Banned Content list).
 * High lifestyle characters can purchase gear at 8 or lower availability without making an availability test or waiting for delivery times. Same for luxury but with 10 availability.
 * Characters can share lifestyles, but we do not use the Roommates rules for modifying costs.

Training Times
Training times are required only to learn Spells and Complex Forms. (Attributes / Skills / Martial Arts / etc do not require time dedicated)

Working for the Man/Working for the People
The ratio between karma and nuyen is being changed from 2,000 nuyen per 1 point of karma to 3,000 nuyen. If you are Working for the Man, you can trade 1 Karma for 3,000 nuyen. If you Work for the People, you can trade 3,000 nuyen for 1 Karma. Each time you Work for the Man / People, you may convert up to 5 karma / 15,000 nuyen; regardless of the amount, it takes seven in-character days.

Attacking from Stealth
If an unspotted character makes an attack on the physical or astral plane into the vicinity (considered for these purposes a room or a twenty meter radius perimeter) of another character, the characters on the same plane in that vicinity become aware of the vicinity that attack came from sufficiently that they may retaliate against the attacker with Blind Fire penalties until the end of the Combat Turn or attempt to spot the attacker. If the attacking character has not been spotted by the end of the Combat Turn and moves to a different vicinity, pursuers must spot or track the character to continue retaliating. Spotting a sneaking attacker can be done by beating their sneak roll or by meeting the threshold for determining the exact origin of their attack (Core Rulebook 136).

Barriers as Cover
Barriers can provide significant protection to characters being attacked through them. Opaque barriers offer Concealment (See Concealment Levels - Cover House Rule). Particularly thick barriers count as multiple barriers; every ten centimeters of a barrier between the attacker and the target is handled as a separate barrier (for reference, a typical apartment wall is roughly ten centimeters). In order to hit a character through a barrier, the attacker must either penetrate the barrier or 'overkill' the barrier, delivering enough damage to destroy all intervening material and still hit.
 * Step One: Determine modified DV. Make the appropriate attack roll against the appropriate defense test and apply the net hits to your DV (on a grazing hit, the attack still hits the barrier, but will not injure the target). If the target chooses not to make a defense test for whatever reason, they do not have an additional opportunity to make a defense test later in the resolution of the attack.
 * Step Two: Check for penetration. Arrows, blades, bolts, and bullets that deal Physical damage by default can penetrate the barrier if modified DV is equal to or greater than (Barrier Armor - Armor Penetration). When doing so, the barrier takes unresisted damage based on the number of projectiles (1 for 1, 2 for 3, 3 for 6, and 4 for 10), the modified DV is reduced by that amount, and then the attack can proceed to the next barrier or to the target. If the modified DV is less than the modified Armor, the attack fails to even damage the barrier and bounces off.
 * Step Three: Check for overkill. All other attacks that deal Physical damage by default can damage the barrier if modified DV is equal to or greater than (Barrier Armor - Armor Penetration). When doing so, the barrier rolls Structure + Armor - Penetration to resist the damage; all unresisted damage is applied to the barrier's Structure Rating. If Structure is reduced to 0, the entire affected surface area of the barrier is destroyed; reduce the modified DV by the resisted and unresisted damage, then allow the rest to proceed to the next barrier or to the target.

Bull’s Eye Burst / Double Tap
The final AP of such an attack is set to Weapon AP * (Bullets, up to 3) + 4 for APDS.

Charging Bonus
A charging character gets a +4 bonus to their attack, and still takes the -2 penalty for running.

Concealment Levels - Cover Modification

 * Concealment is now the sole game term for the effects of a visually obscuring obstacle between an attacker and a defender. The 'Take Cover' action may be used to gain the benefits of Concealment if such an obstacle is available and you are not completely obscured already. The Concealment critter power is unrelated.
 * Partial Concealment: This is the effect of a visually obscuring obstacle that covers at least 25% of your profile. You receive a +2 bonus to defense tests against ranged attacks coming from around the obstacle.
 * Good Concealment: This is the effect of a visually obscuring obstacle that covers at least 50% of your profile. You receive a +4 bonus to defense tests against ranged attacks coming from around the obstacle. This bonus replaces the +2 bonus from partial concealment.
 * Full Concealment: This is the effect of a visually obscuring obstacle that completely covers your profile. Attacks past the obstacle receive the -6 Blind Fire penalty (heavy smoke/fog/etc counts as full concealment, but moderate/light versions do not count as concealment). In addition, attacking a target that is completely obscured requires a way to know roughly where to attack. If the obscuration is small (one seater vehicle / door sized object), the attacker may simply attack with the Blind Fire penalty. If the obscuration is large, the attacker must know in which vicinity you are hiding, which they can find using any senses that can detect you past the obscuration. In addition to direct sensory effects, attackers can find your vicinity if you attack (see Attacking from Stealth house rule) or if they have access to a sense that can detect you and know the exact location and orientation of that sense (typically an ally's device).
 * One-Way Concealment: If you are still able to see the attacker while behind full concealment, you retain the +4 bonus from good concealment in addition to the attacker penalty.
 * Two-Way Concealment: If you are unable to see the attacker while behind full concealment, you may still make defense tests, but you do not receive the defense bonus granted by lesser concealments.

Drugs as Toxins

 * Drugs that do not have a Power rating cannot be used in any combat application meant for a toxin. Drugs can be administered to unsuspecting targets using deceit or sabotage as long as such does not use combat delivery methods. Below is a non-exhaustive list of combat delivery methods that may be expanded in the future.
 * Gas/Paint Grenades
 * Syringes, injectors, chem patches, darts, and weapon coatings against targets that are not paralyzed, unconscious, or surprised.
 * Aerosolized bombardment using atomizers or Sundowners.

Extended Test Failure
If you run out of dice to complete an extended test, the test ends. If the test has a threshold, progress toward it is lost, though karma and materials are not expended. If the test produces discrete effects, such as items or boxes of damage recovered, all produced or recovered effects are kept.

Initiative Modifications Clarification

 * 1) A character's initiative is determined using Physical Initiative, Matrix Initiative, or Astral Initiative.
 * 2) Physical Initiative is Reaction + Intuition + 1d6
 * 3) Astral Initiative is Intuition + Intuition + 3d6
 * 4) Matrix Initiative is Data Processing + Intuition + 3d6 or 4d6, depending on whether the character is in Cold Sim VR or Hot Sim VR.
 * 5) Wound Modifiers apply to all Initiative modes.
 * 6) Surprise and Entering Combat Late apply to all Initiative modes.
 * 7) The Shake Up called shot or Stunned effect apply to all Initiative modes of a character whose physical body was the target of the attack.
 * 8) Electrical damage's secondary effect applies to all Initiative modes of a character whose physical body was the target of the attack.
 * 9) The Rally action applies to all Initiative modes of a character affected; characters can only be affected if they can hear the Rally (sensor feeds, manifestation, mental communication effects) and are not the character using Rally.
 * 10) The Calibration action applies to Matrix Initiative, and cannot affect the character using Calibration.
 * 11) The Multidimensional Coprocessor module applies only to Matrix Initiative.
 * 12) The Overclocking echo applies to Matrix Initiative while in Hot Sim VR.
 * 13) Mana spells or powers that apply an effect to Initiative apply to Astral Initiative.
 * 14) Augmentations and chemicals that apply an effect to Initiative apply to Physical Initiative. (EARRS entirely replaces Physical Initiative with Matrix Initiative while the character has a Persona active)
 * 15) Adept Powers and Physical spells or powers that apply an effect to Initiative apply to Physical Initiative.
 * 16) The Predictive Analytics echo applies to Physical Initiative, but only while the technomancer has their Living Persona active.
 * 17) Any bonus or penalty to Initiative cannot be applied multiple times to an Initiative Score for a single Combat Turn.

Lift and Carry
The Lift & Carry formula is changed to Strength squared multiplied by the Lift factor in kilograms (5 for overhead, 10 for carry, 15 for heavy lifting, and 20 for dragging). Hits on a Body + Strength test increases your effective Strength for the action.

PvP
Any actions that materially harm another character fall under PvP. PvP is permitted only if both players agree, with the scope (and stakes!) of the conflict agreed on prior to engagement. This conflict must occur in a public space or with GM supervision, without breaking any server rules; a GM has the right to veto any PvP in their session for any reason.

Sneaking
Sneaking is considered a Simple Action that applies to all movement you make during your Action Phase. You can Sneak while Running (Remember you must spend both the Simple to Sneak and the Free to Run, and you take a -2 penalty to your Sneak test), but not while Sprinting (since Sprint is a Complex) or Running for Your Life (this is an Interrupt and therefore does not occur during your Action Phase). Sneaking applies your hits as an increase to the threshold to notice your presence, which in most situations means that you can treat Sneaking vs Perception as an opposed test in which the Sneaking character is the defender (ties go to Sneaker).

Teamwork Tests
Teamwork Tests can be used on any test that is not an astral/physical attack, a defense, or a resistance. If a teamwork test would result in the leader getting a mark, each assistant also gets that mark. If a teamwork test would result in any negative effects on any participant, all participants suffer those effects.

Ammo Skip System
This modification is not required to be installed on revolvers to access its functionality. You can select your cylinder position on a revolver as a Simple Action, or as a Free Action using a DNI.

Antidote Patches
Antidote patches are universal and don't need to specify which toxins they work on, but the server maintains an list of which toxins the bonus cannot apply against. The current toxins that patches don't work on are Blight, Retro, and Seven-7.

Buying Gear
Any gear with Availability 6 (8 for high lifestyle, 10 for luxury) or lower can be purchased without making the negotiation test. You still pay full price for the item - the only change is not rolling the negotiation test to find it. This applies even if the gear has an R or F code on its availability.

When making availability rolls a GM needs to roll the opposed test. Ping @Game Master in #bot-house. You still make your own roll for the contact according to the Contacts_Rules.

Chemical Seal
This armor modification may be installed in any armor that provides full-coverage from the neck down, not just matched-set armors. Single armors using Chemical Seal cannot activate it unless they pair it with a Helmet that has a gas mask installed. This expands the list of Chemical Seal compatible armors to include Catsuits, Chameleon Suits, the Ares Big Game Hunter, and the Ares Arms "Bug Stomper" Custom Armor.

Concealability

 * The Blood Drinker Combat Axe’s concealability is now +2.
 * The Nodachi’s concealability is now +10
 * While collapsed, a Telescoping Staff has Concealability +2.
 * Assault Cannons have a concealability of +10.

Custom Drugs
Custom Drugs have a base vector of Injection. This overrules the (assumed) typo on the book that claims it is Ingestion as base. All Custom Drugs have an Addiction Type of Both.

Custom Drugs: Manufacture
Characters can also manufacture copies of existing drugs using the test provided by the Custom Drugs section in Chrome Flesh. Use the drug’s statistics to determine the cost of materials and the threshold of the test.

Damaged Gear
When an item's Physical condition monitor is completely filled, it is not unrecoverable and can be repaired normally.

Explosives Availability
For explosives with a variable Rating but a static Availability, the Availability listed in the book is considered to be for Rating 8 explosive of that type. Any increase or decrease from that rating applies to the availability directly. For example, if you want a rating 14 Plastic Explosive you add 6 to its availability, putting it at 16F + 6 = 22F. If you want a rating 2 Binary it's 18F - 6 = 12F

Gear Modifications
All gear modifications can be purchased following our gear purchase rules. We do not require installation fees or tests, and you may purchase modifications after-market on any gear. Armor modifications cannot be uninstalled, but accessories can be removed (refund and rebuy on chummer, either on the new gear item or individually).

Hand Load Availability
Hand Loads can be purchased for any round type. The finished rounds have an availability of the round type's availability +4. Materials to hand load the rounds yourself have an availability of the round type's availability -4.

Krime Confederate
This assault cannon costs 21000nuyen, not 3500nuyen. In Career, this is reflected by using the Markup percentage in the purchase menu at 500. In character creation, a character using Restricted Gear to buy this item must also buy a currency item worth 17500nuyen and put a note on it referring to the Confederate.

Player Economy
Players may not give away equipment to other players. Characters may not make Availability rolls for other characters. You are permitted to lend gear and consumables that you possess or acquire to other characters on runs with you, but at the end of the run any remaining items must be returned to you or be lost. In downtime, aid may only be extended to other characters for recovery purposes, not character progression.

Selling Gear
Since the book gives no clear guidelines on how to determine how many dice should oppose your negotiation test when determining the sale price of gear, we have decided to use the market value of the item being sold to determine this.
 * Gear under 10000 nuyen: 8
 * Gear from 10000 to 100000 nuyen: 16
 * Gear over 100000 nuyen: 24

Smuggling Compartments
There are six types of smuggling compartments in the game. Adding or removing an item to a smuggling compartment is a Complex Action; cyberware smuggling compartments can reduce this to a Simple Action when wireless active. A disassembled item has a Concealability modifier of half the normal Concealability modifier, or two less than its normal Concealability modifier, whichever is lower. A disassembled item can have its parts distributed across multiple smuggling compartments (divide a positive Concealability modifier by the number of compartments used to check if they fit).
 * Fingertip Compartment (Cyberware): This compartment can store an item of no greater than a -4 Concealability modifier, and has a -10 Concealability modifier to be found.
 * Smuggling Compartment (Cyberware): This compartment can store an item of no greater than a +1 Concealability modifier, and has a -10 Concealability modifier to be found.
 * Large Smuggling Compartment (Cyberware): This compartment can store an item of no greater than a +3 Concealability modifier, and has a -10 Concealability modifier to be found.
 * Smuggling Compartment (Vehicle): This compartment can store an item of no greater than (Body/2, round up) Concealability modifier, and has a -6 Concealability modifier to be found.
 * Metahuman Smuggling Compartment (Vehicle): This compartment can store an item of no greater than a +6 Concealability modifier, including an unconscious metahuman no larger than an ork, and has a -6 Concealability modifier to be found.
 * This modification is only available for vehicles that come with 4 or more seats stock; adding it consumes 2 of these seats, but no modification points.
 * Troll-Sized Smuggling Compartment (Vehicle): This compartment can store an item of any Concealability modifier, including any metahuman, and has a -6 Concealability modifier to be found.
 * This modification is only available for vehicles that come with 6 or more seats stock (but not vehicles smaller than a Truck or Van); adding it consumes 4 of these seats, but no modification points.

Upgrading Gear
Non-Awakened or Emerged characters can upgrade much of their gear for just the difference in cost between the upgraded version and the current version. This benefit can only apply to gear with clear stages. For gear with mutable characteristics, this applies to any increase in Rating, Grade, or step in a linear progression. For gear with immutable characteristics, this applies to the purchase of a model with a higher Device Rating that is in the same line of products (Cyberdecks, RCCs, Commlinks). Availability rolls are still necessary, and delivery time subsequently. Implement this in chummer by selling the current item for 100% and using the proceeds to purchase the new item. Awakened and Emerged characters can improve the rating of cyberware and bioware for the cost difference, but grade replacement applies a 50% reduction to the value of your previous ‘ware, and a 100% reduction to the value of your previous cultured bioware. Selling any gear that is not cultured bioware, geneware, or boosted reflexes can be done using the Fencing rules.

Contact Rules
In order to standardize what contacts can and cannot do to help a runner during a job, we have a short rework of the contact rules. You can find them in the Contacts Rules.

Quality: Friends in High Places
A third restriction is added to Friends in High Places: The sum of Connection and Loyalty for each contact purchased with the Friends in High Places bonus karma may not exceed 12. A Connection 8+ contact capable of procuring Augmentations may have deltaware access, but must specify what deltaware clinic the access depends on (all deltaware clinics are operated by AAA Megacorporations) with the approval of the admin team.

Quality: Wanted
These characters have a price on their head; all NPC combatants who do not live a very sheltered life can identify them with a Threshold 2 test (usually Perception, but a GM may decide another skill is applicable, and Disguises can impact the Threshold or dice pools involved), and will attempt to collect on the bounty unless they refuse to contact the issuer for personal reasons. The GM decides how the NPC plans to collect; this can include calling in other mercenaries or a collection team from the issuer. This quality is not permitted on a character with Erased.

Reputation
The Street Cred, Notoriety, and Public Awareness stats do not automatically affect tests involving your identity as a shadowrunner; a GM may use these stats to set attitudes, offers, and reactions as they see fit. Street Cred cannot be spent for Better than Bad rules.

Server_Works

 * Currently there are two compensation forms extant on the server. There are Salaried Roles and Reward Roles. Salaried Roles receive a flat amount of XP per week, to be distributed as they prefer among their characters. Reward Roles do not receive a flat weekly Salary, but are rewarded based on their itemized contributions to the server. Players with more than one Salaried Role receive their highest Salary amount + 1 XP per extra role per week, with a maximum of High Salary x 2. Weekly compensation occurs every Monday, and monthly compensation occurs on the 1st of the month.
 * Admin: Presently the Neon Jungle admin team receives a salary of 4 XP.
 * Metaplot Master: Salary 3 XP.
 * Head GM: Salary 4 XP.
 * Community Manager: Salary 4 XP
 * Review Team: Salary 3 XP
 * Moderator: Salary 2 XP
 * Game Master: Refer to this page at the bottom: https://neonjunglelc.miraheze.org/wiki/GM_Primer
 * Player: All players are permitted to complete and submit personal works for 'publishing' on the server.
 * Fiction Piece: 4 XP
 * Nonstandard Submission: The admin team can approve an appropriate reward amount for submissions that the server agrees to 'publish' or utilize.

= Errata Compilation =

Shadowrun Fifth Edition Core Rulebook

 * The defense against Sensor Tests for drones is Pilot + 'Model' Evasion Autosoft [Handling], rather than Pilot + 'Model' Stealth Autosoft [Handling]
 * The Submersion cost for a technomancer is equal to 10 + (Grade x 3) karma rather than 10 x Grade x 3 karma.
 * The highest that skills and skill groups can be raised to in character creation is 6 (a skill, but not a skill group, may be raised to 7 in character creation if the character has the Aptitude quality)
 * Characters with the Juryrigger quality receive a +2 bonus to Technical skill tests when juryrigging gear, rather than to Mechanical tests.
 * Juryrigger Option 3: For 1D6 minutes, coax extra performance from a vehicle’s or drone’s components, increasing its Sensor or Handling by +1 (if combined with bonuses from Gearhead, the vehicle’s or drone’s critical components completely burn out at the end of the duration from being pushed well beyond their limits; at that point, the vehicle or drone becomes a big paperweight).
 * There are five grades of available cyberware and bioware: standard, alphaware, betaware, deltaware, and used (p. 451). Only standard, alphaware, and used grades are available at character creation.
 * Magicians and Mystic Adepts may select a spell, a ritual, or an alchemical preparation for each of their allotted spells.
 * Technomancer Complex Forms have the following Fade values.
 * Cleaner: L–2
 * Diffusion of [Matrix Attribute]: L–2
 * Editor: L–1
 * Infusion of [Matrix Attribute]: L–2
 * Static Veil: L–3
 * Pulse Storm: L–3
 * Puppeteer: L+1
 * Resonance Channel: L–3
 * Resonance Spike: L–3
 * Resonance Veil: L–3
 * Static Bomb: L–1
 * Stitches: L–3
 * Tattletale: L–3
 * Transcendent Grid: L-3
 * Magicians and Mystic Adepts can follow Mentor Spirits.
 * You may spend one point of Edge on every roll in an Extended Test, up to all of your remaining Edge, but otherwise can never spend more than 1 point of Edge on a single action or test.
 * Awakened or Emerged characters with Sensitive System must make a Body + Willpower (4) test, rather than a Willpower (3) test, before any Drain or Fade test to see if the additional effect occurs.
 * Characters with the Scorched quality must make a Composure (4) test when faced with the relevant IC, rather than a Willpower (3) test.
 * Characters with the Gearhead quality can increase their vehicle or drone Speed or Handling attribute by +1 for 1d6 minutes, rather than by any percentage.
 * Limits apply to Opposed tests before the hits are compared.
 * Technomancers may know up to Resonance x 2 Complex Forms.
 * Bad Luck has the following effects on a reversal trigger.
 * Push the Limit: - Edge Rating from dice pool instead of + Edge Rating
 * Blitz: roll 0d6 initiative dice instead of 5d6 initiative dice.
 * Seize the Initiative: Go last in every Initiative Pass instead of first in every Initiative Pass.
 * Close Call: Critical glitch instead of negating a glitch. No change on a critical glitch.
 * Second Chance: Reroll successes instead of failures.
 * Deadman's Trigger: No action, but no special effect.
 * Characters may not Initiate or Submerge in character creation.
 * Technomancers receive the following numbers of Complex Forms based on their Priority Selection.
 * A: 7, not 5.
 * B: 4, not 2.
 * C: 3, not 1.
 * You may burn a point of Edge even if you have no points unspent.
 * The resistance test against a Command action uses the Social limit instead of Mental limit.
 * The Rally modification to Initiative lasts until the end of the Combat Turn.
 * Whatever the source, the maximum total bonus to an attribute is +4, unless that source specifically exempts it from the augmented maximum rule.
 * Complex Forms that increase Attributes are subject to the maximum attribute boost rule, preventing them from increasing an Attribute by more than +4.
 * Spells, Critter Powers, Adept Powers, Drugs, and Augmentations that increase Attributes are subject to the maximum attribute boost rule.
 * The Uneducated quality also doubles the cost of learning or improving skill groups and specializations in affected skill categories.
 * The Transporter subset of the Home Ground quality gives a +2 bonus to Catch Up / Break Away tests and Sneaking tests to avoid being followed while in the Home Ground.
 * Adepts can learn Magical skills (by default, just Assensing and Astral Combat); any skill a power or quality instructs them to learn is available.
 * Technomancers can receive skills from the Electronics, Cracking, and Resonance skill groups from their Priority Selection instead of just Resonance skills, as follows.
 * A: three Rating 5 skills
 * B: three Rating 4 skills
 * C: three Rating 2 skills
 * Provisional Errata (Implemented): If either Condition Monitor is full, the character falls unconscious and may face other risks
 * Provisional Errata (Implemented): The Control Rig has all the features of a datajack, including the wireless bonus for +1 Noise Reduction
 * Provisional Errata (Implemented): The maximum number of levels of Improved Ability for a specific skill is equal to half (rounded up) the learned Rating of the skill.
 * Provisional Errata (Unused): Psyche applies the reduction of sustaining penalties to Emerged users as well.
 * Provisional Errata (Implemented): Marks from the Invite Marks action do not travel up to the master.
 * Provisional Errata (Implemented): Tactical scale movement rates for drones and vehicles work like metahuman movement with the following exceptions. Walk Rate is Speed x4, Run Rate is Speed x 8, and Sprinting adds Acceleration x hits movement. Sprint tests use Pilot + 'Model' Maneuvering Autosoft [Handling] or the relevant Vehicle Skill test for metahuman pilots.
 * Provisional Errata (Implemented): Sustaining a Complex Form requires that the technomancer remain conscious and their living persona connected to the Matrix, but no tests to maintain concentration are called for.
 * Provisional Errata (Implemented): Called Shot Vitals can be used to deal damage that Regeneration cannot repair.

Data Trails

 * The following Complex Forms have adjusted Fade Values.
 * Derezz: L–1
 * FAQ: L–3
 * IC Tray: L–3
 * Redundancy: L–3
 * Misread Marks: L–1

Howling Shadows

 * Adaptive Coloration is a Simple Action with Sustained duration.

Run & Gun

 * Weapons with a '-' in their Recoil Compensation attribute do not have negative Recoil Compensation.
 * Both Cougar Fineblades have 7 Accuracy.
 * Chakram definition:
 * Acc 4
 * Reach —
 * DV (STR)P
 * Avail 8R
 * Cost 750¥,
 * use Shuriken range and Skill Exotic Melee Weapon (Chakram)
 * Harpoons and Javelins use Aerodynamic Grenade ranges.
 * The Urban Tribe Tomahawk can be used at range with the Throwing Weapons skill at Thrown Knife ranges. It can be used in melee with the Blades skill at the same damage value.
 * The Ares Screech Sonic Rifle inflicts Nausea and Disorientation only on targets that do not completely resist the damage of its beams.
 * Blowguns use Taser ranges.
 * The Fichetti Executive Action does not have a restriction on its Burst Fire mode.
 * The Savalette Guardian does not have a restriction on its Burst Fire mode.
 * The PPSK-4 has a Concealability of -6 when collapsed with no clip loaded.
 * The Barret Model 122 comes with a Sound Suppressor.
 * The GE Vindicator comes with an integral Smartgun System.
 * The Ares Thunderstruck Gauss Rifle has Availability 24.
 * A Foregrip can be mounted on the Underbarrel or Barrel mounts, but not on Pistols.
 * While using a sling (for easy access and avoiding weapon scatter), the following Recoil Compensation systems cannot apply their bonus.
 * Bipod
 * Folding Stock
 * Gyromount
 * Hip Pad Bracing System
 * Shock Pad
 * Tripod
 * Underbarrel Weight
 * Missing Ammunition Types
 * Fuel canister: Avail 16F, Cost 40¥, 4 charges
 * AV rounds: DV —, AP Mod –1/–5(–1 for personal, –5 for vehicle armor), Avail 14R, Cost 175¥
 * Gyrojet ammo: DV –2S(e), AP -5 Avail 14R, Cost 160¥
 * Gauss: DV —, AP —, Avail 18F, Cost 400¥
 * The Sleeping Tiger armor does not need to be wirelessly active to use RPC.
 * The Second Skin armor does not need to be wirelessly active to use RPC.
 * The Ares Polar Sneak Suit does not need to be wirelessly active to use RPC.
 * Pulse Weave costs 3000 per point of Rating.
 * Ruthenium Polymer Coating applies its Rating as a penalty to Perception tests to spot you; the penalty is reduced by 1 if the armor only covers most of you, and by 2 if the armor only covers half of you.
 * Responsive Interface Gear takes up 4 armor capacity, not 2, and 2 helmet capacity, not 1.
 * The RFID tag sim module is 1 capacity, not 2. The skinlink gear does not exist in 5e.
 * Small Unit Tactics maneuver tests use the Mental limit.
 * Paint Grenades have a 10 meter radius, not a blast radius.
 * Pi-Tac adjusted costs
 * Level I: Avail 12R, cost 115,000¥
 * Level II: Avail 18R, cost 325,000¥
 * Level III: Avail 18F, cost 855,000¥
 * Pi-Tac combat skill enhancement can apply to Close Combat skills, not Armed Combat.
 * Pi-Tac features that are better versions of features from lower level Pi-Tacs are replacements, not additions.
 * The Bullseye Burst AP increase is based on base weapon AP, not base AP.
 * Extraneous ammunitions: AV Assault Cannon, Gyrojet Plus, Gyrojet Tracker, and Hi-C ammunition types do not exist.
 * Chakram Fighting has Knucklebreaker (Disarm), not Knucklebreaker (Blast Out of Hands)
 * Okichitaw has Opposing Force (Block), not Hard Technique
 * Knucklebreaker is not Close Combat only.
 * Repair Costs: “The materials to repair an item cost two percent of the original cost per box of damage being repaired, ten percent of the original cost of the weapon for each point of Reach lost, five percent of the original cost for each point of AP, and three percent for each point of Accuracy." and for everything that isn't a weapon or vehicle: “The same general costs apply; two percent of the original cost per box of damage being repaired for the materials."
 * Missing Explosives
 * Dynamite: Rating 3, Avail 8R, Cost 350
 * Nitroglycerin: Rating 6, Avail 11F, Cost 350
 * TNT: Rating 5, Avail 12R, Cost 200
 * “If anyone carrying nitroglycerin is knocked down, or if nitroglycerin is falls more than half a meter for any reason, the shock may make it detonate. Roll an Object Resistance dice pool of 8; on a glitch, the nitro accidentally detonates.”
 * Argentum Coat stats: Armor 12 / +4, Cap 14, Avail 10, Cost 3,600¥

Run Faster

 * Increased Lifestyle Costs
 * Centaur: +150% increased Lifestyle costs
 * Naga: +150% increased Lifestyle costs
 * Pixie: +100% increased Lifestyle costs
 * Sasquatch: +100% increased Lifestyle costs
 * Gnome:+20% increased Lifestyle cost
 * Hanuman: +20% increased Lifestyle cost
 * Koborokuru: +20% increased Lifestyle cost
 * Menehune: +20% increased Lifestyle cost
 * Cyclops: +100% increased Lifestyle costs
 * Fomorian: +100% increased Lifestyle costs
 * Giant: +100% increased Lifestyle costs
 * Minotaur: +100% increased Lifestyle costs
 * Cyclops have Thermographic Vision.
 * Hanuman have Thermographic Vision, not Low-Light Vision.
 * Menehune have Resistance to Pathogens and Webbed Digits, but not Resistance to Toxins.
 * Nartaki have Metatype Edge 2/7.
 * Wakyambi have Metatype Edge 1/6.
 * Banshee have Metatype charisma 3/9.
 * Ghouls do not gain Sapience power.
 * Mutaqua, Dzoo-Noo-Qua, and Fomoraig have +1 Reach, like Trolls.
 * Infected Strain II/III characters begin play with Essence equal to one less than their Essence before Infection and 1 Magic unless they had a prior Magic Rating. Their Magic can be increased with Karma to a maximum of their Essence + Initiate Grade.
 * Paralyzing Howl costs 12 Karma, not 9.
 * No combination of magic or gear can reduce the severity of the UVA sunlight allergy experienced by going out in the day to less than Mild for Infected characters.
 * Pixies Vanish upon death, not on command.
 * Basic Camouflage quality applies a -2 penalty to visual Perception tests to spot the character when active, not a modification to the threshold to spot the character.
 * Digital Doppelganger quality can be taken in relation to a Fake SIN of Rating 4 or greater, not just a real SIN.
 * All character creation methods introduced in Run Faster grant the character starting Knowledge and Contact points as per the Priority rules from the Core Rulebook.
 * Point Buy (karmagen) allows a maximum of 235 Karma to be converted to nuyen for character building, not 200.
 * Bandersnatches must consume metahuman flesh, not sasquatch flesh. Like sasquatches, bandersnatches have a +1 bonus to Reach.
 * Missing Critter Powers (Page 123, The Mess of Metahumanity)
 * Shift
 * Type: M  Action: Complex   Range: Self   Duration: Special
 * This power allows the critter to take on the shape of a specific animal or metahuman and later revert to its original form. Any deltaware (or better) implants carry over to the new form; sub-deltaware implants are automatically rejected during the change, causing (total Essence cost of implants x 10, round down)P damage. The character does not recover the Essence from implants lost in this fashion. Purely cosmetic alterations such as piercings and tattoos are lost as well, though this causes no injuries. When in their new shape, the creature gains access to all non-paranormal abilities innate to that race (if any), including Armor, Natural Weapons, and Enhanced Senses. The creature retains all of its paranormal powers in its new form. Once the critter uses the Shift power, it remains in its current form until it decides to shift back. The critter does not suffer a –2 penalty for sustaining this power. This power only affects the creature’s physical form, not its clothing or equipment; the process of the change destroys most fabrics.
 * Vanishing
 * Type: M  Action: Free   Range: Self   Duration: Special
 * The critter is capable of vanishing without a trace; their material and astral forms entirely go away, without interference from physical or mental barriers. Some critters may use a Complex Action to reappear, but in many cases the Vanishing is triggered by a certain event, such as the critter’s death, that makes re-emergence difficult.
 * Provisional Errata (Unused): Shapeshifters have Dual-Natured, Allergy (Severe, Silver), Regeneration, and Vulnerability (Silver).
 * Provisional Errata (Unused): Astral Hazing can only be taken by Awakened characters. Such characters cannot acclimate to the background count created. If stationary for long, the background count expands by 1 meter per four hours up to a maximum of Essence + 4 meter radius around the character.

Street Grimoire

 * Astral Message is an Instant spell, not a Sustained spell.
 * Some Drain Values are adjusted as follows
 * Corrode [Object] F – 5
 * [Critter] Form F – 4
 * Melt [Object] F – 3
 * Pulse F + 3
 * Slaughter [Metatype/species] F – 2
 * Slow Vehicle F + 1
 * Sludge [Object] F – 1
 * Turn to Goo F + 3
 * Some Ranges are adjusted as follows
 * Catalog T (A)
 * Chaff LOS (A)
 * Fashion T (A)
 * Increase/Decrease Noise LOS (A)
 * Insecticide [insect spirit] LOS (A)
 * Mass [Sense] Removal LOS (A)
 * Spatial Sense T (A)
 * Spatial Sense, Extended T (A)
 * Stench LOS (A)
 * DESTROY [VEHICLE]: to Physical, not Mana
 * Insecticide: to Mana, not Physical
 * Radiation Beam: to (Indirect, Elemental) not (Direct, Area)
 * Radiation Burst: this is an Area spell of the existing typing.
 * Pollutant Wave: this is an Area spell of the existing typing.
 * Ambidexterity: This spell is Instant, not Sustained. It does last for Combat Turns equal to the hits on the Spellcasting test.
 * Decrease Reflexes: to Essence, not Negative
 * Enabler: to Essence, not Negative
 * Decrease Inherent Limit: to Essence, not Negative
 * Physical Camouflage: to Physical, not Mana.
 * Net Bind: spell is called Net, not Net Bind. Is a (Physical, Area) spell.
 * [Element] Wall: Spell Shaping applies to any of the shapes of the wall. This spell has a Damage Value for characters coming in contact with it, not a Drain Value.