Silver's Project List

This is where I will be storing Work-in-Progress materials that require too much text to be conveniently entered into the #work-in-progress channel. Link structures and other formatting will be tested here for best implementation into the wiki primary.

Setting Forces
The following is a list of every organization relevant to stories told in the Neon Jungle Setting, with Major elements in bold.

Corporations

 * Ares Macrotechnology - AAA
 * Major Board Members: Damien Knight, Arthur Vogel, Nadja Daviar
 * Division: Ares Arms (HQ: Baltimore, General Guido Cantarelli)
 * Division: AresSpace (HQ: Houston, President Charles Pollack)
 * Division: Ares Global Entertainment (HQ: Paris, President Troy Carpenter)
 * Division: Knight Errant Security (HQ: Detroit, President Clayton Wilson)
 * Division: General Motors (HQ: Detroit, President Eugene Fischer)
 * Special Feature: Ares corpsec have +6 access to brand gear.
 * Special Rule: Knight Errant Security has the Seattle Police Contract outside of Bellevue. While acting in this capacity, arrests are made nonlethally unless in a situation with fatalities occurring.
 * This megacorporation defines itself by American exceptionalism. Originating from the Detroit based Ares Industries, Nicholas Aurelius plunged into the early sixth world with hungry acquisitions and maneuvering. The conglomerate is now owner (and benefactor of) almost every American brand in the consumer appliances category, from Apple to General Motors. They are best known, of course, for their forays into the military industry, as the manufacturers of the armored truck 'Ares Roadmaster' and the iconic 'Ares Alpha' assault rifle. Ares is somewhat infamous for their handling of the Bug City, and fields the specialty High Threat Response team FireWatch primarily for preventing the situation from getting any more out of control.
 * Aztechnology - AAA
 * EVO Corporation - AAA
 * Horizon Group - AAA
 * Mitsuhama Computer Technologies - AAA
 * Major Board Members: The Four Oyabun Rengo, Toshiro Mitsuhama
 * Division: Mitsuhama Industrial Technologies (HQ: Seattle, President Marli Bobinek)
 * Division: Mitsuhama Media (HQ: Vaduz, Switzerland, President David Herbert)
 * Division: Mitsuhama Thaumaturgical Research (HQ: Hong Kong, President Hanashima Ito)
 * Division: Black Lotus Software (HQ: Neo-Tokyo, Japan, President Toshiro Mitsuhama)
 * Division: Mitsuhama Automatronics (HQ: Manila, Philippines, President Soichiro Mirakaze)
 * Special Feature: MCT corpsec have +6 access to drones and persona devices.
 * This megacorporation is one of several 'japanacorps' occupying seats in the Big Ten. Unlike its competitors, however, MCT often works in a fashion indirectly opposed to the throne of its origin nation. This may owe to the fact the MCT's path to its megacorporate status was paved by the investment and aid of the Yakuza, who have a significant presence on the company board even today. MCT is known to the public for the affordable consumer electronics they provide in both the automation and Matrix peripheral markets. They are known somewhat more insidiously in the shadows for their calculated efficiency and predilection for technomancers.
 * Renraku Computer Systems - AAA
 * Saeder-Krupp Heavy Industries - AAA
 * Shiawase Corporation - AAA
 * Spinrad Global - AAA
 * Wuxing Incorporated - AAA
 * Lone Star Security - AA
 * American Racing Media Oligarchy - A
 * Major Board Members: William Chadsworth, Philomena Pox
 * A.R.M.O. is a brand fighting to establish a foothold in the entertainment sector with its teams of racers competing in simrigs on novelty courses. It's been around for six years, and experienced some significant early growth. Disaster struck early last year when the founder of the company was murdered at his estate, and the brand simply hasn't gained any ground since.

Governments

 * United Canadian and American States (UCAS)

Syndicates

 * The Mafia
 * The Triads
 * The Vory
 * The Yakuza

Street Gangs

 * The Ancients
 * The Crimson Crush
 * The Cutters
 * The First Nation
 * The Halloweeners
 * The Leather Devils
 * The Rusted Stilettos
 * The 162s

Redmond

 * District Background Counts
 * Z Zone: +2 Domain of Violence
 * E Zone: +1 Domain of Violence
 * C/B Zone: +0
 * District Noise Ratings
 * Z Zone: +6 Static
 * E Zone: +4 Static
 * C Zone: +2 Static
 * B Zone: +1 Spam
 * Ambient Risks
 * Anybody wearing an outfit with an Armor Rating under 14 is considered a viable target. Vehicles with obvious armor, ram plates, or a visible mounted weapon at least the size of an assault rifle are not considered viable targets.
 * Anybody driving a vehicle with a base price of at least 8000, wearing an outfit with a base price of at least 2000, visibly carrying a gear item with a base price of at least 2000, or flashing hard or certified cash in excess of 2000 is a worthwhile target.
 * If gangers see a viable, worthwhile target, they will try to mug/raid that target. They are only deterred if that target is obviously protected by unviable targets and they don't outnumber the unviable targets by at least 5 times.
 * Factions Present
 * Halloweeners
 * Local Leader: Nightmare
 * Presence: The Halloweeners in Redmond are the core of the gang. Mooks in the district range from PR0 to PR2, but Halloweener Lieutenants called Ragers and the boss named Nightmare are unique individuals.
 * Initiatives
 * Block Parties (they use these to create and deal their BTLs) prone to destructive pyrotechnics and (content warning) snuff porn.
 * Turf Warring (the Halloweeners are not the sole gang in Redmond, and they are often attempting to force others to give up ground)
 * Knight Errant
 * Local Faction Leader: Captain Ram Carter
 * Presence: Knight Errant maintains a precinct in Touristville and checkpoints at the border highways. They do not venture any further into Redmond; when they detect a serious threat forming, they call for a large scale response instead. Serious threats are considered to be magic use of a Force over 16 and groups of armored vehicles with Heavy Weapons. All Knight Errant stationed officers range from PR2 to PR3.
 * Initiatives
 * Border Security: Knight Errant verifies the identity and cargo of all vehicles entering or leaving Redmond to fight human trafficking. The checkpoints are set up to resist invasions with infrastructure set up for the purpose.

Hosts

 * Ares Macrotechnology
 * Knight Errant Industrial
 * Mitsuhama Computer Technologies

Properties

 * The Aztechnology Arcology in Seattle

Realms and Metaplanes

 * The Endless Archive

Team Types

 * Patrol: these teams are light groups intended for mobile recon. They range from a single watcher to a squad of scouts.
 * Light Security: a single guard walking the rounds, or a drone or watcher with a predetermined route.
 * Moderate Security: Two guards on each route, potentially with a watcher.
 * High Security: Four man teams with at least one member on Astral overwatch and another on Matrix overwatch. Potentially towing up to two spirits or security drones.
 * Watch: these teams are similarly light groups set up for observation on a single point, usually an entrance. They range from a single watcher to an active defense team, and occasionally have heavier stationary defenses present.
 * Light Security: a bouncer, potentially awakened or trained in Matrix use.
 * Moderate Security: Two to four guards, usually at least one on Matrix or Astral overwatch. Defenses usually include a Ward and a Sensor Array in the entrance.
 * High Security: Four to six guards with Matrix and Astral overwatch. Defenses include a Ward (potentially an advanced type), a Sensor Array in the reinforced entrance, and potentially spirits, drones, or a turret emplacement.
 * Response Team: on-site security backup, this varies based on the security investment in Patrols and Watches. Rarely, this might be an actual HTR team.
 * Light Security: this might consist of two to eight more guards. They will not usually have extra equipment.
 * Moderate Security: Four guards minimum, with an additional four per floor of the facility. They will have at least one magician and spider on call. Patrols and Watches with more than the minimum number of operators might be drawing from the Response Team pool to fill their numbers.
 * High Security: Eight guards per floor of the facility (usually split into a team per one to three floors) with full combat gear (based on the faction). At least one Awakened and a spider per team. Drones and spirits are considered part of the team.

Mooks

 * Professional Rating, Revised: We will lay out here a shorthand for improvising NPCs based on their Professional Rating and type. Some factions have special rules that modify a component of their mooks; all of those rules are issued with the following method in mind.
 * Core Math: Use a base dice pool of 6 for any test except Body + Armor tests. If the test is for a skill or attribute within the mook's general skillset, add Professional Rating x 1. If the test is for a skill that the mook has honed as part of their primary role, add Professional Rating x 2 instead. If the mook is specialized in that skill (mooks can only ever do this for one skill), add Professional Rating x 3 instead. Now apply modifiers for any disabled gear, buffs, or debuffs.
 * If the test calls for a single attribute, apply a -4 penalty to the pool.
 * When rolling Body + Armor, roll Professional Rating + Armor.
 * Gear Sets: Mooks should be equipped with an eye for the flavor of your run, but for a guideline use Professional Rating x 3 as the Availability cap for anything you provide them, including augmentations, armor, weapons, and vehicles (Attribute modifying augmentations should not be added to dice pools - the Professional Rating accounts for that. Use Attribute modifying augmentations as a weak point and setting explanation, not to bolster mooks). You should not spend more than Professional Rating squared x 10000 nuyen tricking out your mooks (Do not count attribute modifying augmentations toward this total except for initiative systems), with only 5000 at most for Professional Rating 0 combatants.
 * Warning!: This revised mook system is balanced much more closely to SR5 RAW. Mooks are not intended to exceed Professional Rating 6, and basic corpsec starts at Professional Rating 2 instead of Rating 5.
 * Unusual Mooks: the Professional Rating system is for metahuman opponents. Occasionally you will employ critters, spirits, drones, or large vehicles as opposition. Here are some guidelines.
 * Spirits: Use regular spirit statblocks, they're simple enough. When determining the Force, use your conjurer's Professional Rating + 2 if you replace a mook with a spirit, or Professional Rating - 2 if adding the spirit on top. Do not use the Engulf power with a spirit that has Energy Aura active.
 * Watchers: These never occupy a mook slot. Use your conjurer's Professional Rating x 2 for Force, and never use more Watchers than total Professional Rating among your conjurers.
 * Drones: Drones can be added either as a mook (with the full budget for mods and base cost) or as gear (no more than one modification, comes out of a different mook's budget). Drones roll Pilot x 2 for their base functions unless they are part of a PAN or WAN, in which case they roll the master rating x 2 for anything. (No, hosts don't run autosofts, this is an approximation of drone security strategy effectiveness) Drones have 6 + Body/2 PCM and base armor Body (usually).
 * Vehicles: Vehicles do not come out of a budget, but need to be within the Availability limit for the mooks using them. Modifications to the vehicle can come out of any of the mook budgets for its crew. If no member of the crew is a dedicated driver role, the vehicle should not have significant modifications.

Hunts
= Errata Compilation =
 * A hunt is on the table when a character fails to leave no trace. Whether the hunt is actually called depends on the Investigation, which will unfold based on the following factors.
 * Evidence: Responsible runners leave no evidence behind. However, not every run goes perfectly, and sometimes there is simply no time or ability to remove all potential evidence. These are the reasons evidence might be found.
 * Footage: Recording devices are the primary evidence source. If the runners do not manage to avoid being recorded (invisibility, blind spot navigation, footage erasure, or at least camera destruction if no host or persona device is storing the footage) then the Investigators can attempt to recognize or track the runners.
 * Astral Signatures: These are very easy to remove, but if the runners do not have the time to spare (1 Complex Action per point of Force of every spell cast) to scrub them, they can be used for Astral Tracking.
 * Bio-materials: If runners take Physical damage, they may leave enough material behind for a genetic sequence or material link. It takes more time to cleanse a crime scene of this, require C Squared and a solid ten minutes of control of the scene (potentially longer, at GM discretion for larger scenes). This also applies for their victims, though less importantly.
 * The Signature: This is a blatantly identifying mark that any competent investigator will associate with the perpetrator. But some runners just have to do it!
 * Witnesses: Every surviving witness who recalls the event with sufficient clarity can testify and help track a perpetrator down.
 * The Investigation itself is resolved simply with a few tests. Investigators have 15 dice by default, but GMs may use specific NPCs for the tests at their discretion.
 * An Astral Signature uses the astral tracking rules as normal.
 * The second test is for recognition. It is threshold 6 base, goes up with any effects that penalize recognition (including disguises), down by 1 for footage or witnesses, down by 2 for bio-materials, and down by X for Signature (X is the number of Rumors starring that character's signature). On a success, the Investigator identifies either the real SIN of the perpetrator or their runner handle if they do not have a SIN. This can result in a burned SIN and arrest attempt, or a very explicit rumor (assuming nothing else happens)
 * The third test is for traditional tracking. It is a threshold 8 base, with a -X to the threshold where X is the number of levels below Luxury your Lifestyle is at. If you retreat to a safehouse, the threshold is only lowered by 1 and tracking devices fail unless the runners choose to access the Matrix while hiding. This test automatically succeeds if the runners are being traced, whether by hacking or by tracking devices. If this test succeeds, the faction behind the Investigation builds either a Patrol or a Response Team and sends it out for the Hunt.

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: If either Condition Monitor is full, the character falls unconscious and may face other risks
 * Provisional Errata: The Control Rig has all the features of a datajack, including the wireless bonus for +1 Noise Reduction
 * Provisional Errata: 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: Psyche applies the reduction of sustaining penalties to Emerged users as well.
 * Provisional Errata: Marks from the Invite Marks action do not travel up to the master.
 * Provisional Errata: 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: 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: 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: Shapeshifters have Dual-Natured, Allergy (Severe, Silver), Regeneration, and Vulnerability (Silver).
 * Provisional Errata: 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.