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.

Rarity
Characters that are Infected (not including ghouls), Prototype Transhumans, SURGEd, Metasapients, or dracomorphs (including Latent Dracomorphosis) are considered Rare. A player with a Rare character in play will not have a Rare character application approved and may not take a Rare feature on a different character.

Disallowed Content

 * Rules
 * Odd Mods (Pg 65-66, Data Trails)
 * Custom Decks (Pg 60, Kill Code)
 * Casting Multiple Spells (P281, Core Rulebook)
 * Street Cred
 * Notoriety
 * Grids (Use the Local grid for all considerations other game rules need grids for)
 * Books
 * All German material
 * Shadowrun 2050
 * Equipment
 * Hardened Armor items
 * Painade
 * Shock Ram
 * X-Ray (Sensor Function)
 * Vision Magnification (as Sensor Function, the Sensor Enhancement is fine)
 * Gammaware
 * Traditions
 * Toxic
 * Elder God
 * Metamagics
 * Quickening
 * Sacrifice
 * Cannibalize
 * Qualities
 * Amnesia
 * Bad Rep
 * Borrowed Time
 * Dead SIN
 * Poor Self Control (Sadistic)
 * Prank Warrior
 * Pregnant (May be taken with certain conditions see admin)
 * Revels in Murder
 * Stolen Gear
 * Astral Bouncer
 * SINner (Corporate Born)
 * Spells
 * Manablade (Powerblade is allowed)
 * Petrify
 * Turn to Goo
 * Fix
 * Control Thoughts
 * Mob Mind
 * Metasapients
 * Pixies

PvP
Any actions that materially harm another character fall under PvP. PvP is permitted only if both players agree, with the scope 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.

Berserk Effects
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.

Tough and Targeted
These characters are well known to combatants; 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 may decide to pick a fight regardless of the circumstances. Characters who do not accept, or who run away, are the subject of a dismissive rumor that negotiators may take as evidence of 'getting old'. This quality is not permitted on a character with Erased.

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.

Consummate Professional [Quality]
Consummate Professionals receive only a +1 bonus to Social tests against employers. The negative effect of the quality is changed to instead prevent these characters from leveraging Rumors about themselves.

Dedicated Conjurers and Innate Spell
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.

Frostbite [Quality]
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.

Friends in High Places [Quality]
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.

Groveler [Quality]
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.

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.

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.

Firing Mounted Weapons
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.

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.

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.

Composure for Bluffing
In situations where you are passively lying, such as answering a yes or no question, or trying to deny something, you may choose to roll a Composure Check instead of a Con Check. GM discretion on where the line between a passive and active line occurs.

Spirit Manifestation, Possession, 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.

Summoning and Binding Resistance
Spirits resist Summoning efforts with Force x 2 dice, instead of Force. They resist Binding efforts with Force x 3 dice, instead of Force x 2. Additionally, this change applies to nonstandard methods of conjuring spirits with no exceptions.

Mind Over Machine/MMRI [Echoes]
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.

Custom Drug 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.

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.

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 +6.

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

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.

Armor and 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. Cyberlimb customization is an exception to this rule. Armor modifications cannot be uninstalled, but accessories can be removed (refund and rebuy on chummer, either on the new gear item or individually).

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

Rigger Attributes Rule (Mental Attribute 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)

Vehicles: Ram Action / 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)vehicle
 * 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)

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.

Smuggling Compartments
Vehicular smuggling compartments can store weapons with a positive Concealability of less than half of the Body (round up) of the vehicle the compartment is in; breaking down a weapon divides its Concealability by 2 (round down). Cyberlimb smuggling compartments can store weapons with a positive Concealability of half of the capacity they require (round up).

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.

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.

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.

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).

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

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

Control Actions / Mob Control [Spell]
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.

Influence [Spell]
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.

Vehicle Mask/Switch Signature [Spell]
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.

Ritual Formula Costs
All Ritual Formulas will have a cost of 1,500 nuyen and an availability of 6R.

Critter Powers
Powers that use a critter’s Magic in an opposed test can be resisted with Spell Defense dice like a spell. The Influence critter power’s opposed test is against the subject’s Logic + Willpower, not just Willpower.

Critter Terrain
Critters that have a power referencing ‘terrain’ like Movement now define that terrain as within 10 * Magic meters.

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.

Extended Test Resets
If you run out of dice to complete an extended test, you may refresh your dice pool by taking two intervals of time away from the test. This does apply to natural recovery rolls.

Initiation Cooldown
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.

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

Opposed Roll for 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 highest availability of any items you group together to sell. So if you are selling four items at 12 and one at 20 together, you are opposed by 20 dice in your negotiation.

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.

Purchasing Gear
Any gear with Availability 6 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.

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

Upgrading Gear
Mundane 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. Characters with Special Attributes 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

Dice Pool Bonuses
All dice pool bonuses to skill tests are limited to the character’s ranks in the skill. Specializations and adept powers do not count against this limit. Teamwork bonuses are considered regular bonus dice by this rule. For example, if a face character has 1 rank in Pistols, the highest dice pool bonus they can receive is 1. If the pistol has a wirelessly active smartgun system (+2 dice pool bonus), the wireless bonus is limited to 1 because he only has 1 rank. This limitation is exactly the same as the dice pool bonus limit in place for teamwork tests.

Another example would be a street sam character who has 1 rank in Sneaking. If they are wearing a wirelessly active chameleon suit (+2 dice pool bonus), the wireless bonus is limited to 1 and they may not get any other bonuses to Sneaking from any other equipment.

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.

Lifestyle Events
We allow players to build lifestyles using the Run Faster Advanced Lifestyle options. We do not apply Fatigue damage, and seven lifestyle qualities have a new effect addressed on the first of each month in the [|Lifestyle Events Page]

Lifestyle Expenses
Once per day, you may add Free gear to your sheet to a maximum of 1% of your lifestyle level’s base cost; this gear cannot have an availability over 6, and this subsidy cannot be accrued across multiple days.

Rumors
A character can try to leverage a relevant rumor about a character or event in a social encounter. This requires a Memory test with a threshold equal to the rumor’s age in months (-1 if Rating>3). A successful recollection can then be leveraged with a segue; make a Charisma + Etiquette Test. Each hit on this test can be spent to affect Social tests for the rest of this encounter in a number of ways. There are no restrictions on how many of each effect can be used on a single test. You may not leverage the same rumor more than once in an encounter. for more on Rumors see Word on the street rumors +1 Social Limit for yourself or an ally. +1 Dice Pool Bonus for yourself or an ally.

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.

Anchoring [Metamagic]
This metamagic no longer requires Quickening as a prerequisite, but cannot be taken before Grade 2. It is modified as follows. Karma must be 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.

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

Draconic [Tradition]
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.

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

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).

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, and a voucher for up to 5000ny off a Lifestyle for each character every month. 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: Composite Rewards
 * Weekly Community Incentive Bonus: All GMs who ran a Table or Opportunity game in a week receive XP equal to the total number of Table or Opportunity games run during that week.
 * Per Game Run: 4 XP
 * Per Opportunity Game Scheduled 4 Days in advance: 2 XP
 * Per Game approved for the Metaplot: 1 XP
 * Per Game approved for a player narrative advancement: 2 XP (limit 1 per game)
 * Per Game Rumor approved: 1 XP (limit 1 per game, can outsource the effort and XP)
 * Per Game After Action Report Completed: 1 XP (limit 1 per game, can outsource the effort and XP)
 * 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.