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/r/ShadowHavenBBS

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1

AV Rockets Buff & Rocket Upgrades

  • Anti-Vehicle rockets and missiles, if impacting a drone or vehicle directly, always do Physical damage. Splash damage behaves normally.
  • Missiles are treated as upgrades from rockets for the purposes of availability and rockets can be upgraded into missiles with the appropriate contact later, assuming the availability test succeeds. Difference in cost must still be paid.

Vote Yes: Syph, Asmo, Teko

0 Comments
2024/10/22
23:13 UTC

1

Drugmaking With Chemistry

Acquiring raw ingredients requires a chemist or dealer contact. Alternatively you may make a Negotiation Test opposed by the Availability of the drug you're making. The raw ingredients cost half of the normal drug price. Mixing drugs requires a Chemistry + Logic Extended Test with a threshold equal to the drug’s (Availability x 2) or (Addiction Rating), whichever is higher, and an interval of eight hours. A glitch on any part of the Extended Test requires the player to start the entire test over with no successes; a critical glitch means the ingredients are destroyed and cannot be used. You can make up to your Ranks in Chemistry doses between each run.

  • These rules are based upon the rules for making customized drugs in Chrome Flesh.
  • Bioengineered Awakened Drugs are not craftable with this system.
  • We may look into enabling those in the future for enchanters possessing Advanced Alchemy.
  • A Chemistry Toolkit makes Street-cooked level drugs up to Availability 10.
  • A Chemistry Shop can make base level drugs.
  • A Chemistry Facility can make designer level drugs.
0 Comments
2024/10/16
21:26 UTC

1

Metavariants = Parent Metatype

Metavariants count as their metatypes for the purposes of augmentations and qualities (a dryad counts as an elf, for instance). An oni is capable of taking the Trog Traitor quality or Metatype Reduction ware.

0 Comments
2024/10/12
01:16 UTC

1

Great Form Sprites Unbanned + Overcompiling

Great Form Sprites are back, along with some other changes to sprites.

  • Sprites now cause Overcompiling, similar to Oversummoning with the exception of beginning at L11 and above instead.
  • Technoshamans cannot make a Sprite Pet higher than their Resonance Score.
  • To compensate for this, they get the access to make Great Form Sprites again. Each of their Great Form powers have been altered.
  • Compiling Great Forms causes 1.5x more Fading, not 2x.
  • Note that after the Great Form Sprite power has been used, the sprite always leaves.
  • This replaces their HRAW daemon.

Companion Sprite - Sacrifice -> The Companion Sprite self-destructs, giving the target's Matrix Condition Monitor bonus (Level) number of boxes. If the target is a technomancer, treat this in a manner similar to the Aegis echo. These boxes remain for (Level) Combat Turns before finally collapsing.

Courier Sprite - Freenet -> "To use Freenet, the Courier Sprite must perceive two Matrix personas, hosts, foundation hatches or a combination of the two. It can create a wormhole leading from one to the other, however it can't make wormholes leading out of foundations. This can even take personas inside of hosts without having to gain a MARK first. This wormhole is strictly one way and instantaneous. This wormhole is open for (Level) Combat Turns and discreet: detecting it requires a Matrix Perception test that the Courier Sprite resists with Level + Sleaze. The wormhole can be targeted with Matrix attacks and cannot resist them. If the wormhole takes any Matrix Damage, the sprite disappears."

Crack Sprite - Gatekeeper -> The sprite must target a persona other than itself as a Keymaster and a host or device as the target. The Keymaster can share MARKs on a target that they have 3 MARKs on. The number of personas that they can share MARKs to is equal to (Sprite Level / 2). This power lasts for (Level) Combat Turns before dissipating. After the power drops, any shared MARKs disappear as well. The Keymaster keeps their MARKs.

Data Sprite - Archivist -> The sprite taps into the Foundation of a host with a Rating no greater than the sprite's Level. This power allows the sprite to attempt one Foundation action without entering the Foundation itself. The Null Node cannot be accessed this way, all others are viable targets. The sprite may only attempt one test, meaning actions requiring multiple tests will not be possible. This is limited to Computer, Electronic Warfare and Hacking-related tests.

Fault Sprite - Mangler -> As a Complex Action, make a Cybercombat + Resonance (Level) vs. Willpower + Firewall test against a persona, device, icon or host. If you succeed, you can disable 1 Matrix Action of the sprite's choosing. If targeting a host, afflicts all IC launched by the host, preventing them from taking their usual action. Lasts until the target has had (Sprite's net hits) Action Phases or until it reboots. The Stability power of Machine Sprites can protect a target from Mangler at the cost of immediately removing the effects of Stability.

Generalist Sprite - Multiprocessing -> Grants the Multiprocessing quality to the target for as long as the power is sustained, calculating the effects using the Sprite's Level instead of an AI's Depth. During this time, the sprite cannot move or take any other action. It also has to be on the same grid as the target unless the target is benefiting from the effects of Transcendental Grid.

Machine Sprite - Resistor -> Allows a Matrix-bricked device to continue functioning assuming Resistor was used on it before its Matrix Condition Monitor was filled. If the device is destroyed physically, this power cannot save it. Operating equipment that is only kept online by Resistor incurs a -2 dice pool penalty to all actions. This power has no duration unless the device would otherwise be inoperable, in which case Resistor can only be sustained up to (Level) Combat Turns, at which point the sprite disappears and the device is bricked unless it was repaired during Resistor's duration. During the sustaining time of Resistor, the target device also cannot be forcibly rebooted.

If this change causes you as a Technoshaman player to not want to play a technoshaman any longer you may approach Council for a triggered resubmit permission.

0 Comments
2024/10/12
01:13 UTC

1

Fixation Buff

Fixation metamagic from the core rulebook receives the following buff:

Whenever you're creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. With the Durable Preparations quality, this time is (Potency x 3) Days instead. A fixated preparation gains a bonus against Disjoining equal to the enchanter's Magic score. In all other ways, this preparation behaves normally. You may only have one fixation preparation at any given time in this manner. If you already have one or more fixated preparations, Fixation costs karma to use as per RAW. You may only create a karma-free fixation preparation by having none stored or active.

0 Comments
2024/10/12
00:58 UTC

1

Health Preparations & Potion Maker

Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. This explicitly overrides the health preparations' requirement to only be command triggered.

0 Comments
2024/10/12
00:49 UTC

1

Run & Gun Missing Ammo Types

These were mentioned in Run & Gun but had no real stats until Run & Gun Errata for the most part. Here's the specifics.

  • Gyrojet Plus Rockets: +1P AP-- 16F 200¥
  • Gyrojet Taser Rockets**:** 6S(e) –half — 14F 300¥ Whenever a Called Shot calls for this, use our Gyrojet Stick n Shock rounds instead.
  • Gyrojet Tracker Rockets with Security Tag: — — — 14F 200¥
  • Gyrojet Tracker Rockets with Stealth Tag: — — — 16F 125¥
  • AV rounds: DV —, AP Mod –1/–5(–1 for personal, –5 for vehicle armor), Avail 14R, Cost 175¥
  • Assault Cannon AV rounds: DV —, AP Mod –1/–5(–1 for personal, –5 for vehicle armor), Avail 14R, Cost 400¥

Note: Run & Gun mentions Hi-C rounds, this is actually meant to be Hi-De Rounds from Hard Targets.

0 Comments
2024/09/15
22:12 UTC

3

Noble Sacrifice Nerfed

Noble Sacrifice had some undesirable interactions with some of our existing houserules and other mechanics. To remedy that, we're adding a couple of restrictions on how it interacts with some damage sources so nothing gets out of hand or just plain goofy.

  • Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.
  • Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner's Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn't make it free to anyone).
  • Protection Magic Points last until the next sunrise or the next sundown.
  • Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:
  1. Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.
  2. Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.
  3. Reduce the dice a spirit being summoned rolls to resist summoning by one per point, to a minimum of 1.
  4. These can be used on spells and spirits of your own or those of your allies.

As you can see, you can't increase the Force directly any more, mostly to make sure you can't get around Oversummoning with this. And you can't tank someone's sleep deprivation or heat stroke now, either. If this ruins your build, my sincerest apologies as Mechanics Head.

Voted Yes: Syphilen, Asmo, Teko

0 Comments
2024/08/23
18:32 UTC

2

Cyberskull Capacity Changes

Partial, Obvious and Synthetic Cyberskulls get a bit of a capacity upgrade!

Obvious Skull: 6 Capacity
Partial Skull: 4 Capacity
Synthetic Skull: 4 Capacity

After that, we're lowering the capacity of some items if installed into these skulls.

Improved Synth Skin: 1 Capacity (already resolved in another houserule, listed for clarity)
Oral Slasher: 2 Capacity
Junkyard Jaw: 3 Capacity
Cyberfang (or Retractable): 1 (or 2) Capacity
False Face: 2 Capacity

0 Comments
2024/08/14
01:07 UTC

2

Neurostun, Pepper Punch, Tear Gas Overflow Change

Neurostun, Pepper Punch and Tear Gas only overflow into Physical once per minute if the Stun Condition Monitor is already full.

0 Comments
2024/08/14
00:44 UTC

1

Mundanes Learning Assensing/Astral Combat

Now possible, with caveats.

Can be gained with skill ranks in chargen, indicating the character spent time learning it with Shade or other external means of attaining temporary astral perception before becoming a PC. Can be gained post-gen, but requires the expenditure of resources.

For each rank learned post-gen, a mundane character has to purchase and use 4 doses of Shade. Effectively it means 4,000 Nuyen spent for each rank gained, but you may flavor this to Perfect Sight preps or spending a lot of time in alcheras and the sort. This applies to both skills.

Note that even though you may learn these skills, you can't use them by default and have to access astral access from elsewhere, such as with Shade.

0 Comments
2024/08/13
15:41 UTC

1

Offensive Movement Power Usage

The Movement power, when used on unwilling targets, now has to oppose BOD+STR as per Manipulation Spells. However, being a critter power and not a spell, it's not subject to Arcane Arrested, Magic Resistance or Counterspelling. This is to make sure you can't freely delete every enemy's movement and grenade them to death.

0 Comments
2024/08/13
15:36 UTC

1

Character Unretirement Rule Addendum

In addition to the current rules for unretiring characters, a new section is added:

"If the character slot was used for another PC already, once a year you can unretire any past PC as long as you have an appropriate slot available (default or prime). This excludes characters that were forcibly retired. If rules have changed since then, they must be adjusted appropriately to be gameplay legal. For minor adjustments, open a Council ticket."

0 Comments
2024/08/04
22:15 UTC

2

New Mentor Spirit: Spitting Cobra and Stag Change

Spitting Cobra:

Skill Bonus: +2 to throwing weapons
Adept: 2 ranks of precision throwing
Magician: +2 to combat spells
Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you're no longer in melee reach of an enemy.

Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there's room to breathe, aggressive until threatened directly then very quickly gets defensive.

Stag Change:

The Stag Mentor spirit now gives either +2 to blades or +2 to clubs

0 Comments
2024/07/21
13:02 UTC

1

Advanced Alchemy Compound: Cinderella

Type: M

Duration: Permanent (see description)

Range: Touch

Exotic Ingredient: Special

Requires a material link to the target. When activated, the preparation alters the subject's aura to look like whatever the material link's origin's aura was like at the time of the sample being taken. If the target was masking, the masked aura will be used. This change isn't instantaneous and takes (Potency) minutes before completion. Realizing the aura is fake will require an Assensing test with a threshold of the hits the preparation got with its Force + Potency roll.

The altered aura lasts for 24 hours and the spell isn't sustained during this. After 24 hours have passed, natural shifts in a living being's aura begin to shred the disguise and it becomes trivial to see through. Background counts do not affect the altered aura, but if the background count of the environment is higher than the preparation's Force or Potency during the onset time, the preparation fails. The astral signature of Cinderella begins fading after the onset time ends and can be scrubbed without removing the altered aura.

0 Comments
2024/05/29
19:22 UTC

1

Disconnecting From Matrix & Linklock

Getting disconnected from the Matrix when you're linklocked causes dumpshock. Due to the nature of AR, device users in AR can ignore this drawback. This reboots you and you lose all relevant effects like MARKs, sustained CFs and OS.

0 Comments
2024/05/15
17:56 UTC

1

Immortal Flower Drawback Changed

Immortal Flower's drawback is changed from...

"For every 20 boxes of damage sustained while the user is under the influence, permanently reduce the character’s Essence by 0.1."

into

"For every 20 boxes of damage healed in a 24 hour window with Immortal Flower's effects, permanently reduce the character's Essence by 0.1. Revitalization treatments can repair this loss."

In addition, Immortal Flower's Speed is changed from 16 Combat Rounds to 16 Combat Turns for clarity's sake.

Voted Yes: Asmo, Teko, Syphilen

0 Comments
2024/05/15
00:41 UTC

1

Fooling Wards

After considerable deliberation, we've decided that the little side tab in Street Grimoire is going to just make Alarm Wards useless if it's read too restrictively. So, here's how it's going to be!

  • If you attack a ward, the owner is alerted regardless of how hard you hit it. Completely missing (0 hits) doesn't alert.
  • If you sleaze through a ward, failing alerts the owner, success doesn't.

These mechanics are altered by two things: the Flux metamagic and Alarm Wards.

  • If you sleaze through a ward in Flux, neither success nor failure alerts the owner.
  • Alarm Wards alert the owner in the case of both failures and successes.
  • Sleazing through an Alarm Ward in Flux is the only way to get through without alerting the owner.

Voted Yes: Teko, Asmo, Syph

0 Comments
2024/05/03
10:16 UTC

1

Lucifer Lamps Make A Comeback!

Back with a vengeance from SR4 Arsenal, Mitsuhama's famed dual-natured flashlights have become accessible again! Seems to have suffered a major price hike, however.

In 2066, metaphysicists discovered that a modulated electrical current introduced through a filament laced with orichalcum causes the filament to shed dual-natured light, illuminating both the physical and astral planes.

Physical and astral solids both block dual-natured light, causing unusual shadows on the physical and greater defi nition on the astral. Lucifer lamps make excellent additions to magical security setups and as a form of astral communication via semaphore. The light given off by a Lucifer lamp is dim on the physical, but suffi cient for characters with low-light vision to see by.

  • Availability 15, cost 35,000 ¥
  • The light bulbs burn out over time. Replacements are Availability 12, 500 ¥
  • Bulbs have a life expectancy of one hour if undamaged.
  • Lucifer lamps cannot be strapped to armor or a weapon due to its unwieldiness, they must be held in one hand or attached to a Medium+ sized drone (1 capacity).
  • A lucifer lamp projects a cone of dual-natured low light illumination. Visibility modifiers apply, but allows visual Perception checks to see astral forms, signatures and other events (GM fiat). Awakened characters gain a +2 modifier to assense astrally active subjects caught in the light.
  • Perceiving astral forms illuminated by a lucifer lamp does not give the same results as Assensing, but relevant knowledge skills or Arcana ranks may permit characters to make educated guesses (GM fiat).
  • Lucifer lamps are fragile. Targeting the lamp is a -4 penalty Called Shot. Area of effect attacks also may damage the lamp:
  1. The attack must deal Physical damage before accounting for armor.
  2. Any DV that gets past the Damage Resistance test goes to the lamp's Condition Monitor
  3. Lucifer lamps have a condition monitor of 7. If it's filled, the current bulb breaks. Switching bulbs takes two Complex Actions; one to remove the previous one, one to attach a new one. You must have a replacement bulb ready; remember the actions required to retrieve an item.
0 Comments
2024/05/02
18:16 UTC

1

Laser Weaponry Update

Due to recent breakthroughs on Ares' materials science, peak-discharge battery packs have almost tripled their capacity in many regards! Some of the laser weapon systems have gained more rugged internals, able to withstand more intensive fire rates! We're in the future, fellas!

  • The Ares Armatus' damage code is now 12P AP-5 and has SA and BF fire modes.
  • The Ares Lancer is now capable of burst firing.
  • The battery packs have increased their energy capacitors!
  1. Clip now has a capacity of 15
  2. Satchel now has a capacity of 30
  3. Backpack now has a capacity of 90
  • Battery pack ergonomics are improved. Detaching a satchel/backpack is a Free Action!
  • Laser weapons have generally more energy-efficient mechanisms.
  1. Redline, Armatus and Repeating Lasers consume 1 charge per shot. Any one pack works.
  2. Lancer consumes 2 charges per shot and has space for loading 2 clips simultaneously.
  3. Archon consumes 3 charges per shot but cannot load clips, only satchels or backpacks.

Voted Yes: Asmo, Teko, Syph

0 Comments
2024/05/02
17:52 UTC

1

Psyche Helps With Complex Forms

Yeah, for some reason it only said sustained spells, not complex forms as well but the lore said it's favored by technomancers so just in case anyone was concerned, it does help the Matrix wizards!

0 Comments
2024/05/02
15:22 UTC

1

Channelling, Binding and Ally Spirits

Magicians who knows the Channeling metamagic are able to bind channeled spirits or turn their ally spirit into a channeled spirit. Do note that a channelled spirit does not have Masking so it will always be very obvious to Astral Perception and the magician will be somewhat permanently dual-natured.

0 Comments
2024/05/02
15:12 UTC

1

Ghost Hounds Details

Ghost Hounds from Howling Shadows are good boys with varying levels of capacity for detecting astral shenanigans. The prices for them are as follows:

  • Ghost Hounds capable of Magic Sense cost 7,000 Nuyen and have an availability of 8R.
  • Ghost Hounds capable of full-on Astral perception cost 9,000 Nuyen and have an availability of 10R.

Do remember that Ghost Hounds are highly sensitive in regards to invasive additions and lose their abilities from any augmentations whatsoever.

0 Comments
2024/05/02
15:09 UTC

1

Device-targeting Matrix Actions

You can use Reboot Device on your own device without a test, but you are also allowed to target devices that are personas. Format Device and Jam Signals can also target devices that are personas. Note the marks required for these actions.

0 Comments
2024/04/26
23:12 UTC

1

Control Device & Gunnery

Using Control Device (Core 238) to make multiple mounted weapons fire at the same target or separate targets requires the Multiple Attacks free action and thus splitting your dicepool.

0 Comments
2024/04/26
23:03 UTC

2

Divination Turned Into Metamagic

The Augury/Sortilege ritual is no more. Instead, we're bringing back something more like 4e Divination:

Divination Metamagic: In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the arcana+logic+IG skill test to interpret these flashes, see the table on SG 125 for difficulty examples.

While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt. Initiates entering the Divination art must first take Divination before any other metamagic in the art.

  • Those with the Augury & Sortilege ritual can remove it and just add the metamagic with the newest Chummer amends. Any paid karma can be refunded.
  • This means the Oracle mentor is no longer the only way non-Sorcerers can access Divination, but are free to choose other mentor spirits as well, since Divination is no longer dependent on Ritual Spellcasting.
  • Oracle's bonus remains RAW, except now you actually can choose a Divination metamagic. The book even calls it a metamagic in Oracle even though A&S is a ritual. Guess they forgot that. Thanks, CGL!
  • Oneiro works with these rules as well.
  • Sympathetic and Symbolic Links are still usable. Instead of their usual effects, they increase the interpretation threshold by 1 and 2 respectively.

Voted Yes: Teko, Asmo, Syph

0 Comments
2024/03/08
21:50 UTC

1

New Magical Compound: Khamsa

A small homebrew item is added to ShadowHaven Reloaded: khamsa!

A development borne of confidential research, the Eloyce Inhibitor - better known by its colloquial title, 'khamsa' - was designed through study of both FAB strains and SURGE mutations interacting with the Astral Plane.

When ingested, body heat activates the bacteria that quickly spreads through the user's bloodstream. Similarly to FAB III, it feeds on mana; unlike FAB III, this is a much more sluggish process, akin to photosynthesizing via astral 'light'.

This dims the colors of the user's aura to nearly background levels, while at the same time, the astrally luminescent byproducts create a flowing aura in their host's form. While khamsa is active, the user's aura is masked to a generic mundane metahuman with no particular mood. If an astral observer gets at least 3 hits on an Assensing Test, they do not see the underlying aura, but it becomes apparent the presented one is fake, similarly to noticing camera footage is being looped.

If a prospective user is currently on the astral plane (astrally perceiving or projecting), or enters it while khamsa is active, the effect is immediately lost. Instead, they suffer from nausea for 10 minutes. HMHVV Infected are entirely unaffected by khamsa.

HMHVV treats the bacteria like a hostile claimant and viciously defends its host, similar to its response to CFD. Crash: Astral Beacon for equal duration, -1 dicepool on all actions per dose consumed (resets after resting properly, enough to regain Edge). Triggering Nausea also triggers the crash.

Khamsa will cost 2,500 ¥ , has an Availability Rating of 12F and counts as a Chrome Flesh Magical Compound like Little Smoke, Ayao's Will and Rock Lizard Blood. The substance is ingested and has a Speed of 1 minute. Once active, it will last 1d4+Essence hours. Its exotic ingredient is FAB III, making creating khamsa a very nerve-wracking process!

It has the Addiction Rating of 7, Addiction Threshold of 3 and its addiction type is Psychological.

Credit of the original design goes to Zene!

0 Comments
2024/02/21
23:00 UTC

1

Initiating Out Of Character Generation

Awakened characters can now initiate without having to do a run first -- this is primarily done to alleviate the Masking needs for drakes and Infected at points.

Amendment: Also applies to submersions. I forgot to add that part.

Voted Yes: Teko, Asmo, Syph

0 Comments
2024/02/05
14:48 UTC

1

Pantheon Industries Mercury-Alpha Signal Booster Unbanned

The Signal Booster is altered to function as follows:

Can only be used in one mode at a time; switching modes is a Simple Action.

  • In passive mode, provides 4 Noise Reduction against all noise and doubles effective range (AR Matrix overlays and automatic Matrix perception occurs at 200m instead of 100m)
  • In active mode, provides +2 dice pool bonus on EWAR tests.
  • Linked Pi-TAC units can distribute the +2 bonus to assist other operators without a teamwork Test, this requires a Simple Action. The bonus is a teamwork bonus for all intents and purposes but does not require the user to possess the teamworkable skill. Magic and Resonance actions can't be teamworked this way, obviously.

Voted Yes: Asmo, Syph, Teko

0 Comments
2024/02/05
11:20 UTC

1

Paralyzing Howl Changed

The existing houserule for Paralyzing Howl is as follows:

"The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower.

This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums."

This effect is changed to the following:

"The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter's hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects.

If the critter wins, the target’s Reaction or Agility (attacker's choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute."

Voted Yes: Asmo, Syph, Teko

0 Comments
2024/02/05
11:11 UTC

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