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		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Magic:Traditions&amp;diff=3658</id>
		<title>SR5:Magic:Traditions</title>
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		<updated>2022-02-19T04:54:16Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Add Egyptian tradition from SSP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!NAME!!COMBAT!!DETECTION!!HEALTH!!ILLUSION!!MANIPULATION!!DRAIN!!SOURCE&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=The Hermetic Mage|Combat=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Health=[[SR5:Spirits:Basic#Spirits_of_Man|Man]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Drain=Logic + Willpower}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=The Shaman|Combat=[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Health=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Man|Man]]|Drain=Charisma + Willpower}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Aztec|Combat=[[SR5:Spirits:Basic#Spirits_of_Guardian|Guardian]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Health=[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]|Drain=Charisma + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Black Magic|Combat=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Health=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Man|Man]]|Drain=Charisma + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Buddhism|Combat=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]|Health=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Drain=Intuition + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Chaos Magic|Combat=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Health=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Man|Man]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Drain=Intuition + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Christian Theurgy|Combat=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Health=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]||Drain=Charisma + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Druid|Combat=[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Health=[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Drain=Intuition + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Egyptian|Combat=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Health=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Drain=Intuition + Willpower|Source=SR5:SSP}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Hinduism|Combat=[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Health=[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Drain=Logic + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Islam|Combat=[[SR5:Spirits:Basic#Spirits_of_Guardian|Guardian]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Health=[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Drain=Logic + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Path Of The Wheel|Combat=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]||Health=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Drain=Charisma + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Qabbalism|Combat=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Health=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Task|Task]]|Drain=Logic + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Shinto|Combat=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Health=[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Man|Man]]|Drain=Charisma + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Sioux|Combat=[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]|Health=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Guardian|Guardian]]|Drain=Intuition + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Vodou|Combat=[[SR5:Spirits:Basic#Spirits_of_Guardian|Guardian]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Health=[[SR5:Spirits:Basic#Spirits_of_Man|Man]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]||Manipulation=[[SR5:Spirits:Basic#Spirits_of_Task|Task]]|Drain=Charisma + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Wicca|Combat=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Health=[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Drain=Intuition(Goddess Wicca)/Logic(Gardnerian Wicca) + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Wuxing|Combat=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]|Health=[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]||Drain=Logic + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Zoroastrianism|Combat=[[SR5:Spirits:Basic#Spirits_of_Man|Man]]|Detection=[[SR5:Spirits:Basic#Spirits_of_Water|Water]]|Health=[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]|Illusion=[[SR5:Spirits:Basic#Spirits_of_Air|Air]]|Manipulation=[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]|Drain=Logic + Willpower|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Magic Traditions Row|Name=Insect Spirits|Combat=Soldier|Detection=Scout|Health=Caretaker|Illusion=Nymph|Manipulation=Worker|Drain=Intuition + Willpower|Source=SR5:SG}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common magic traditions of the Sixth World are presented below. The outlines of how to use traditions in Shadowrun are presented on p. 279, SR5. Each tradition presented below includes preferred spells and/or adept powers for that tradition. There are no benefits in game mechanics for choosing those spells; they are there so that players can give their characters the flavor of that tradition. The descriptions also include the type of spirits each tradition uses to perform particular functions, as well as the attributes they use for Drain. Mages of that particular tradition may only summon the spirits listed with the tradition, and they are restricted in the tasks they can assign them. Assigning tasks outside the general area of their tradition will not receive a response from the spirit (for example, a Buddhist mage telling an air spirit to heal him will get no response, as air is a Combat spirit in that tradition, while the Health spirit is earth). Descriptions also include notable teachers in each tradition who can be used in games to help characters advance in a particular tradition. Note that when a tradition is described as a “possession tradition,” replace the spirit power of Materialization in any spirits summoned by conjurers of that tradition with Possession (p. 197).&lt;br /&gt;
&lt;br /&gt;
A magical tradition describes how you interact with mana. Sure, you don’t necessarily need things like chants, elegant hand gestures, muttered curses, and a holistic philosophy to sling spells and summon spirits, but it sure helps you connect to the magic, and your tradition gives you exactly that. Often, when looking for ways to focus, people fall back on elements of their culture or background that they associate with magic. If you spend your whole life thinking that magic happens when you wave a small wand, having such a wand in your hand helps you focus your abilities. Or maybe you’ve been told that magic can be contained in a beaded necklace—in that case, holding and fingering such a necklace is precisely what you need. All magicians are members of one of the magical traditions.&lt;br /&gt;
&lt;br /&gt;
There are many different magic traditions in the Sixth World, and we have two of them for you here. The hermetic tradition values a scholarly, logical approach to spellcasting. Shamanic magic is looser, wilder, and can gain strength from the magician’s personality. Followers of the hermetic tradition are called mages, while followers of the shamanic tradition are called shamans.&lt;br /&gt;
&lt;br /&gt;
Different aspects of the world (the elements) are important to traditions in different ways—the description of '''each tradition describes how each element lines up with the different types of spells, reagents, and spirits''' in their thinking, indicating which '''types of spirits and spirit powers they might be likely to call upon in particular situations'''. Each tradition’s description also includes the Attributes used in the Drain Resistance Test for spellcasters of this tradition.&lt;br /&gt;
&lt;br /&gt;
==The Hermetic Mage==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Hermetic Tradition&lt;br /&gt;
|-&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Man|Man]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Logic + Willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. In hermetic thinking, casting magic involves imposing the magician’s will on the universe—so you can imagine some of the egos that emerge when mages get together. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research.&lt;br /&gt;
&lt;br /&gt;
Mages create circles of power (they’re really just magical lodges, just with a hermetic twist, but don’t try to tell a mage that). Hermetic reagents include minerals, ores, and other elements—a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&lt;br /&gt;
&lt;br /&gt;
Mages, unsurprisingly, take a somewhat arrogant view on conjuring. The mage tends to believe that spirits are intelligent but inferior beings predestined for servitude. With that mindset, mages tend to be more comfortable binding spirits than are spellcasters of other traditions.&lt;br /&gt;
&lt;br /&gt;
==The Shaman==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Shamanic Tradition&lt;br /&gt;
|-&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]] &lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Man|Man]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Charisma + Willpower&lt;br /&gt;
|}&lt;br /&gt;
The shaman uses mana to balance the world of nature and their own will. They believe in harmony and guidance, observing the world and using emotion to weave magic. They respect the gift of magic that connects them to the flow of the spirit of life. To the shaman, the earth is a living being, and her children are spirits who guide and aid those that support her; spirits of the sky, mountain, birds, rats, even metahumanity. Shamanism has been practiced far longer than hermetic magic and can be found in all parts of the world, although it wasn’t taken seriously by modern metahumanity until the Great Ghost Dance. To the shaman, casting a spell is asking a greater universal entity, such as a mentor spirit, to grant her power.&lt;br /&gt;
&lt;br /&gt;
Shamans call their magical lodges “medicine lodges.” A medicine lodge (also known as a sweat lodge, inipi, kiva, temazcal, or a number of other names) can take a variety of forms, including a small domed hut with an animal skin roof or a hole dug into the ground and carefully covered with a ceiling of woven branches, or in an urban area a small room filled with skins, painting, and artistically decorative urban junk.&lt;br /&gt;
&lt;br /&gt;
The wilderness is an excellent place for shamans to gather reagents, finding plant and animal parts, naturally shaped stones, and vials of water in such pristine locations. Knowledge of zoology, parazoology, botany, and parabotany help them find and harvest these materials. In urban areas, shamans find that the spirit of life also inhabits in the cities. So-called “street shamans” find reagents in urban animals, naturally worn stones in parks or waterways, and handcrafted jewelry made with natural materials. Knowledge of architecture and crafts helps find this sort of reagent.&lt;br /&gt;
&lt;br /&gt;
The shamanic perspective on conjuring is based on a belief that spirits are intelligent and ancient, and they should be treated with the respect one would show an elder. Due to their belief that spirits are everywhere, shamans frequently summon spirits from the area when the need arises, rather than binding spirits for long periods. Shamans often develop personal connections to spirits, following them as they learn magic.&lt;br /&gt;
&lt;br /&gt;
==Aztec==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Aztec Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guardian|Guardian]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Charisma + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Manipulation#Calm_Animal.2C_Calm_Pack|Calm Pack]]||[[SR5:Spells:Manipulation#Compel_Truth|Compel Truth]]&lt;br /&gt;
|[[SR5:Spells:Detection#Borrow_Sense.2C_Animal_Sense.2C_Eyes_of_the_Pack|Eyes of the Pack]]||[[SR5:Spells:Combat#Shatter.2C_Powerbolt.2C_Powerball|Powerball]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Health#Resist_Pain|Resist Pain]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Animal_Empathy|Animal Empathy]]||[[SR5:Adept_Powers#Enhanced_Perception|Enhanced Perception]]&lt;br /&gt;
|[[SR5:Adept_Powers#Natural_Immunity|Natural Immunity]]||[[SR5:Adept_Powers#Temperature_Tolerance|Temperature Tolerance]]&lt;br /&gt;
|}&lt;br /&gt;
Read the title again. It says “Aztec.” Not “Blood.” Blood Magic and Aztechnology are so closely intertwined in the minds of many in the shadows that they are viewed as one in the same (and both use the same term, nahualli, for their priests). But the magic as practiced by Aztechnology is not deeply tied to Aztec traditions—it’s mainly connected to the way Aztechnology likes to function. But enough about what the Aztec tradition is not. What it is, at the core, is the idea that every living being, even the gods, share a portion of their soul with an animal twin. Every nahualli must have a mentor spirit that represents their animal twin, and their relationship to that mentor is complex. They do not so much try to emulate the traits of their mentor as incorporate those traits in their magic, using the skills of their mentor to compliment their own abilities.&lt;br /&gt;
&lt;br /&gt;
There are traditionalists following Aztec ways who insist that elaborate headdresses and flowery plumage are the only proper garb for one performing Aztec magic, but they are offset by others who believe the mana you wield does not much care how you look. To them, their relationship with their mentor and the spirits they can channel through them are what matters. If a weighty headdress helps you focus on your work, that’s fine. But if you can do what you need with a baseball cap on while sparing yourself a headache, so much the better. In former times, ritual spellcasters were largely attracted to the Aztec tradition, but recent years have seen a number of individual spellcasters following this path as well. This is due, at least in part, to people separating Aztec from Aztechnology and deciding that following the one did not mean tying yourself in with the other. These spellcasters can often be found in more rural areas as they seek to better commune with their mentor in the wild. The rough life they sometimes lead has ended up being attractive to some adepts as well, who often enjoy a physical challenge.&lt;br /&gt;
&lt;br /&gt;
Tlalli Ichtaca was on her way to becoming a nahualli in Tenochtitlan when she stumbled across a Matrix site explaining the differences between what she was learning and older Aztec traditions, and she decided the older ways were much more appealing. Aztechnology does not like to give up on its people easily, though, so she quickly understood that she’d be best serve leaving Aztlan. She managed to escape to the Pueblo section of Denver, where she figured she would be safe from Aztechnology’s prying eyes. She set up shop teaching people her newfound ways, and became known for her patience and good humor. The recent return of Aztechnology to Denver has made her situation more precarious, though at least she now has a cadre of students to watch her back.&lt;br /&gt;
&lt;br /&gt;
==Black Magic==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Black Magic Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Man|Man]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Charisma + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Illusion#Confusion.2C_Mass_Confusion.2C_Chaos.2C_Chaotic_World|Chaotic World]]||[[SR5:Spells:Manipulation#Control_Actions.2C_Mob_Control|Control Actions]]&lt;br /&gt;
|[[SR5:Spells:Manipulation#Control_Thoughts.2C_Mob_Mind|Control Thoughts]]||[[SR5:Spells:Combat#Death_Touch.2C_Manabolt.2C_Manaball|Death Touch]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Illusion#Euphoria.2C_Opium_Den|Opium Den]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Commanding_Voice_.28SR5:SG.29|Commanding Voice]]||[[SR5:Adept_Powers#Cool_Resolve|Cool Resolve]]&lt;br /&gt;
|[[SR5:Adept_Powers#Killing_Hands|Killing Hands]]||[[SR5:Adept_Powers#Voice_Control|Voice Control]]&lt;br /&gt;
|}&lt;br /&gt;
Interested in learning Black Magic? Start by taking your books by Crowley and LaVey, along with your fake Necronomicon, and throwing them out the window. Black Magic isn’t messing around. It isn’t dressing up “be yourself” platitudes in trappings of darkness. It’s not there to say “boo” and then go away so you can tuck yourself in at night and sleep soundly. It is mean, brutal, and focused. It has a bad reputation because it deserves it.&lt;br /&gt;
&lt;br /&gt;
The key of Black Magic is to combine hedonism with sustainability. Any idiot can score some novacoke or drop a few nuyen on a prostitute, but that’s bush-league stuff. Black Magic is not just about fulfilling a desire; it’s about the satisfaction of having people line up to give you what you want, of bending them to your will so that they forsake everything they thought was important to them in order please you. If you cannot conceive of the satisfaction that can come from that, you have no place in Black Magic. Black Magic understands that evil is not about random, uncontrolled destruction—it is about the systematic breaking down of others to facilitate your own pleasure and enjoyment.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most dangerous thing about Black Magic is how appealing it can be. Sometimes practitioners will invoke the symbols from other religions or traditions— demonic horns, pentagrams, swastikas, the Masonic eye—mainly to get a rise out of people, or to convey the perception that they are doing something illicit, but don’t be fooled. Black Magicians put little stock in the magical power of these symbols. They are primarily interested in how they can use those symbols to manipulate others—which is their real area of interest. Black Magic can occasionally be in your face, but more often it relies on subtle insinuation, manipulation, and subversion so the practitioner can gently lead their targets where they want them to go. And then lower the spiked fist on them.&lt;br /&gt;
&lt;br /&gt;
Black Magic takes all kinds of practitioners, as long as they are willing to dedicate themselves entirely to this way of doing business. Spellcasters can use magic to dominate the minds of others, conjurers can call forth spirits to do their bidding (predictably, Black Magic practitioners tend to be haughty toward their spirits), and adepts can use their social skills to talk people into giving what they want. And mystic adepts can do a little of everything.&lt;br /&gt;
&lt;br /&gt;
While some Black Magicians work together when they find their interests overlap, they are not by and large a group that sees much virtue and benefit in collective action. They are more likely to work their way into the ranks of some other organization, make their way to the top, and then turn that whole organization into a Black Magic organization—or at least an organization that serves the needs and desires of a particular Black Magician.&lt;br /&gt;
&lt;br /&gt;
The fact that a Manhattan mage named Juliette Burma put out a notice on the Matrix saying she was looking for “willing students of the dark arts” is reason enough for most people to steer clear of her. Black Magicians generally don’t like teaching anyone anything, and if they are advertising it’s because either they’re lying about their abilities, they have some secret plan to take advantage of you, or both. But a few street mages who used to be good for nothing more than card tricks have popped up in The Pit demonstrating some startling new abilities and crediting their growth to Burma. So either she’s legit, or she’s working a very special, longterm operation.&lt;br /&gt;
&lt;br /&gt;
==Buddhism==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Buddhist Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Intuition + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|Hibernate||[[SR5:Spells:Illusion#Mask.2C_Physical_Mask|Mask]]&lt;br /&gt;
|[[SR5:Spells:Illusion#Hush.2C_Silence|Silence]]||[[SR5:Spells:Detection#Spatial_Sense.2C_Spatial_Sense_Extended|Spatial Sense]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Health#Resist_Pain|Resist Pain]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Cool_Resolve|Cool Resolve]]||[[SR5:Adept_Powers#Improved_Physical_Attribute|Improved Physical Attribute]]&lt;br /&gt;
|[[SR5:Adept_Powers#Improved_Sense|Improved Sense]]||[[SR5:Adept_Powers#Living_Focus|Living Focus]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Maintain_Warmth|Maintain Warmth]]&lt;br /&gt;
|}&lt;br /&gt;
The religion of Buddhism has spread across the Sixth World and is commonly practiced throughout Asia, with significant enclaves in North America as immigrants migrated to the continent, either forcibly by their own volition. The religion has developed into three major schools of thought, with only the Vajrayana, or Tantric, school accepting magic as a pathway to nirvana. The other schools largely believe the Awakening is another part of reality to be overcome along the road to enlightenment. While many practitioners of magic claim Buddhism as their religion, the majority of these casters practice a different tradition, normally Wuxing or Shinto. It is believed the majority of this tradition’s followers are located in Tibet, although there are significant numbers in Imperial Japan and continental Asia.&lt;br /&gt;
&lt;br /&gt;
The Vajrayana method of instruction is largely based on the relationship between the master and the pupil. Spells are taught, not studied from a formulae, and are usually part of a larger lesson for the pupil to understand. It is highly unusual for any member of this tradition to attempt to learn a spell from any source other than a teacher, although some practitioners claim Matrix instruction works in the same way.&lt;br /&gt;
&lt;br /&gt;
Buddhist magical techniques include mantras for ritual techniques, with yoga as a method for meditation and physical exercise. Practitioners explain the metaplanes through the use of mandalas to serve as maps. Some Buddhist adepts have a mentor spirit which normally takes the form of yidam, an enlightened being that the yogi meditates on in an attempt to gain enlightenment. The majority of known followers of this tradition are mystic adepts, but that majority is a slim one with mages and physical adepts also well represented in their ranks.&lt;br /&gt;
&lt;br /&gt;
Jeremy Blue Sky, a practitioner of this tradition, resides near Bellingham, Salish-Shidhe. It is considered unusual for a tribe member to practice what locals consider a foreign religion, but Jeremy was raised with Buddhism as the son of an MCT employee assigned to Tsimshian and a local resident. Shortly after reaching majority, Jeremy received Salish citizenship and established a shrine in Sedro-Woolley. He regularly teaches three pupils at the shrine, although only one is normally Awakened. He is also known to take on temporary students from the shadows, although he forbids outside distractions while teaching one of these individuals.&lt;br /&gt;
&lt;br /&gt;
==Chaos Magic==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Chaos Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Man|Man]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Intuition + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Illusion#Confusion.2C_Mass_Confusion.2C_Chaos.2C_Chaotic_World|Chaotic World]] (natch)||[[SR5:Spells:Combat#Flamethrower.2C_Fireball|Flamethrower]]&lt;br /&gt;
|[[SR5:Spells:Manipulation#Mana_Static|Mana Static]]||[[SR5:Spells:Manipulation#Animate.2C_Mass_Animate|Mass Animate]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Manipulation#Shape_Material|Shape [Material]]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Adrenaline_Boost|Adrenaline Boost]]||[[SR5:Adept_Powers#Improved_Reflexes|Improved Reflexes]]&lt;br /&gt;
|[[SR5:Adept_Powers#Rapid_Healing|Rapid Healing]]||[[SR5:Adept_Powers#Spell_Resistance|Spell Resistance]]&lt;br /&gt;
|}&lt;br /&gt;
Degrees in Thaumaturgy. Lectures on how mana responds to different strains of plant life. Longitudinal studies on the effects of living adjacent to ley lines. All these things make Chaos Magicians cringe. They tend to view the academic view of magic as narrow and stultifying, spending so much time studying the individual notes that they completely miss the music. Magic, in their eyes, is not supposed to be confined and measured. It is to be experienced, felt, and enjoyed.&lt;br /&gt;
&lt;br /&gt;
For some Chaos Magicians, performing magic is the path to fulfillment. For others, it’s about power. Some Chaos Magicians believe they are more powerful when they do not limit themselves to the trappings of any one tradition. As they listen to and learn from others, and as they pay attention to their own experiences, they see what works and what doesn’t. If it works, no matter what tradition it originates from, they use it. And if it doesn’t, they throw it away. Their broad-mindedness makes them quite comfortable with technology. If tech—from electronic spellbooks to nanite-fabricated lodges—can make it easier for them to do their work, they’ll embrace it.&lt;br /&gt;
&lt;br /&gt;
In many ways Chaos Magic is a catch-all term rather than a dedicated school of magic. Two Chaos Magicians who encounter each other may spend months together and still not know they belong to the same tradition, because their ways of going about their business are so different. If you look hard enough, though, certain strains of similarity can be found. Chaos Magicians don’t like large institutions, don’t like structure, and don’t like rigidity. If planning goes on too long they tend to get impatient, as they are more than willing to just go out and improvise something rather than think it to death. When situations heat up, they like taking actions that are wild and uncontrolled. Others may find themselves overwhelmed and confused in such situations, but that’s where the Chaos Magician feels most at home.&lt;br /&gt;
&lt;br /&gt;
Given its nature, Chaos Magic attracts all strains of Awakened. Mystic adepts, adepts, spellcasters, conjurers, enchanters, whatever—if you like magic and don’t like order, if you think magic should be more felt than studied, then join the Chaos Magic tradition, get out there, and make it happen.&lt;br /&gt;
&lt;br /&gt;
Reuben Patel came to Chicago as soon as he heard that Governor Presbitero wanted to resettle the Containment Zone. He figured things would be getting suitably weird there in short order and he’d find a lot of work to do. Unfortunately on his first run in, a lucky shot from a ganger ripped his kneecap off. He’s going through an arduous healing process, and he decided to make money on the side by sharing some of the ideas of Chaos Magic with anyone who has a few nuyen and time. He’s not easy to listen to—his train of thought takes the longest possible route to the station—but if you can somehow get on his wavelength, you might be in for some astonishing revelations about how magic could work.&lt;br /&gt;
&lt;br /&gt;
==Christian Theurgy==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Christian Theurgy&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Charisma + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Detection#Detect_Life.2C_Detect_Life_Extended|Detect Life]]||[[SR5:Spells:Health#Heal|Heal]]&lt;br /&gt;
|[[SR5:Spells:Health#Increase.2FDecrease_Inherent_Limits|Increase Inherent Limits]]||[[SR5:Spells:Manipulation#Influence|Influence]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Combat#Lightning_Bolt.2C_Ball_Lightning|Lightning Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Astral_Perception|Astral Perception]]||[[SR5:Adept_Powers#Danger_Sense|Danger Sense]]&lt;br /&gt;
|[[SR5:Adept_Powers#Empathic_Healing|Empathic Healing]]||[[SR5:Adept_Powers#Mystic_Armor|Mystic Armor]]&lt;br /&gt;
|}&lt;br /&gt;
Christianity made its transition to the Sixth World in fits and starts. For some people, it was easy. The supernatural had always played a role in their stories and beliefs, so they simply accepted magic as part of the belief framework they’d always held. Others, however, identified magic with the witchcraft and satanism they’d been warned about for years, so they put up walls (the Catholic Church in particular erecting some strong barriers). The Imago Dei encyclical helped break down those walls, but it also transitioned people away from the belief that magic was a manifestation of godly power. Christian Theurgists in general see magic as a tool they can use to perform God’s work, rather than a direct channel to the divine. Spirits often make Christian Theurgists uncomfortable—they’re not sure if they should treat them like the souls of the dead, angels, devils, or something else, so they’re often more comfortable just leaving them alone.&lt;br /&gt;
&lt;br /&gt;
Christian Theurgists are as organized as their particular branch of Christianity is. Members of the clergy, such as mages in the Order of St. Sylvester, have stricter controls on their behavior, while members of the laity of any denomination who happen to be Awakened may have some guidelines or principles to help them in their use of magic, but the degree to which the follow those guidelines is up to them.&lt;br /&gt;
&lt;br /&gt;
In its ideal form, Christianity is about helping others and relieving their pain where possible, and there are Christian Theurgists who attempt to live up to this ideal. Throughout history, however, there have been all sorts of acts done in the name of Christianity, and that remains the case today. Depending on what part of Christian teachings they emphasize or how they choose to interpret them, Christian Theurgists may be involved in a wide variety of activities ranging from the charitable to the reprehensible. But whatever they do, it will have that certain tinge of a holy crusade.&lt;br /&gt;
&lt;br /&gt;
Christian Theurgists of all stripes can be found throughout the Western Hemisphere, though they become less common in the Eastern (where they tend to be spellcasters). Their conjuring skills are often subpar, and their experience giving instructions to spirits is limited. If you want someone who can clearly word a task without leaving loopholes for the spirit, look elsewhere. They can be potent spellcasters and adepts, particularly when they feel they are advancing the cause of righteousness.&lt;br /&gt;
&lt;br /&gt;
Nathaniel de Leon was led a small group of Sylvestrine monks during the Aztlan-Amazonia War, but his responsibilities essentially ended when all of his underlings were killed during the final purge of Amazonian elements from Bogotá. He is still considered a member of the Order, but his exact assignment is unclear. He has taken it upon himself to find new recruits to serve under him, and that means he is quite willing to pass on Christian Theurgist teachings and ideas to those willing to learn.&lt;br /&gt;
&lt;br /&gt;
==Druid==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Druidic Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Intuition + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Illusion#Camouflage_Check.2C_Physical_Camouflage|Camouflage]]||[[SR5:Spells:Manipulation#Control_Animal.2C_Control_Pack|Control Pack]]&lt;br /&gt;
|[[SR5:Spells:Illusion#Invisibility.2C_Improved_Invisibility|Invisibility]]||[[SR5:Spells:Health#Resist_Pain|Resist Pain]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Combat#Knockout.2C_Stunbolt.2C_Stunball|Stunball]]&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Animal_Empathy|Animal Empathy]]||[[SR5:Adept_Powers#Enhanced_Perception|Enhanced Perception]]&lt;br /&gt;
|[[SR5:Adept_Powers#Plague_Cloud|Plague Cloud]]||[[SR5:Adept_Powers#Traceless_Walk|Traceless Walk]]&lt;br /&gt;
|}&lt;br /&gt;
The umbrella term “druid” encompasses a variety of beliefs, from the nature-centered perspective of Celtic druids to the heavily shamanic viewpoint of wild druids to the esoteric mumblings of English druids. The commonality between the beliefs is the invocation of spirits tied to particular locations and the desire of the druid to work with those spirits to gain a measure of control over what happens in that spot. The Celtic druid may believe in a spirit that predates the existence of humanity, while English druids believe the spirits were shaped by the places and by the humans living there, but in operative terms that is a minor distinction—both believe the spirit is important, and both want the spirit on their side.&lt;br /&gt;
&lt;br /&gt;
There is a strong arcane side to druids as they attempt find the true spirit of the land. Anyone can summon a spirit (well, not anyone, but you know what we mean), but invoking the true spirit of a place is more difficult. Especially since spirits can be tricky beings and may claim to be the spirit of a place without being the real thing. So druids often delve into the history of a spot, looking for clues that may help them uncover the true spirit at the base of that location.&lt;br /&gt;
&lt;br /&gt;
While druids have a great respect for the land, that attitude often is limited to their piece of land. They can be very territorial, working hard to protect their chosen lands while unleashing fury on spots they believe may be a threat to them. They are highly conscious background counts, mana ebbs, ley lines, and other astral phenomena, since they know how those elements can affect the defense of their territory. Many of them are quite proactive in aspecting the mana of their favored area toward their tradition, giving them a very useful advantage.&lt;br /&gt;
&lt;br /&gt;
Conjurers are common among druids, as are practitioners of ritual magic. Druid rituals can be long, formal, and involved, but the results of this are often spells of sweeping, transformative power. Druid adepts are more rare, but they can still be found, ready to fiercely defend the area they have chosen—or that they believe has chosen them. Druids often avoid head-on fights, instead preferring to use their knowledge of the land and nature to hide them and give them the chance to strike out when they can do the most damage.&lt;br /&gt;
&lt;br /&gt;
Ryanne Winter met a spirit she refers to as the guardian of the Bitterroot Forest of the Sioux Nation in 2064. She has communed with this spirit for over a decade, growing more eccentric as she resists the attempts of the Sioux government to drive her out. They are unhappy with her because she regularly defends the Forest agains neighboring territories, mainly by sniping at any hostile-looking creature that gets in her range, including Sioux law enforcement. Obtaining a private sit-down with her won’t be easy, and she might not be entirely intelligible, but she’d certainly have a lot to say about building a relationship with the spirit of a particular place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Egyptian==&lt;br /&gt;
;Source:SR5:SSP&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Egyptian Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Intuition + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|Corrode || Convert Blood to Ichor || Evaporate || Translate&lt;br /&gt;
|-&lt;br /&gt;
| Phantasm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The Egyptian tradition is based on the ancient religion of Egypt, with the practitioners following the path of the priests in using magic (''heka''). Suppressed in its native country, the tradition has a fairly large following in Europe and southern Africa. The tradition has strict rules regarding how and why spells can be cast, and how magic can influence the spiritual essence of the divinities or people, referred to as ''ka'' by the tradition.&lt;br /&gt;
&lt;br /&gt;
The spirits of this tradition frequently take the form of the Glorious ones, who include the deities of the original religion and the pharaohs who joined them in godhood. The practitioners of this tradition often take one of these figures as a mentor spirit, but even those who do not speak of the Glorious ones with reverence. Egyptian practitioners generally summon these spirits into wax figurines, although they can also inhabit a living being when needed.&lt;br /&gt;
&lt;br /&gt;
The customs and trappings of this religion and tradition have largely been reconstructed through translation of the ancient texts, and this activity is responsible for resurgence in hieroglyphic instruction in a number of universities. The reconstruction of the tradition has also led to a number of private expeditions attempting to reach ancient ruins in search of more information about the life of a heka priest and possible spell formulae in the inscriptions on tomb walls. There are also a number of translations of new hieroglyph documents published on Matrix sites, but these appear to be the work of amateur scholars trying to learn the language and are of dubious reliability.&lt;br /&gt;
&lt;br /&gt;
Fernando Jenningsen is a study in contradictions. The magician dresses in cutting-edge fashion when slumming, then dons his trademark &amp;quot;gutter-chic&amp;quot; when rubbing elbows with the elite. Fernando works as a legal freelance security specialist, normally providing protection for short-duration assignments. He regularly wears an ankh and other symbols of his devotion to the Egyptian tradition. He has earned censure from Egypt's current government, although the exact reason for this is unknown. The murkiness surrounding his quarrel with the government has helped him successfully resist an extradition request.&lt;br /&gt;
&lt;br /&gt;
==Hinduism==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Hindu Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Logic + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|Alter Temperature||[[SR5:Spells:Detection#Analyze_Magic|Analyze Magic]]&lt;br /&gt;
|[[SR5:Spells:Health#Fast|Fast]]||[[SR5:Spells:Illusion#Sense_Removal.2C_Mass_Sense_Removal|[Sense] Removal]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Attribute_Boost_.28Attribute.29|Attribute Boost]]||[[SR5:Adept_Powers#Flexibility|Flexibility]]&lt;br /&gt;
|[[SR5:Adept_Powers#Improved_Physical_Attribute|Improved Physical Attribute]]||[[SR5:Adept_Powers#Pain_Resistance|Pain Resistance]]&lt;br /&gt;
|}&lt;br /&gt;
The Hindu tradition is based on the Hindu religious system, and it is designed to provide a path for the enlightened to reach transcendence. The path is one of ritual devotion, asceticism, and karmic purity. While the exact strictures followed by each school vary, most accept the precepts from the Vedas, texts originally written in Ancient India. Those followers who are Awakened believe following the precepts of their faith assist them along the path.&lt;br /&gt;
&lt;br /&gt;
The Hindu believes the soul is in a constant cycle of death and rebirth, governed by a relationship with karma. Those who follow their particular school of thought (dasarnas) and caste’s rules are reincarnated into a higher caste, eventually reaching moksha, or transcendence. Those who refuse to follow their destined path are reincarnated as a lesser being.&lt;br /&gt;
&lt;br /&gt;
The Awakened members of the Hindu faith who follow this tradition generally fall into two general categories. The Brahmin, members of the high caste, uses magic in a priestly manner and are usually magicians or aspected magicians. The saddhu practices the path of the ascetic, using yogic practices to reach their ultimate goal, primarily supported by adepts and mystic adepts. The summoning of spirits largely takes the form of calling on devas, roughly benevolent entities, while others call on the asuras, entities with less obvious motivations.&lt;br /&gt;
&lt;br /&gt;
The practitioners of this tradition frequently use bhajans (devotional songs), mantras, and yoga in their spell casting or power usage. Magic and dance are normally major components of rituals, helping the caster focus their concentration and mana. Sanskrit is also frequently used, with the Vedic form largely used by the brahmin, while the saddhu prefer the later, classic form of the language.&lt;br /&gt;
&lt;br /&gt;
Adi Varma is a yoga instructor currently employed at Proteus’ Fiji arkoblock. His primary role there is to assist physically regressing executives or their family members in returning to a healthy lifestyle, but Proteus is aware of his Awakened status and allows him to perform private instruction when his duties allow (provided the clients can pass their background checks and pay for their room and board at the arkoblock). On a professional note, nearly everyone who has reviewed his classes has commented on his apparent non-judgmental approach and his concern about their well-being.&lt;br /&gt;
&lt;br /&gt;
==Islam==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Islamic Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guardian|Guardian]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Logic + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Detection#Detect_Enemies.2C_Detect_Enemies_Extended|Detect Enemies]]||[[SR5:Spells:Combat#Flamethrower.2C_Fireball|Fireball]]&lt;br /&gt;
|[[SR5:Spells:Illusion#Foreboding|Foreboding]]||[[SR5:Spells:Illusion#Agony.2C_Mass_Agony|Mass Agony]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Manipulation#Spirit_Barrier.2C_Spirit_Zapper|Spirit Zapper]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Combat_Sense|Combat Sense]]||[[SR5:Adept_Powers#Adrenaline_Boost|Adrenaline Boost]]||[[SR5:Adept_Powers#Improved_Reflexes|Improved Reflexes]]&lt;br /&gt;
|[[SR5:Adept_Powers#Killing_Hands|Killing Hands]]||[[SR5:Adept_Powers#Riposte|Riposte]]&lt;br /&gt;
|}&lt;br /&gt;
Islam has a difficult relationship with magic. On the one hand, mainstream Islam is generally not fond of magic; on the other hand, Awakened individuals have been very useful in advancing the cause of Islam in some instances, so they cannot dismiss it entirely. More conservative factions forbid women from practicing magic (some extremists have been known to assense female babies and exile or kill them if they are Awakened), while progressive Muslims welcome female practitioners and use them to teach the next generation of Islamic spellcasters.&lt;br /&gt;
&lt;br /&gt;
One common thread binding all Muslim Awakened together is the analysis they dedicate to their tradition. They are thorough and detailed, bringing a mathematical rigor to their study of magic. This results in some very advanced but elegant formulae and practitioners who are among the leading magic academics of our time.&lt;br /&gt;
&lt;br /&gt;
Given the uncertainty over the nature of spirits, Muslim Awakened generally consider it better to steer clear of the whole area on the off chance that the immaterial beings are demonic. They don’t take mentor spirits and often don’t summon spirits at all. Some elite mages conjure djinn and ifrit, hoping they can control the fire and terror these beings tend to bring with them and harness their fierce abilities.&lt;br /&gt;
&lt;br /&gt;
Islamic magic is disciplined. Practitioners believe there is a place for experimentation, and that place is most certainly not in the field. They do not like making things up on the fly. They generally do not need to, though, because they tend to be well-trained and well-prepared. They move forward knowing the spells and techniques they intend to put into play have been thoroughly tested, and they have a confidence that comes from reliability.&lt;br /&gt;
&lt;br /&gt;
Muslim spellcasters and spell designers abound. Spell formulae from leading Muslim mages are usually sold for premium prices, since the confidence in their ability to work as expected is high. There are also a large amount of Muslim adepts, especially among the more conservative groups, as they channel their powers into acting as mujahedin (holy warriors) for their cause.&lt;br /&gt;
&lt;br /&gt;
Ibrahim Addaya was a well-respected scholar at the Prince Sultan University until recently, when his unethical use of certain persuasive spells on his more attractive students was uncovered and he lost his job. He is currently unemployable, living off his savings and trying to develop an income by selling his own line of spells. Without the backing of the university, the market for his materials has dropped, but that has made him more willing to sell his services—and his services are now more affordable. The shadows of Riyadh have taken note of the opportunity to obtain top-notch formulae.&lt;br /&gt;
&lt;br /&gt;
==Path Of The Wheel==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Path Of The Wheel&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Charisma + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Combat#Lightning_Bolt.2C_Ball_Lightning|Ball Lightning]]||[[SR5:Spells:Detection#Detect_Enemies.2C_Detect_Enemies_Extended|Detect Enemies]]&lt;br /&gt;
|[[SR5:Spells:Combat#Disrupt_Focus|Disrupt [Focus]]]||[[SR5:Spells:Illusion#Invisibility.2C_Improved_Invisibility|Improved Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Manipulation#Influence|Influence]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Combat_Sense|Combat Sense]]||[[SR5:Adept_Powers#Critical_Strike_.28Skill.29|Critical Strike]]&lt;br /&gt;
|[[SR5:Adept_Powers#Mystic_Armor|Mystic Armor]]||[[SR5:Adept_Powers#Penetrating_Strike|Penetrating Strike]]&lt;br /&gt;
|}&lt;br /&gt;
Perhaps the most rigid of the major magical traditions of the Sixth World, the Path of the Wheel is rooted in the elven nation of Tír na nÓg. The tradition takes its name from the Draesis ti Heron, the Wheel of Life that describes five different paths souls take in their journey toward enlightenment and total understanding. These paths are: the Path of the Warrior, the Path of the Steward, the Path of the Bard, the Path of the Druid, and the Path of the Rígh. Travelers on the paths follow mentor spirits particular to their path, and the paths are also reflected in Tír na nÓg’s social order. In fact, more than one observer has claimed that the Path of the Wheel is at least as much about social control as it is about advancing magic.&lt;br /&gt;
&lt;br /&gt;
The use of magic in the paths is very formalized; several tomes outlining these practices exist. Or at least that’s the claim, as very few people not part of the Paths have ever seen these volumes. The volumes describing the Path of the Rígh, which is reserved for the highest levels of Tír society, are said to contain rituals handed down from the Fourth World or earlier, which outstrip anything we think we know about magic.&lt;br /&gt;
&lt;br /&gt;
The ostensible purpose for the Paths is to help individual souls develop, but most who are familiar with it know the true purpose: to protect Tír na nÓg and advance its interests. Those following the Path of the Warrior make for fierce defenders, as anyone who has attempted anything illicit in the Tír can tell you. The rituals and general formalism exist to keep practices in line and to make sure the Awakened of Tír na nÓg color within the lines when they practice magic.&lt;br /&gt;
&lt;br /&gt;
As might be expected of anything within the magic- soaked Tír, the Path of the Wheel encompasses all sorts of Awakened. Residents of the Tír are particularly comfortable with spirits, as they seem to spend most of their time with one foot in the spirit realm. They generally are neither commanding nor deferential to spirits; they simply treat them as just another member of the team on which they function. In general, Tír Awakened are extremely skilled with whatever talent they might have, though their rigidity can be used against them.&lt;br /&gt;
&lt;br /&gt;
Practitioners of the Path of the Wheel are strictly forbidden from sharing their knowledge with outsiders. There have occasionally been members who have gone rogue, but they can generally measure their life expectancy in weeks once they do so. If you are skilled at disguise and infiltration, though, you might be able to visit Brigid Mullen, who lives south of Dublin. She is an expert on the Path of the Bard, and students demonstrating excellent potential are often sent to her for polishing. Her sight is failing her, but she has extremely sharp hearing— and perfect pitch. Getting in to see her would be an accomplishment. Getting her to sing for you would be a thrill.&lt;br /&gt;
&lt;br /&gt;
==Qabbalism==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Qabbalistic Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Task|Task]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Logic + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!Note&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Qabbalism is a possession tradition&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|Borrow Sense||[[SR5:Spells:Illusion#Double_Image|Double Image]]&lt;br /&gt;
|Nutrition||[[SR5:Spells:Combat#One_Less_Metatype.2FSpecies.2C_Slay_Metatype.2FSpecies.2C_Slaughter_Metatype.2FSpecies|Slay]]&lt;br /&gt;
|}&lt;br /&gt;
Perhaps the most ancient mystic tradition, Qabbalism is based on the teachings of the Torah and other works, including the Zohar, the SeferYetzirah and the Bahar. These works form the basis of the Hebrew mysticism and also a portion of hermetic lore. The tradition use a combination of esoteric philosophy and frequently refers to the mystical power of the Hebrew alphabet and true names to influence the universe.&lt;br /&gt;
&lt;br /&gt;
Casters who follow Qabbalism tend to cast spells using ancient Hebrew, and their research features complex formulae and diagrams, with numerology and astrology forming a significant part of their theories regarding the flow of mana. This method of explaining the Awakened universe is also part of the hermetic paradigm, although the hermetics use other sources of information as well.&lt;br /&gt;
&lt;br /&gt;
Qabbalist spirits are normally referred to as elohim. They do not manifest in the physical realm, but temporarily possess a living or inanimate vessel to influence the world directly. The classic example is a clay golem, which still has its proponents today amongst certain practitioners. Mentor spirits are typically related to the ten sephirot, the emanations through which the Ein Sof reveals itself.&lt;br /&gt;
&lt;br /&gt;
There are two main schools of thought within the Qabbalstic tradition: those who have an almost secular method of belief, and ultra-orthodox Hebrews sects who follow what they believe to be undiluted texts from ages past. The former group is common and its members are often treated like a sub-branch of hermeticism, and there are many members in academic, entertainment, and business circles. The latter reside within Orthodox strongholds and Israel, with peaceful interactions with outsiders being rare.&lt;br /&gt;
&lt;br /&gt;
Fredrick Rosen is a fairly new member of the University of Denver’s faculty, with a known penchant for picking up strays. He appears frequently in public, with his near-unique accent and good looks making him a bit of a celebrity among the uninhibited wives of the CAS sector. He currently teaches a number of introductory magical theories classes and also holds an Awakening for Business class as part of the evening program. He has been known to sell spell formulae, and may barter for services instead of taking cash. He also advertises as a private tutor for promising students, most of whom are attractive females. While these traits may provide an enterprising runner with an opportunity, angering a mage and leaving them alive is rarely a good practice. Especially one with known connections to Mossad.&lt;br /&gt;
&lt;br /&gt;
==Shinto==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Shinto Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Man|Man]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Charisma + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Detection#Mana_Window.2C_Astral_Window|Astral Window]]||Control Emotions&lt;br /&gt;
|[[SR5:Spells:Combat#Knockout.2C_Stunbolt.2C_Stunball|Stunbolt]]||[[SR5:Spells:Detection#Thought_Recognition.2C_Area_Thought_Recognition|Thought Recognition]]&lt;br /&gt;
|}&lt;br /&gt;
The official religion of Japan, Shinto has spread with the power of Imperial Japan and the corporations that originated there. Shinto features a number of public shrines devoted to the kami, or gods. Its tenets are largely based around harmony with kami spirits, with Awakened activities being considered a natural extension of this concept, and it lacks dogmatic approach to its worship. The religion currently has 115,000 shrines and over 25,000 priests in Japan, with more around the world. The Emperor has increased the influence of the religion in national politics by including practitioners part of the national rebuilding effort.&lt;br /&gt;
&lt;br /&gt;
Shinto is one of the few shamanic traditions accepted into the ranks of the corporations, largely as many executives are immersed in aspects of the religious beliefs from a young age and do not find its practitioners too rebellious. Unlike Amerindian traditions, most kannushi do not have a single mentor but attempt to live harmoniously with all the kami. Key portions of this harmony are respect for nature and ensuring physical and spiritual cleanliness though proper ritual. Honoring the kami is important to the Awakened, as they regularly ask favors of the spirits, especially looking for assistance in the use of magic.&lt;br /&gt;
&lt;br /&gt;
Shinto magic techniques are closely tied to the religion whose name they share. Protective charms, normally called ofuda are used to anchor wards within a building, normally placed within the home’s kamidana, or household altar. Personal protection amulets, called omamori, are frequently used to ward off bad luck or to encourage success in different endeavors; for the Awakened they are commonly made into foci for Counterpelling or Banishing. Other protective charms are also used by believers to bring good fortune, fight against bad luck, or induce and bless child birth.&lt;br /&gt;
&lt;br /&gt;
Shigetoshi Suzuki is a priest at the Atsuta shrine who frequently works as a tutor to promising young students. A former employee of Fuchi, he left as the corporation disintegrated and entered the private sector. His teaching methods are reportedly guided self-discovery, with the kami being the central focus of the lessons and sometimes guest instructors.&lt;br /&gt;
&lt;br /&gt;
==Sioux==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Sioux Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Beasts|Beasts]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guardian|Guardian]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Intuition + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Combat#Punch.2C_Clout.2C_Blast|Clout]]||[[SR5:Spells:Manipulation#Control_Thoughts.2C_Mob_Mind|Control Thoughts]]&lt;br /&gt;
|[[SR5:Spells:Health#Forced_Defense|Forced Defense]]||[[SR5:Spells:Illusion#Invisibility.2C_Improved_Invisibility|Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Illusion#Hush.2C_Silence|Silence]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Critical_Strike_.28Skill.29|Critical Strike]]||[[SR5:Adept_Powers#Freefall|Freefall]]&lt;br /&gt;
|[[SR5:Adept_Powers#Adrenaline_Boost|Adrenaline Boost]]||[[SR5:Adept_Powers#Improved_Reflexes|Improved Reflexes]]||[[SR5:Adept_Powers#Missile_Mastery|Missile Mastery]]&lt;br /&gt;
|}&lt;br /&gt;
Perhaps the most important thing to understand about beliefs in the Sioux tradition is the term Wakan Tanka. By most interpretations it means “Great Spirit,” meaning the power of life that animates everything in this world, from the sun to the earth to the plants and animals that live on it. Wakan Tanka has been described as a sheltering tree covering all the children of the one mother and one father.&lt;br /&gt;
&lt;br /&gt;
But there is also an interpretation of Wakan Tanka that takes it to mean “Great Mystery.” This serves as a reminder that the power that animates the world is not something mere humans understand, and that we should accept it in its mystery rather than trying to impose human understanding on it. Living with this incomprehensibility is part of life, and the sooner one can accommodate oneself to it, the sooner you can be more in harmony with the world and nature instead of living in conflict.&lt;br /&gt;
&lt;br /&gt;
Don’t let this goal of peace fool you into thinking that everything about the Sioux tradition is sweetness and light. Sioux mythology is full of a vast range of characters. Iktomi the spider and Coyote are always around to cause trouble, Unktehi the serpent makes trouble for the Thunderbird, and Double Face preys on humanity. The Great Spirit may be incomprehensible, but the trouble these other beings can cause is only too plain, and practitioners of the Sioux tradition are well aware of what they need to look out for. Or, if they are of a more mischievous frame of mind, who to emulate.&lt;br /&gt;
&lt;br /&gt;
Rather than study formulae or ancient tomes, practitioners of the Sioux tradition try to take clues and hints from how to best do magic from the world around them. The world is full of information to those who take the time to observe it, and Sioux Awakened are usually willing to take that time. They observe carefully, letting the auras and beings around them speak, doing their best to hear the stories they are telling rather than impose their own meaning upon them. Once they have that information, though, they are swift and sure—and devastating, if they need to be.&lt;br /&gt;
&lt;br /&gt;
There is a healthy tradition of Sioux adepts, practitioners who are well versed in the language of the land and use that knowledge to travel swiftly and silently and enter places thought to be secure. They often carry a bit of the spirit of Inktomi or Coyote with them, adding a twist of humor or mischievousness to their actions. There is also a strong population of Sioux enchanters and spellcasters, channeling their knowledge of the life given by Wakan Tanka into strong protections for creation— or into devastating strikes against the flaws they perceive.&lt;br /&gt;
&lt;br /&gt;
Snana Cansasa meditates in her lodge and spends a part of each day contemplating her place in her surroundings, but don’t go looking for her on a mountainside or on the plains. She is an analyst with Eagle Security in Cheyenne, and her understanding of designing defenses against Awakened threats is perhaps unparalleled. She will not, of course, willingly pass any of her knowledge with shadowrunners, but a team that can generate the right cover story may be able to get an appointment to see her in her lofty office.&lt;br /&gt;
&lt;br /&gt;
==Vodou==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Vodou Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guardian|Guardian]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Man|Man]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Task|Task]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Charisma + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Detection#Clairvoyance|Clairvoyance]]||[[SR5:Spells:Illusion#Entertainment.2C_Trid_Entertainment|Entertainment]]&lt;br /&gt;
|[[SR5:Spells:Detection#Mind_Probe|Mind Probe]]||[[SR5:Spells:Manipulation#Control_Thoughts.2C_Mob_Mind|Mob Mind]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Combat#Knockout.2C_Stunbolt.2C_Stunball|Stunbolt]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Astral_Perception|Astral Perception]]||[[SR5:Adept_Powers#Commanding_Voice_.28SR5:SG.29|Commanding Voice]]&lt;br /&gt;
|[[SR5:Adept_Powers#Improved_Sense|Improved Sense]]||[[SR5:Adept_Powers#Rapid_Healing|Rapid Healing]]&lt;br /&gt;
|}&lt;br /&gt;
Perhaps no tradition besides Blood Magic has been as maligned as Vodou, though in Blood Magic’s case the defamation is usually warranted. Vodou has years of baggage connecting it to frenetic, out-of-control practitioners and dolls crafted with an intent to do harm at a remote distance. While these images perhaps touch on some aspects of Vodou, they miss the larger picture.&lt;br /&gt;
&lt;br /&gt;
The centerpiece of Vodou is the concept of les invisibles, the unseen beings that populate the spirit world. The spirits are referred to as loa, and they are what the Vodou Awakened serve. There are degrees of loa, both major and minor. The general goal in Vodou is to gain the favor of a major loa, either by interacting directly with that spirit or by gaining influence within that spirit’s court. One good way to get on a loa’s good side is to give them some time to play around on the material plane, which in the Vodou tradition is accomplished by allowing them to possess the body of the summoner or of one of their servants (or perhaps the body of some lunkhead the Vodou conjurer brought along for just that purpose). The loa like to live it up during their possession time, which partially explains some of the wilder and more exuberant aspects of Vodou rituals.&lt;br /&gt;
&lt;br /&gt;
Vodou practitioners are not just respectful to the spirits they summon—they are deferential. In their view, their magical abilities hinge on keeping the loa happy, so they will do everything in their power to please these beings, including engaging in flattery or obsequiousness. A Vodou conjurer would never refer to a spirit owing her “services.” Instead, she would say that the spirit has granted her gifts, or some other phrasing that makes her subservient relationship to the spirit clear.&lt;br /&gt;
&lt;br /&gt;
Conjurers are by far the most common type of Vodou practitioner, though their focus on material objects to use in their rituals means that enchanters have a place in their ranks as well. Spellcasters play an important role in the rituals of the tradition, though this role is often filled by strong conjurers who have also built up a bit of spellcasting prowess. Adepts are rare in Vodou; they work so hard to get the utmost control over their bodies that they often don’t like the idea of turning that control over to les invisibles.&lt;br /&gt;
&lt;br /&gt;
Benoit Delatour of Port-au-Prince is not going to be the one to quash any stereotypes about Vodou theatrics. Fond of brightly colored, beaded robes and often accompanied by snakes, Delatour is only too happy to court the attention of onlookers. He practically carries an “Ask me about Vodou” sign; if you do so, he will regale you with lectures about the evils of greed, the importance of unity, and the right loa to beseech for any favor you may need. As it turns out, his knowledge of loa is more than encyclopedic, and anyone wanting to increase their knowledge of the denizens of other planes would do well to talk to him.&lt;br /&gt;
&lt;br /&gt;
==Wicca==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Wiccan Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Intuition(Goddess Wicca)/Logic(Gardnerian Wicca) + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Detection#Analyze_Magic|Analyze Magic]]||[[SR5:Spells:Illusion#Confusion.2C_Mass_Confusion.2C_Chaos.2C_Chaotic_World|Confusion]]&lt;br /&gt;
|Control Emotions||[[SR5:Spells:Health#Prophylaxis|Prophylaxis]]&lt;br /&gt;
|}&lt;br /&gt;
The Wiccan tradition is the Awakened manifestation of one of the Sixth World’s largest recognizable neo-pagan movements. Wicca is collection of beliefs, tenets gathered from nineteenth century sources and New Age reasoning merged with earlier, pre-Christian concepts. The central tenets of the religion are harmony with nature and the Wiccan Rede or a similar code.&lt;br /&gt;
&lt;br /&gt;
Wiccans generally venerate two deity-like figures, the Horned God and the Great Mother, although some believe they are aspects of a single being. Mentor spirits for the tradition are generally the Wise Warrior for adherents of the Horned God or the Peacemaker for the Great Mother. All Wiccan magicians who summon a spirit show deference and normally make a small payment of some kind, as the Law of Threefold Return is a constant theme in the tradition’s teachings.&lt;br /&gt;
&lt;br /&gt;
Wiccan followers are not part of a monolithic entity but are composed of several different sects or lineages, frequently called traditions. The largest tradition, known as Gardnerian or British Traditional Wicca, follows a hierarchal model of leadership within their covens, with witches and wizards attaining higher levels of initiation within the religion through mandated rituals, whether or not they are Awakened. This tradition is nearly hermetic in their approach and largely follows The Book of Shadow. The other traditions are frequently referred to as the Eclectic or Goddess Wicca and are a collection of less-structured organizations.&lt;br /&gt;
&lt;br /&gt;
Katherine Stubbard maintains a talismonger shop in Ontario with a large inventory of ceremonial bowls and candles for sale. The middle-aged dwarf rarely shows her talent, although she has stopped three different burglary attempts since she opened her shop. A member of the local Gardnerian coven, she frequently helps young Awakened find places to help their understanding of the changes affecting them. While the other members of her coven are unknown, it is unlikely Katherine is alone in the city. They also seem to have no problem accepting any strays she decides to keep on rather than pass off to other magicians, although they are rarely seen in the area after initiation. One of her first jobs is to remind newcomers that initiation into a coven is not standard magic initiation—you do not gain any powers as a result of the action. You do, she’ll continue, get started on the right path.&lt;br /&gt;
&lt;br /&gt;
==Wuxing==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Wuxing Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Guidance|Guidance]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Logic + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Manipulation#Control_Actions.2C_Mob_Control|Control Actions]]||[[SR5:Spells:Manipulation#Mana_Barrier|Mana Barrier]]&lt;br /&gt;
|[[SR5:Spells:Illusion#Sense_Removal.2C_Mass_Sense_Removal|[Sense] Removal]]||[[SR5:Spells:Illusion#Hush.2C_Silence|Silence]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Astral_Perception|Astral Perception]]||[[SR5:Adept_Powers#Attribute_Boost_.28Attribute.29|Attribute Boost]]&lt;br /&gt;
|[[SR5:Adept_Powers#Cool_Resolve|Cool Resolve]]||[[SR5:Adept_Powers#Kinesics|Kinesics]]&lt;br /&gt;
|}&lt;br /&gt;
The central concept of the Wuxing tradition is the idea of qi, the force that connects and binds all life. Qi manifests itself in many ways and is often connected to the five basic elements of the tradition: fire, water, earth, wood, and metal. It also acts in connection with the two poles known as yin and yang, which are sometimes compared to order and chaos, or peace and tumult.&lt;br /&gt;
&lt;br /&gt;
Much of the efforts of a wujen (which is what practitioners of Wuxing are called) are focused on getting various elements of qi to line up properly. As such, wujen often focus on ritual magic, particularly when those rituals can help them adjust background counts or ley lines to their liking.&lt;br /&gt;
&lt;br /&gt;
The Wuxing tradition tends to be orderly, and it has found a home in many corporations (such as Wuxing, of all things). Wujen often thrive in orderly corporate environments and are skilled at working their way through hierarchies. This translates to their view of spirits, as they tend to have a hierarchical, almost bureaucratic view of the spirit world. This means that they are generally respectful to spirits, if a little stiff.&lt;br /&gt;
&lt;br /&gt;
Wuxing is not tied to any larger religion, so there are no connections between wujen and any larger organizations (besides the corporations that often hire them). Within a corporation or similar organization, wujen tend to be friendly and collaborative with each other, especially when it comes to feng shui-related rituals seeking to make mana in an area flow as they would like. They do not, however, tend to cross organizational boundaries well, and often wujen from one corporation or equivalent organization will view others with a degree of suspicion, as if they were not truly pure in their practice of the tradition.&lt;br /&gt;
&lt;br /&gt;
The orderly nature of Wuxing thought translates into the ways wujen often use magic. They like to be in control of any situation; if an encounter seems to be going off the rails, their first actions are generally aimed at getting everything calmed back down so they can deal with things the way they would like. Often this involves conjuring spirits to restrain those that need to be calmed down and impose order on an unruly spot. Wujen tend to have significant conjuring power, though pure spellcasters can also be found in the tradition. Adepts are somewhat less common, as their particular fly-in-theointment- style exploits do not always lend themselves well to Wuxing thought.&lt;br /&gt;
&lt;br /&gt;
If you want the best teachers of Wuxing, go to Hong Kong. But not everyone can get there, and the teachers over there charge an arm and a leg for their services. For a better bargain, visit Charlie Sun in Vancouver. Recently retired from a Evo subsidiary, Sun has been finding fulfillment in his downtime by sharing his work experiences with whoever might be willing to listen. He can be rambling, but he is getting a growing body of friends because they say that as long as you pay attention, you’ll find out the old man had a depth of knowledge that far surpassed the middle management position he obtained.&lt;br /&gt;
&lt;br /&gt;
==Zoroastrianism==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Zoroastrian Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Man|Man]]&lt;br /&gt;
!Detection&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Fire|Fire]]&lt;br /&gt;
!Illusion&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|[[SR5:Spirits:Basic#Spirits_of_Plant|Plant]]&lt;br /&gt;
!Drain&lt;br /&gt;
|Logic + Willpower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Spells&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Detection#Analyze_Truth|Analyze Truth]]||[[SR5:Spells:Manipulation#Armor|Armor]]&lt;br /&gt;
|[[SR5:Spells:Detection#Detect_Enemies.2C_Detect_Enemies_Extended|Detect Enemies]]||[[SR5:Spells:Health#Heal|Heal]]&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Spells:Combat#Knockout.2C_Stunbolt.2C_Stunball|Stunball]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Preferred Adept Powers&lt;br /&gt;
|-&lt;br /&gt;
|[[SR5:Adept_Powers#Commanding_Voice_.28SR5:SG.29|Commanding Voice]]||[[SR5:Adept_Powers#Danger_Sense|Danger Sense]]&lt;br /&gt;
|[[SR5:Adept_Powers#Metabolic_Control|Metabolic Control]]||[[SR5:Adept_Powers#Pain_Resistance|Pain Resistance]]&lt;br /&gt;
|}&lt;br /&gt;
The forerunner of most modern monotheistic religions, Zoroastrianism is not a tradition for those who just want to sit an contemplate things. It is an active faith, one that sets a stark difference between good and evil, order and chaos, and tells the devout in no uncertain terms that they need to be working on behalf of good.&lt;br /&gt;
&lt;br /&gt;
The central deity of Zoroastrianism is Ahura Mazda, the creator, who works in opposition to Angra Mainyu, the destructive force of chaos. Followers are implored to actively work on the side of goodness and creation, as that is the only way to defeat chaos. Adherents often use rituals involving the life-giving forces of water and especially fire to purify themselves if necessary. Frequent prayer, meditation, or mental focusing is important to the tradition.&lt;br /&gt;
&lt;br /&gt;
Zoroastrianism often focuses on dualities: good and evil, order and chaos, mind and body. The dualities are not perfectly aligned—for example, neither mind nor body is judged to be good or evil—but practitioners are aware of the separation and desire to have mind and body working in harmony with each other. All types of Awakened individuals can be found in the Zoroastrian tradition, but mystic adepts often find it particularly appealing as they feel the focus if the tradition allows them to put the two sides of their magical talent into greater alignment.&lt;br /&gt;
&lt;br /&gt;
There are no governing bodies of the Zoroastrian religion beyond the leaders of particular communities. These religious communities are often not welcoming to outsiders, but the magical communities are more open. They often see themselves as warriors involved in a great fight, and they are willing to have others join them in the fight, as they are well aware the struggle will not be easy.&lt;br /&gt;
&lt;br /&gt;
Zoroastrian mages tend to be blunt and direct. They certainly understand the value of stealth in a fight, but they also tend to like to let their enemies know just who they’re up against. They like to hit fast, hit hard, but leave their enemies intact. They also want to be sure they can heal up damage as necessary when the dust settles, and are generally willing to provide care to their opponents to keep them alive. They often have a poise and bearing to them that others find unsettling.&lt;br /&gt;
&lt;br /&gt;
Hester Khorasani had a career for a time as a special effects wizard for Horizon’s Pathfinder Multimedia, but as her talents developed she decided she needed to do bigger things. Rather than drop out of the Hollywood scene, though, she used the connections she had built to open her own small studio that focused on trids with messages subtly supportive of Zoroastrian beliefs (though to a casual observer, they often seem like flicks about powerful mages kicking ass and taking names). Profits from her studio are funneled into a teaching center that is open to all who want to know more about her philosophy, whether they are Awakened or not. By most accounts, the lessons presented to people who drop by are simple and cursory, but rumors persist that Khorasani keeps her eye out for particularly powerful visitors, and then invites them to attend special advanced classes she leads herself.&lt;br /&gt;
&lt;br /&gt;
=Forbidden Traditions=&lt;br /&gt;
==Insect Spirits==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|+Insect Spirit Tradition&lt;br /&gt;
!Combat&lt;br /&gt;
|Soldier&lt;br /&gt;
!Detection&lt;br /&gt;
|Scout&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|Caretaker&lt;br /&gt;
!Illusion&lt;br /&gt;
|Nymph&lt;br /&gt;
|-&lt;br /&gt;
!Manipulation&lt;br /&gt;
|Worker&lt;br /&gt;
!Drain&lt;br /&gt;
|Intuition + Willpower&lt;br /&gt;
|}&lt;br /&gt;
The following rules can be used as the tradition followed by the insect shaman. Although this rules framework is provided for consistency, in game terms the methodology followed by insect shamans is wholly alien to any other magic practitioners in the Sixth World. Insect shamans always adopt a mentor spirit of one of the insect orders listed below, though the mentor spirit provides no specific bonuses or penalties. Insect shaman spellcasting and summoning appear to be a series of bizarre gestures and incomprehensible clicking and clacking. Insect shamans often manifest a (rather frightening) shamanic mask.&lt;br /&gt;
&lt;br /&gt;
Insect shamans have a lodge that is often the “breeding ground” where they perform the bulk of their summoning, in the hive or nest of the insect spirits. They may even use fetishes, foci, or reagants, which take the form of bones or scraps of insect organic material or detritus.&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Medical&amp;diff=3657</id>
		<title>SR5:Gear Lists:Medical</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Medical&amp;diff=3657"/>
		<updated>2021-08-01T01:20:37Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Fix typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Health Gear==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!TYPE!!NAME!!AVAIL!!COST!!SOURCE&lt;br /&gt;
&amp;lt;!-- Biotech --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Biomonitor|Availability=3|Cost=300}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Disposable syringe|Availability=3|Cost=10}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit (R 1-6)|Availability=Rating|Cost=Rating x 250}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit Supplies|Cost=100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DocWagon Contracts --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Basic|Cost=5,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Gold|Cost=25,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Platinum|Cost=50,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Super-platinum|Cost=100,000|CostNote= per year}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Slap Patches --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Antidote patch (R 1-6)|Availability=Rating|Cost=Rating x 50}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Chem patch|Availability=6|Cost=200}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Stim patch (R 1-6)|Availability=Rating x 2|Cost=Rating x 25}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Tranq patch (R 1-10)|Availability=Rating x 2|Cost=Rating x 20}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Trauma patch|Availability=6|Cost=500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!Drug!!Vector!!Speed!!Duration!!Addiction type!!Addiction rating!!Addiction threshold!!Effects!!Crash!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Drug Row|Name=AEXD|Vector=Ingestion|Speed=Immediate|Duration=10*2d6 minutes|Addiction type=Physiological|Addiction rating=1|Addiction threshold=1|Effects=+3 dice to resist TLE-x Seizures|Crash=N/A|Availability=4|Cost=80|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Aisa|Vector=Ingestion|Speed=Immediate|Duration=20*2d6 minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=Disorientation, Hallucinations|Crash=2S, 4S for every dose past the first|Availability=4|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Animal Tongue|Vector=Ingestion|Speed=3d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=Critter Power: Animal Control|Crash=Fear of animals for time equal to the drug's duration. Treat all animals as having the Fear power.|Availability=6R|Cost=1500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ayao's Will|Vector=Ingestion|Speed=2 Combat Turns|Duration=10*1d6 Minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+2 Dice to resist manipulation spells|Crash=N/A|Availability=14F|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Betameth|Vector=Inhalation|Speed=1 minute|Duration=9-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Reaction, +1 Intuition|Crash=6S|Availability=5F|Cost=30|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Betel|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=|Addiction threshold=2|Effects=+1 Perception|Crash=Addiction(Mild), unless you have a source of bonus dice to addiction tests. Addiction never progresses past mild.|Availability=4|Cost=5|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Bliss|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(6-BOD) hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=–1 Reaction, +1 to all thresholds, –1 to all Limits, High Pain Tolerance 3|Crash=N/A|Availability=3F|Cost=15}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cereprax|Vector=Ingestion|Speed=1d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Intuition, +3 Logic, +2 Mental Limit, Analytical Mind Quality|Crash=-2 to limits, -2 Logic, 5S. GM rolls Intuition+Edge, if drug is used before 8-Hits hours, they take 1d6 points of Intuition Damage.|Availability=14F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cram|Vector=Ingestion, Inhalation|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=4|Addiction threshold=3|Effects=+1 Reaction, +1D6 Initiative Dice|Crash=6 Stun Damage|Availability=2R|Cost=10}}&lt;br /&gt;
{{SR5:Drug Row|Name=Crash|Vector=Injection|Speed=Immediate|Duration=N/A|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Allows a dying person to make an immediate stabilization test, using Body instead of First Aid or Medicine|Crash=N/A|Availability=3|Cost=800|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Crimson Orchid|Vector=Injection|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=-3 Reaction, +1 to all Thresholds, Pain Resistance 6, Astral Beacon|Crash=N/A|Availability=6F|Cost=300|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cryo|Vector=Rapid Infuser|Speed=Immediate|Duration=(30-Body) minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject only receives an additional box of progressive or overflow damage every (Body*4) combat turns.|Crash=Subject regains consciousness after (Body) combat turns. -4 dice pool modifier to all tests, reduced by 1 for every (Body) combat turns until reduced to 0.|Availability=8R|Cost=1000|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Deepweed|Vector=Ingestion, Inhalation|Speed=Immediate|Duration=(6-BOD) hours|Addiction type=Physiological|Addiction rating=-|Addiction threshold=-|Effects=+1 Willpower, +1 Mental Limit, -1 Physical Limit, awakened characters astrally perceive|Crash=-1 to all dicepool modifiers, -1 all limits|Availability=8F|Cost=400}}&lt;br /&gt;
{{SR5:Drug Row|Name=Dopadrine|Vector=Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=3|Addiction threshold=2|Effects=Cancels Berserk, -1 Dice to Physical Actions|Crash=N/A|Availability=8|Cost=45|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=eX|Vector=Ingestion|Speed=1d6 Minutes|Duration=8-Body Hours|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=3R|Cost=20|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Forget-Me-Not|Vector=Ingestion|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Psychological|Addiction rating=-|Addiction threshold=-|Effects=Immunity to Laes, or similar drugs. +3 Dice to resist Alter Memory Spells|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=G3|Vector=Ingestion|Speed=1 Hour|Duration=15-Body Hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Body when resisting Fatigue Damage, &amp;quot;Longevity&amp;quot; (Not Mechanical)|Crash=N/A|Availability=2|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Galak|Vector=Ingestion|Speed=1d6 Minutes|Duration=9-Body Hours, Minimum 3|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=4R|Cost=45|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Guts|Vector=Inhalation|Speed=Immediate|Duration=12-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=Immunity to Fear|Crash=Recklessness, Logic+Willpower (3) Test to avoid doing something they wouldn't normally do at GM's discretion.|Availability=8R|Cost=60|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hecate's Blessing|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=2|Effects=+1 Drain Resist Dice|Crash=-1 Magic for twice the duration|Availability=12F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hemosynth|Vector=Rapid Infuser|Speed=(Body) combat turns|Duration=(Body) combat turns|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject rolls Body*2d6, each hit removes one box of accumulated Progressive or Overflow damage. Damage cannot be reduced below the base damage that caused Progressive or Overflow.|Crash=Subject continues to accumulate damage during and after the infusion, until stabilization occurs.|Availability=4|Cost=2000|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hurlg|Vector=Ingestion|Speed=2d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=-1 Logic, +1 Willpower, Disorientation for Humans and Elves unless they have an implant or magic giving them bonus dice on Toxin Resistance Tests|Crash=9S, resisted by Body|Availability=2R|Cost=10|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Immortal Flower|Vector=Ingestion|Speed=16 Combat Rounds|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=Regeneration|Crash=Lose 0.1 Essence for every 20 boxes of damage sustained, 2d6 Physical if the subject has any cyberware or bioware.|Availability=14R|Cost=2500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Jazz|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=+1 Reaction, +1 Physical Limit, +2d6 Initiative Dice|Crash=Disorientation|Availability=2R|Cost=75}}&lt;br /&gt;
{{SR5:Drug Row|Name=K-10|Vector=Injection|Speed=Immediate|Duration=5*1d6 Minutes|Addiction type=Both|Addiction rating=11|Addiction threshold=3|Effects=+3 Body, +3 Agility, +4 Strength, +1 Willpower, +5 Initiative, +High Pain Tolerance 3, Berserk|Crash=18S, if you go Berserk, make an Edge (1) Test, failure causes permanent Berserk.|Availability=16F|Cost=900|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Kamikaze|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=9|Addiction threshold=3|Effects=+1 Body, +1 Agility, +2 Strength, +1 Willpower,&lt;br /&gt;
+2 Physical limit, +2D6 Initiative Dice, High Pain Tolerance&lt;br /&gt;
3|Crash=–1 Reaction, –1 Willpower, and –2 to all Limits, 6 Stun Damage|Availability=4R|Cost=100}}&lt;br /&gt;
{{SR5:Drug Row|Name=Laés|Vector=Ingestion, Inhalation, Injection|Speed=1 Combat Turn|Duration=20*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 12-Body Hours of Memories erased.|Crash=N/A|Availability=12F|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Leäl|Vector=Ingestion|Speed=1 Combat Turn|Duration=5*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 120-Body(minimum 100) minutes of memories erased|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Little Smoke|Vector=Inhalation|Speed=2d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Concealment and Confusion|Crash=Perception and Willpower reduced to 1 for an equivalent duration|Availability=12F|Cost=1800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Long Haul|Vector=Injection|Speed=10 Minutes|Duration=4 days|Addiction type=Psychological|Addiction rating=2|Addiction threshold=1|Effects=Alleviates the need for sleep. A second dose extends the period for 1d6/2 days.|Crash=Dose 1: Pass out for 8d6 hours.&lt;br /&gt;
Dose 2: 10 Stun, as above.|Availability=-|Cost=50}}&lt;br /&gt;
{{SR5:Drug Row|Name=Memory Fog|Vector=Ingestion|Speed=1 minute|Duration=14-Body Hours, minimum 2|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=-2 to Memory Tests to recall what happened while using the drug, -2 to all memory tests while under the drug's effects. Max -2.|Crash=N/A|Availability=6R|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nanoscan|Vector=Injection|Speed=Immediate|Duration=24 hours, or (Nano-hive Rating) Days|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Acts as a biomonitor, transmits data to a subscribed commlink or medkit|Crash=N/A|Availability=5|Cost=500|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Neostigmine|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Reaction for the purposes of determining paralysis. Halve the duration of paralysis.|Crash=N/A|Availability=2|Cost=100|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nightwatch|Vector=Contact|Speed=Immediate|Duration=20*1d6 Minutes|Addiction type=Pyschological|Addiction rating=1|Addiction threshold=2|Effects=Low-Light Vision, Glare increased by one category.|Crash=N/A|Availability=3R|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nitro|Vector=Inhalation|Speed=1 Combat Turn|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Strength, +2 Willpower, +2 Perception, +2&lt;br /&gt;
Physical limit, High Pain Tolerance 6|Crash=-2 to all limits, 9 Stun|Availability=2R|Cost=50}}&lt;br /&gt;
{{SR5:Drug Row|Name=NoPaint|Vector=Contact|Speed=Immediate|Duration=1d6 hours|Addiction type=Both|Addiction rating=3|Addiction threshold=1|Effects=High Pain Tolerance 3&lt;br /&gt;
Special: Two doses needed for Orks and Trolls|Crash=N/A|Availability=3|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Novacoke|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(10-Body) hours|Addiction type=Both|Addiction rating=7|Addiction threshold=2|Effects=+1 Reaction, +1 Charisma, +1 Perception, +1&lt;br /&gt;
Social Limit, High Pain Tolerance 1|Crash=Charisma and Willpower reduced to 1, -1 to all limits|Availability=2R|Cost=10}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ondansetron|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Willpower for the purpose of determining incapacitation from Nauseau. Halve the duration of Nausea.|Crash=N/A|Availability=2|Cost=50|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Oneiro|Vector=Inhalation|Speed=Immediate|Duration=3d6 Minutes|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Paralysis, Divination Metamagic|Crash=Disoriented for time equal to the duration unless the subject has the Augury and Sortilige Ritual.|Availability=6F|Cost=1250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Overdrive|Vector=Inhalation|Speed=1 Combat Turn|Duration=10-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Reaction, +1 to all Logic-linked Skills|Crash=Long term use can cause the user to get Poor-Self Control: Braggart or Paranoia|Availability=10F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Oxygenated Fluorocarbons|Vector=Transfusion|Speed=1d6 Hours|Duration=1 week|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Agility, double the time to hold breath.|Crash=-1 Physical Limit, -1 Body for Body Days, 15P if a second dose is attempted|Availability=12R|Cost=2000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Pixie Dust|Vector=Inhalation|Speed=Immediate|Duration=1d6 Minutes|Addiction type=Both|Addiction rating=10|Addiction threshold=4|Effects=+1 Charisma, +1 Perception, High Pain Tolerance 1, Memory Loss of the past 1d6 minutes after taking the drug.|Crash=N/A|Availability=8F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche|Vector=Ingestion|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=2|Effects=+1 Intuition, +1 Logic, +1 Mental limit, Sustained Spell dicepool modifier reduced to -1 (from -2)|Crash=N/A|Availability=-|Cost=200}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche Chips (illegal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=No negative penalties from negative mental qualities up to Severe, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=6F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche Chips (legal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=No negative penalties from negative mental qualities up to Moderate, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=4R|Cost=350|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Push|Vector=Ingestion|Speed=1 Minute|Duration=15-Body minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=Get High|Crash=N/A|Availability=4F|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Reaper|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Same as Slab, -8 Dice to assense subject's aura|Crash=-4 Reaction for half the duration|Availability=8R|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Red Mescaline|Vector=Ingestion|Speed=1 Hour|Duration=18-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Charisma, -2 Reaction, +2 Perception, +1 Willpower, Disorentation, Does not interact with Psyche|Crash=Charisma and Willpower reduced to 1 for 18-Body Hours|Availability=4R|Cost=50|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ripper|Vector=Injection, Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Strength, -1 Willpower, Regular use(3x per day for 3-6 weeks) reduces Karma Cost to improve Strength by 1.|Crash=N/A|Availability=6F|Cost=60|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Rock Lizard Blood|Vector=Ingestion|Speed=30 Minutes|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Physical|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Immunity against Diseases and Toxins|Crash=2P, -4 dice for all resist disease and toxin tests for an equivalent duration|Availability=10R|Cost=1700|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Shade|Vector=Inhalation|Speed=Immediate|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Psychological|Addiction rating=7|Addiction threshold=3|Effects=Forces Astral Projection. If you can already Project, add duration to your normal limit. If you have a spirit guide or initiate, you can access the metaplanes.|Crash=10S, user dies if they don't return to their bodies before the duration ends.|Availability=6R|Cost=1000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Slab|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Suspended Animation. Perception+Intuition(6) or Medicine+Logic(4) to determine if the subject is alive without a medkit or other medical equipment.|Crash=-4 Reaction for half the duration.|Availability=8R|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Snuff|Vector=Ingestion, Inhalation|Speed=1 Minute|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=2|Addiction threshold=2|Effects=+1 Reaction, Pain Resistance 1|Crash=-1 Intuition for twice the duration|Availability=1R|Cost=10|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Sober Time|Vector=Contact|Speed=1 Combat Turn|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Negates penalties to Charisma, Intuition, Reaction, and/or Willpower up to a max of 6 dice total. Applied evenly if total dice &amp;gt;6.|Crash=Double penalties for the remainder of their original duration. If any attribute is reduced below 1, subject is immobilized and passes out until the effect wears off.|Availability=6F|Cost=125|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Soothsayer|Vector=Contact, Injection|Speed=1 minute|Duration=(12 - Body) Hours, minimum 1 hour|Addiction type=none|Addiction rating=-|Addiction threshold=-|Effects=8S resisted with Body only. Unless all damage is resisted, the subject also suffers Willpower –3 and Social limit –1. Each additional application reduces the DV by 1 as the subject builds up a resistance to the drug’s effects, no matter how long it has been since the last application.|Crash=N/A|Availability=12F|Cost=150|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Trance|Vector=Inhalation|Speed=1 Combat Turn|Duration=(6 - Body) hours, minimum 1 hour|Addiction type=Both|Addiction rating=6|Addiction threshold=3|Effects=+1 Intuition, +2 to all Logic-linked skills, Paralysis|Crash=Paralysis continues for an equal duration|Availability=10F|Cost=1100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Woad|Vector=Ingestion|Speed=1 Combat Turn|Duration=5 x 1d6 minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=2|Effects=+2 Agility and Berzerk (when wounded)|Crash=-2 to all Social Tests for Duration x 10|Availability=3R|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Wudu'aku|Vector=Ingestion, Injection|Speed=2d6 minutes|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=N/A|Addiction rating=4|Addiction threshold=1|Effects=The user receives +2 dice on all Conjuring skill&lt;br /&gt;
group tests and adds +2 to her effective Charisma when&lt;br /&gt;
dealing with spirits of man.|Crash=N/A|Availability=12F|Cost=2350|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zen|Vector=Inhalation|Speed=5 Minutes|Duration=10*1d6 minutes|Addiction type=Psychological|Addiction rating=3|Addiction threshold=1|Effects=–2 Reaction, +1 Willpower, –1 physical action dice pool modifier|Crash=N/A|Availability=4R|Cost=5}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zero|Vector=Ingestion, Injection|Speed=1 hour|Duration=(20 - Body) Hours, Minimum 1|Addiction type=Physiological|Addiction rating=1|Addiction threshold=3|Effects=Allergy and Addiction reduction, promotion of cyberware adaptation, –2 to Disease Resistance Tests and Toxin Resistance Tests|Crash=N/A|Availability=8R|Cost=150|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zombie Dust|Vector=Contact, Injection|Speed=2 Combat Turns|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=3|Effects=Causes a target to be instantly prepared for possession. While this can offer a rapid conversion for a friendly ally, it can also be used aggressively against unwilling targets. Note they still get their Intuition + Willpower Test to resist possession.|Crash=N/A|Availability=12F|Cost=1500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zone|Vector=Ingestion|Speed=1 Hour|Duration=12-Body Hours|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Ignore Mild to Moderate Phobias, Mild Allergy(Light), -1 Perception, Glare increased by 1|Crash=N/A|Availability=-|Cost=-|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Toxins==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!TOXIN!!VECTOR!!SPEED!!PENETRATION!!POWER!!EFFECTS!!AVAIL!!COST (PER DOSE)!!SOURCE&lt;br /&gt;
{{SR5:Toxins Row|Name=CS/Tear Gas|Vector=Contact,Inhalation|Speed=1 Combat Turn|Penetration=0|Power=8|Effects=Disorientation, Nausea, Stun Damage|Availability=4R|Cost=20}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Gamma-Scopolamine|Vector=Injection|Speed=Immediate|Penetration=0|Power=12|Effects=Paralysis, Truth Serum|Availability=14F|Cost=200}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Narcojet|Vector=Injection|Speed=Immediate|Penetration=0|Power=15|Effects=Stun Damage|Availability=8R|Cost=50}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Nausea Gas|Vector=Inhalation|Speed=3 Combat Turns|Penetration=0|Power=9|Effects=Disorientation, Nausea|Availability=6R|Cost=25}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun VIII|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=12R|Cost=60}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun IX|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=13R|Cost=60}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun X|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=15|Effects=Disorientation, Stun Damage|Availability=14R|Cost=100}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Pepper Punch|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=11|Effects=Nausea, Stun Damage|Cost=5}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Seven-7|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=12|Effects=Physical Damage, Disorientation, Nausea|Availability=20F|Cost=1,000}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Aconite|Vector=Injection, Ingestion|Speed=1 Combat Turn|Penetration=0|Power=5|Effects=Physical Damage, Nausea, Special: Willpower + Magic (Power) to not revert to natural shape|Availability=11F|Cost=200|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Atropine|Vector=Injection|Speed=Immediate|Penetration=0|Power=5|Effects=Physical Damage,Disorientation|Availability=10F|Cost=150|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Dog asp venom|Vector=Injection|Speed=1 minute|Penetration=0|Power=10|Effects=Physical Damage|Availability=12F|Cost=350|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Ekyelebenie venom|Vector=Injection|Speed=1 Combat Turn|Penetration=0|Power=8|Effects=Physical Damage, Blindness (Special)|Availability=16F|Cost=575|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Naga venom|Vector=Injection|Speed=Immediate|Penetration=0|Power=Special|Effects=Physical Damage|Availability=Power*3F|Cost=Power*100|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Nova scorpion venom|Vector=Injection|Speed=1 hour|Penetration=-2|Power=12|Effects=Physical Damage|Availability=14F|Cost=600|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Tetrodotoxin|Vector=Injection, Ingestion|Speed=1 Combat Turn with Injection, 10 minutes with Ingestion|Penetration=0|Power=7|Effects=Physical Damage,Paralysis/Suffocation (Special)|Availability=8F|Cost=1000|Source={{HT}}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Medical&amp;diff=3656</id>
		<title>SR5:Gear Lists:Medical</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Medical&amp;diff=3656"/>
		<updated>2021-08-01T01:19:25Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Add Hard Targets toxins.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Health Gear==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!TYPE!!NAME!!AVAIL!!COST!!SOURCE&lt;br /&gt;
&amp;lt;!-- Biotech --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Biomonitor|Availability=3|Cost=300}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Disposable syringe|Availability=3|Cost=10}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit (R 1-6)|Availability=Rating|Cost=Rating x 250}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit Supplies|Cost=100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DocWagon Contracts --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Basic|Cost=5,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Gold|Cost=25,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Platinum|Cost=50,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Super-platinum|Cost=100,000|CostNote= per year}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Slap Patches --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Antidote patch (R 1-6)|Availability=Rating|Cost=Rating x 50}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Chem patch|Availability=6|Cost=200}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Stim patch (R 1-6)|Availability=Rating x 2|Cost=Rating x 25}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Tranq patch (R 1-10)|Availability=Rating x 2|Cost=Rating x 20}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Trauma patch|Availability=6|Cost=500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!Drug!!Vector!!Speed!!Duration!!Addiction type!!Addiction rating!!Addiction threshold!!Effects!!Crash!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Drug Row|Name=AEXD|Vector=Ingestion|Speed=Immediate|Duration=10*2d6 minutes|Addiction type=Physiological|Addiction rating=1|Addiction threshold=1|Effects=+3 dice to resist TLE-x Seizures|Crash=N/A|Availability=4|Cost=80|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Aisa|Vector=Ingestion|Speed=Immediate|Duration=20*2d6 minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=Disorientation, Hallucinations|Crash=2S, 4S for every dose past the first|Availability=4|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Animal Tongue|Vector=Ingestion|Speed=3d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=Critter Power: Animal Control|Crash=Fear of animals for time equal to the drug's duration. Treat all animals as having the Fear power.|Availability=6R|Cost=1500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ayao's Will|Vector=Ingestion|Speed=2 Combat Turns|Duration=10*1d6 Minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+2 Dice to resist manipulation spells|Crash=N/A|Availability=14F|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Betameth|Vector=Inhalation|Speed=1 minute|Duration=9-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Reaction, +1 Intuition|Crash=6S|Availability=5F|Cost=30|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Betel|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=|Addiction threshold=2|Effects=+1 Perception|Crash=Addiction(Mild), unless you have a source of bonus dice to addiction tests. Addiction never progresses past mild.|Availability=4|Cost=5|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Bliss|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(6-BOD) hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=–1 Reaction, +1 to all thresholds, –1 to all Limits, High Pain Tolerance 3|Crash=N/A|Availability=3F|Cost=15}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cereprax|Vector=Ingestion|Speed=1d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Intuition, +3 Logic, +2 Mental Limit, Analytical Mind Quality|Crash=-2 to limits, -2 Logic, 5S. GM rolls Intuition+Edge, if drug is used before 8-Hits hours, they take 1d6 points of Intuition Damage.|Availability=14F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cram|Vector=Ingestion, Inhalation|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=4|Addiction threshold=3|Effects=+1 Reaction, +1D6 Initiative Dice|Crash=6 Stun Damage|Availability=2R|Cost=10}}&lt;br /&gt;
{{SR5:Drug Row|Name=Crash|Vector=Injection|Speed=Immediate|Duration=N/A|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Allows a dying person to make an immediate stabilization test, using Body instead of First Aid or Medicine|Crash=N/A|Availability=3|Cost=800|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Crimson Orchid|Vector=Injection|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=-3 Reaction, +1 to all Thresholds, Pain Resistance 6, Astral Beacon|Crash=N/A|Availability=6F|Cost=300|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cryo|Vector=Rapid Infuser|Speed=Immediate|Duration=(30-Body) minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject only receives an additional box of progressive or overflow damage every (Body*4) combat turns.|Crash=Subject regains consciousness after (Body) combat turns. -4 dice pool modifier to all tests, reduced by 1 for every (Body) combat turns until reduced to 0.|Availability=8R|Cost=1000|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Deepweed|Vector=Ingestion, Inhalation|Speed=Immediate|Duration=(6-BOD) hours|Addiction type=Physiological|Addiction rating=-|Addiction threshold=-|Effects=+1 Willpower, +1 Mental Limit, -1 Physical Limit, awakened characters astrally perceive|Crash=-1 to all dicepool modifiers, -1 all limits|Availability=8F|Cost=400}}&lt;br /&gt;
{{SR5:Drug Row|Name=Dopadrine|Vector=Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=3|Addiction threshold=2|Effects=Cancels Berserk, -1 Dice to Physical Actions|Crash=N/A|Availability=8|Cost=45|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=eX|Vector=Ingestion|Speed=1d6 Minutes|Duration=8-Body Hours|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=3R|Cost=20|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Forget-Me-Not|Vector=Ingestion|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Psychological|Addiction rating=-|Addiction threshold=-|Effects=Immunity to Laes, or similar drugs. +3 Dice to resist Alter Memory Spells|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=G3|Vector=Ingestion|Speed=1 Hour|Duration=15-Body Hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Body when resisting Fatigue Damage, &amp;quot;Longevity&amp;quot; (Not Mechanical)|Crash=N/A|Availability=2|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Galak|Vector=Ingestion|Speed=1d6 Minutes|Duration=9-Body Hours, Minimum 3|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=4R|Cost=45|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Guts|Vector=Inhalation|Speed=Immediate|Duration=12-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=Immunity to Fear|Crash=Recklessness, Logic+Willpower (3) Test to avoid doing something they wouldn't normally do at GM's discretion.|Availability=8R|Cost=60|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hecate's Blessing|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=2|Effects=+1 Drain Resist Dice|Crash=-1 Magic for twice the duration|Availability=12F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hemosynth|Vector=Rapid Infuser|Speed=(Body) combat turns|Duration=(Body) combat turns|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject rolls Body*2d6, each hit removes one box of accumulated Progressive or Overflow damage. Damage cannot be reduced below the base damage that caused Progressive or Overflow.|Crash=Subject continues to accumulate damage during and after the infusion, until stabilization occurs.|Availability=4|Cost=2000|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hurlg|Vector=Ingestion|Speed=2d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=-1 Logic, +1 Willpower, Disorientation for Humans and Elves unless they have an implant or magic giving them bonus dice on Toxin Resistance Tests|Crash=9S, resisted by Body|Availability=2R|Cost=10|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Immortal Flower|Vector=Ingestion|Speed=16 Combat Rounds|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=Regeneration|Crash=Lose 0.1 Essence for every 20 boxes of damage sustained, 2d6 Physical if the subject has any cyberware or bioware.|Availability=14R|Cost=2500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Jazz|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=+1 Reaction, +1 Physical Limit, +2d6 Initiative Dice|Crash=Disorientation|Availability=2R|Cost=75}}&lt;br /&gt;
{{SR5:Drug Row|Name=K-10|Vector=Injection|Speed=Immediate|Duration=5*1d6 Minutes|Addiction type=Both|Addiction rating=11|Addiction threshold=3|Effects=+3 Body, +3 Agility, +4 Strength, +1 Willpower, +5 Initiative, +High Pain Tolerance 3, Berserk|Crash=18S, if you go Berserk, make an Edge (1) Test, failure causes permanent Berserk.|Availability=16F|Cost=900|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Kamikaze|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=9|Addiction threshold=3|Effects=+1 Body, +1 Agility, +2 Strength, +1 Willpower,&lt;br /&gt;
+2 Physical limit, +2D6 Initiative Dice, High Pain Tolerance&lt;br /&gt;
3|Crash=–1 Reaction, –1 Willpower, and –2 to all Limits, 6 Stun Damage|Availability=4R|Cost=100}}&lt;br /&gt;
{{SR5:Drug Row|Name=Laés|Vector=Ingestion, Inhalation, Injection|Speed=1 Combat Turn|Duration=20*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 12-Body Hours of Memories erased.|Crash=N/A|Availability=12F|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Leäl|Vector=Ingestion|Speed=1 Combat Turn|Duration=5*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 120-Body(minimum 100) minutes of memories erased|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Little Smoke|Vector=Inhalation|Speed=2d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Concealment and Confusion|Crash=Perception and Willpower reduced to 1 for an equivalent duration|Availability=12F|Cost=1800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Long Haul|Vector=Injection|Speed=10 Minutes|Duration=4 days|Addiction type=Psychological|Addiction rating=2|Addiction threshold=1|Effects=Alleviates the need for sleep. A second dose extends the period for 1d6/2 days.|Crash=Dose 1: Pass out for 8d6 hours.&lt;br /&gt;
Dose 2: 10 Stun, as above.|Availability=-|Cost=50}}&lt;br /&gt;
{{SR5:Drug Row|Name=Memory Fog|Vector=Ingestion|Speed=1 minute|Duration=14-Body Hours, minimum 2|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=-2 to Memory Tests to recall what happened while using the drug, -2 to all memory tests while under the drug's effects. Max -2.|Crash=N/A|Availability=6R|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nanoscan|Vector=Injection|Speed=Immediate|Duration=24 hours, or (Nano-hive Rating) Days|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Acts as a biomonitor, transmits data to a subscribed commlink or medkit|Crash=N/A|Availability=5|Cost=500|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Neostigmine|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Reaction for the purposes of determining paralysis. Halve the duration of paralysis.|Crash=N/A|Availability=2|Cost=100|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nightwatch|Vector=Contact|Speed=Immediate|Duration=20*1d6 Minutes|Addiction type=Pyschological|Addiction rating=1|Addiction threshold=2|Effects=Low-Light Vision, Glare increased by one category.|Crash=N/A|Availability=3R|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nitro|Vector=Inhalation|Speed=1 Combat Turn|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Strength, +2 Willpower, +2 Perception, +2&lt;br /&gt;
Physical limit, High Pain Tolerance 6|Crash=-2 to all limits, 9 Stun|Availability=2R|Cost=50}}&lt;br /&gt;
{{SR5:Drug Row|Name=NoPaint|Vector=Contact|Speed=Immediate|Duration=1d6 hours|Addiction type=Both|Addiction rating=3|Addiction threshold=1|Effects=High Pain Tolerance 3&lt;br /&gt;
Special: Two doses needed for Orks and Trolls|Crash=N/A|Availability=3|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Novacoke|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(10-Body) hours|Addiction type=Both|Addiction rating=7|Addiction threshold=2|Effects=+1 Reaction, +1 Charisma, +1 Perception, +1&lt;br /&gt;
Social Limit, High Pain Tolerance 1|Crash=Charisma and Willpower reduced to 1, -1 to all limits|Availability=2R|Cost=10}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ondansetron|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Willpower for the purpose of determining incapacitation from Nauseau. Halve the duration of Nausea.|Crash=N/A|Availability=2|Cost=50|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Oneiro|Vector=Inhalation|Speed=Immediate|Duration=3d6 Minutes|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Paralysis, Divination Metamagic|Crash=Disoriented for time equal to the duration unless the subject has the Augury and Sortilige Ritual.|Availability=6F|Cost=1250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Overdrive|Vector=Inhalation|Speed=1 Combat Turn|Duration=10-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Reaction, +1 to all Logic-linked Skills|Crash=Long term use can cause the user to get Poor-Self Control: Braggart or Paranoia|Availability=10F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Oxygenated Fluorocarbons|Vector=Transfusion|Speed=1d6 Hours|Duration=1 week|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Agility, double the time to hold breath.|Crash=-1 Physical Limit, -1 Body for Body Days, 15P if a second dose is attempted|Availability=12R|Cost=2000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Pixie Dust|Vector=Inhalation|Speed=Immediate|Duration=1d6 Minutes|Addiction type=Both|Addiction rating=10|Addiction threshold=4|Effects=+1 Charisma, +1 Perception, High Pain Tolerance 1, Memory Loss of the past 1d6 minutes after taking the drug.|Crash=N/A|Availability=8F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche|Vector=Ingestion|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=2|Effects=+1 Intuition, +1 Logic, +1 Mental limit, Sustained Spell dicepool modifier reduced to -1 (from -2)|Crash=N/A|Availability=-|Cost=200}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche Chips (illegal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=No negative penalties from negative mental qualities up to Severe, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=6F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche Chips (legal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=No negative penalties from negative mental qualities up to Moderate, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=4R|Cost=350|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Push|Vector=Ingestion|Speed=1 Minute|Duration=15-Body minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=Get High|Crash=N/A|Availability=4F|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Reaper|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Same as Slab, -8 Dice to assense subject's aura|Crash=-4 Reaction for half the duration|Availability=8R|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Red Mescaline|Vector=Ingestion|Speed=1 Hour|Duration=18-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Charisma, -2 Reaction, +2 Perception, +1 Willpower, Disorentation, Does not interact with Psyche|Crash=Charisma and Willpower reduced to 1 for 18-Body Hours|Availability=4R|Cost=50|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ripper|Vector=Injection, Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Strength, -1 Willpower, Regular use(3x per day for 3-6 weeks) reduces Karma Cost to improve Strength by 1.|Crash=N/A|Availability=6F|Cost=60|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Rock Lizard Blood|Vector=Ingestion|Speed=30 Minutes|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Physical|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Immunity against Diseases and Toxins|Crash=2P, -4 dice for all resist disease and toxin tests for an equivalent duration|Availability=10R|Cost=1700|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Shade|Vector=Inhalation|Speed=Immediate|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Psychological|Addiction rating=7|Addiction threshold=3|Effects=Forces Astral Projection. If you can already Project, add duration to your normal limit. If you have a spirit guide or initiate, you can access the metaplanes.|Crash=10S, user dies if they don't return to their bodies before the duration ends.|Availability=6R|Cost=1000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Slab|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Suspended Animation. Perception+Intuition(6) or Medicine+Logic(4) to determine if the subject is alive without a medkit or other medical equipment.|Crash=-4 Reaction for half the duration.|Availability=8R|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Snuff|Vector=Ingestion, Inhalation|Speed=1 Minute|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=2|Addiction threshold=2|Effects=+1 Reaction, Pain Resistance 1|Crash=-1 Intuition for twice the duration|Availability=1R|Cost=10|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Sober Time|Vector=Contact|Speed=1 Combat Turn|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Negates penalties to Charisma, Intuition, Reaction, and/or Willpower up to a max of 6 dice total. Applied evenly if total dice &amp;gt;6.|Crash=Double penalties for the remainder of their original duration. If any attribute is reduced below 1, subject is immobilized and passes out until the effect wears off.|Availability=6F|Cost=125|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Soothsayer|Vector=Contact, Injection|Speed=1 minute|Duration=(12 - Body) Hours, minimum 1 hour|Addiction type=none|Addiction rating=-|Addiction threshold=-|Effects=8S resisted with Body only. Unless all damage is resisted, the subject also suffers Willpower –3 and Social limit –1. Each additional application reduces the DV by 1 as the subject builds up a resistance to the drug’s effects, no matter how long it has been since the last application.|Crash=N/A|Availability=12F|Cost=150|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Trance|Vector=Inhalation|Speed=1 Combat Turn|Duration=(6 - Body) hours, minimum 1 hour|Addiction type=Both|Addiction rating=6|Addiction threshold=3|Effects=+1 Intuition, +2 to all Logic-linked skills, Paralysis|Crash=Paralysis continues for an equal duration|Availability=10F|Cost=1100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Woad|Vector=Ingestion|Speed=1 Combat Turn|Duration=5 x 1d6 minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=2|Effects=+2 Agility and Berzerk (when wounded)|Crash=-2 to all Social Tests for Duration x 10|Availability=3R|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Wudu'aku|Vector=Ingestion, Injection|Speed=2d6 minutes|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=N/A|Addiction rating=4|Addiction threshold=1|Effects=The user receives +2 dice on all Conjuring skill&lt;br /&gt;
group tests and adds +2 to her effective Charisma when&lt;br /&gt;
dealing with spirits of man.|Crash=N/A|Availability=12F|Cost=2350|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zen|Vector=Inhalation|Speed=5 Minutes|Duration=10*1d6 minutes|Addiction type=Psychological|Addiction rating=3|Addiction threshold=1|Effects=–2 Reaction, +1 Willpower, –1 physical action dice pool modifier|Crash=N/A|Availability=4R|Cost=5}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zero|Vector=Ingestion, Injection|Speed=1 hour|Duration=(20 - Body) Hours, Minimum 1|Addiction type=Physiological|Addiction rating=1|Addiction threshold=3|Effects=Allergy and Addiction reduction, promotion of cyberware adaptation, –2 to Disease Resistance Tests and Toxin Resistance Tests|Crash=N/A|Availability=8R|Cost=150|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zombie Dust|Vector=Contact, Injection|Speed=2 Combat Turns|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=3|Effects=Causes a target to be instantly prepared for possession. While this can offer a rapid conversion for a friendly ally, it can also be used aggressively against unwilling targets. Note they still get their Intuition + Willpower Test to resist possession.|Crash=N/A|Availability=12F|Cost=1500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zone|Vector=Ingestion|Speed=1 Hour|Duration=12-Body Hours|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Ignore Mild to Moderate Phobias, Mild Allergy(Light), -1 Perception, Glare increased by 1|Crash=N/A|Availability=-|Cost=-|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Toxins==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!TOXIN!!VECTOR!!SPEED!!PENETRATION!!POWER!!EFFECTS!!AVAIL!!COST (PER DOSE)!!SOURCE&lt;br /&gt;
{{SR5:Toxins Row|Name=CS/Tear Gas|Vector=Contact,Inhalation|Speed=1 Combat Turn|Penetration=0|Power=8|Effects=Disorientation, Nausea, Stun Damage|Availability=4R|Cost=20}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Gamma-Scopolamine|Vector=Injection|Speed=Immediate|Penetration=0|Power=12|Effects=Paralysis, Truth Serum|Availability=14F|Cost=200}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Narcojet|Vector=Injection|Speed=Immediate|Penetration=0|Power=15|Effects=Stun Damage|Availability=8R|Cost=50}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Nausea Gas|Vector=Inhalation|Speed=3 Combat Turns|Penetration=0|Power=9|Effects=Disorientation, Nausea|Availability=6R|Cost=25}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun VIII|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=12R|Cost=60}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun IX|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=13R|Cost=60}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun X|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=15|Effects=Disorientation, Stun Damage|Availability=14R|Cost=100}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Pepper Punch|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=11|Effects=Nausea, Stun Damage|Cost=5}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Seven-7|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=12|Effects=Physical Damage, Disorientation, Nausea|Availability=20F|Cost=1,000}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Aconite|Vector=Injection, Ingestion|Speed=1 Combat Turn|Penetration=0|Power=5|Effects=Physical Damage, Nausea, Special: Willpower + Magic (Power) to not revert to natural shape|Availability=11F|Cost=200|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Atropine|Vector=Injection|Speed=Immediate|Penetration=0|Power=5|Effects=Physical Damage,Disorientation|Availability=10F|Cost=150|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Dog asp venom|Vector=Injection|Speed=1 minute|Penetration=0|Power=10|Effects=Physical Damage|Availability=12F|Cost=350|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Ekyelenbenie venom|Vector=Injection|Speed=1 Combat Turn|Penetration=0|Power=8|Effects=Physical Damage, Blindness (Special)|Availability=16F|Cost=575|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Naga venom|Vector=Injection|Speed=Immediate|Penetration=0|Power=Special|Effects=Physical Damage|Availability=Power*3F|Cost=Power*100|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Nova scorpion venom|Vector=Injection|Speed=1 hour|Penetration=-2|Power=12|Effects=Physical Damage|Availability=14F|Cost=600|Source={{HT}}}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Tetrodotoxin|Vector=Injection, Ingestion|Speed=1 Combat Turn with Injection, 10 minutes with Ingestion|Penetration=0|Power=7|Effects=Physical Damage,Paralysis/Suffocation (Special)|Availability=8F|Cost=1000|Source={{HT}}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Character_Creation&amp;diff=3655</id>
		<title>SR5:Character Creation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Character_Creation&amp;diff=3655"/>
		<updated>2021-06-26T20:30:45Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Add outline of karma point-buy system and link to metatype table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Character Creation Navigation}}&lt;br /&gt;
&lt;br /&gt;
There is an optional ruleset for building characters as described in {{RF}}, page 64. The process is as follows:&lt;br /&gt;
&lt;br /&gt;
# Beginning with 800 karma, purchase a [[SR5:Character_Creation:Metatype_List|Metatype]].&lt;br /&gt;
# Optionally buy a quality to be able to use Magic or Resonance:&lt;br /&gt;
## Adept (20 karma)&lt;br /&gt;
## Aspected Magician (15 karma)&lt;br /&gt;
## Magician (30 karma)&lt;br /&gt;
## Mystic Adept (35 karma)&lt;br /&gt;
## Technomancer (15 karma)&lt;br /&gt;
# Follow the normal steps of character creation, except buying the relevant pieces with karma and exchanging 1 karma for 2,000 nuyen as needed to purchase gear.&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:RF&amp;diff=3654</id>
		<title>Template:RF</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:RF&amp;diff=3654"/>
		<updated>2021-06-26T20:20:23Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Redirected page to Template:Run Faster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Template:Run Faster]]&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:Run_Faster&amp;diff=3653</id>
		<title>Template:Run Faster</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:Run_Faster&amp;diff=3653"/>
		<updated>2021-06-26T20:19:40Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Created page with &amp;quot;&amp;lt;onlyinclude&amp;gt;&amp;lt;abbr title=&amp;quot;Run Faster&amp;quot;&amp;gt;SR5:RF&amp;lt;/abbr&amp;gt;&amp;lt;/onlyinclude&amp;gt; Category:Book abbreviations&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;abbr title=&amp;quot;Run Faster&amp;quot;&amp;gt;SR5:RF&amp;lt;/abbr&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Book abbreviations]]&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Character_Creation:Metatype_List&amp;diff=3652</id>
		<title>SR5:Character Creation:Metatype List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Character_Creation:Metatype_List&amp;diff=3652"/>
		<updated>2021-06-26T20:11:43Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Import metahuman metatypes table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table shows metahuman metatypes available during character creation and their Karma costs for the Karma build method.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Metatype||Base||Body||(Max)||AGI||(Max)||REA||(Max)||STR||(Max)||WIL||(Max)||LOG||(Max)||INT||(Max)||CHA||(Max)||EDG||(Max)||Karma cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Dwarf||-||3||8||1||6||1||5||3||8||2||7||1||6||1||6||1||6||1||6||40&lt;br /&gt;
|-&lt;br /&gt;
|Gnome||Dwarf||1||4||2||7||1||6||1||4||2||7||2||7||1||6||1||6||1||6||50&lt;br /&gt;
|-&lt;br /&gt;
|Hanuman||Dwarf||1||6||2||7||1||6||2||7||1||6||1||5||2||7||1||5||1||6||100&lt;br /&gt;
|-&lt;br /&gt;
|Koborokuru||Dwarf||2||7||1||6||1||6||2||7||2||7||1||6||1||6||1||6||1||6||70&lt;br /&gt;
|-&lt;br /&gt;
|Menehune||Dwarf||2||7||2||7||1||5||2||7||1||6||1||6||1||6||1||6||1||6||50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Elf||-||1||6||2||7||1||6||1||6||1||6||1||6||1||6||3||8||1||6||50&lt;br /&gt;
|-&lt;br /&gt;
|Dryad||Elf||1||6||2||7||1||6||1||5||1||6||1||6||1||6||3||8||1||6||90&lt;br /&gt;
|-&lt;br /&gt;
|Nocturna||Elf||1||5||3||8||1||6||1||6||1||6||1||6||1||6||2||7||1||6||60&lt;br /&gt;
|-&lt;br /&gt;
|Wakyambi||Elf||1||6||2||7||1||6||1||6||1||6||1||5||2||7||1||6||2||7||70&lt;br /&gt;
|-&lt;br /&gt;
|Xapiri Thëpë||Elf||1||6||2||7||1||6||1||6||1||6||1||5||1||6||2||7||1||6||80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Human||-||1||6||1||6||1||6||1||6||1||6||1||6||1||6||1||6||2||7||0&lt;br /&gt;
|-&lt;br /&gt;
|Nartaki||Human||1||6||1||6||1||6||1||6||1||6||1||6||1||6||1||6||1||6||40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Ork||-||4||9||1||6||1||6||3||8||1||6||1||5||1||6||1||5||1||6||50&lt;br /&gt;
|-&lt;br /&gt;
|Hobgoblin||Ork||1||6||1||6||1||6||2||7||1||6||1||5||1||6||2||7||1||6||40&lt;br /&gt;
|-&lt;br /&gt;
|Ogre||Ork||4||9||1||6||1||5||3||8||2||7||1||5||1||6||1||4||1||6||40&lt;br /&gt;
|-&lt;br /&gt;
|Oni||Ork||3||8||2||7||1||6||2||7||1||6||1||5||1||6||2||7||1||6||50&lt;br /&gt;
|-&lt;br /&gt;
|Satyr||Ork||2||7||1||6||2||7||2||7||1||6||1||6||1||6||1||5||1||6||50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Troll||-||5||10||1||5||1||6||5||10||1||6||1||5||1||5||1||4||1||6||90&lt;br /&gt;
|-&lt;br /&gt;
|Cyclopean||Troll||5||10||1||5||1||6||6||11||1||6||1||4||1||5||1||4||1||6||100&lt;br /&gt;
|-&lt;br /&gt;
|Fomorian||Troll||4||9||1||5||1||6||5||10||1||5||1||4||1||4||1||5||1||6||100&lt;br /&gt;
|-&lt;br /&gt;
|Giant||Troll||5||10||1||5||1||5||5||10||1||6||1||5||1||5||1||5||1||6||90&lt;br /&gt;
|-&lt;br /&gt;
|Minotaur||Troll||6||11||1||5||1||6||5||10||1||6||1||5||1||6||1||4||1||6||100&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Medical&amp;diff=3651</id>
		<title>SR5:Gear Lists:Medical</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Medical&amp;diff=3651"/>
		<updated>2021-06-02T05:22:16Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Fix typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Health Gear==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!TYPE!!NAME!!AVAIL!!COST!!SOURCE&lt;br /&gt;
&amp;lt;!-- Biotech --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Biomonitor|Availability=3|Cost=300}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Disposable syringe|Availability=3|Cost=10}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit (R 1-6)|Availability=Rating|Cost=Rating x 250}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit Supplies|Cost=100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DocWagon Contracts --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Basic|Cost=5,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Gold|Cost=25,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Platinum|Cost=50,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Super-platinum|Cost=100,000|CostNote= per year}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Slap Patches --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Antidote patch (R 1-6)|Availability=Rating|Cost=Rating x 50}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Chem patch|Availability=6|Cost=200}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Stim patch (R 1-6)|Availability=Rating x 2|Cost=Rating x 25}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Tranq patch (R 1-10)|Availability=Rating x 2|Cost=Rating x 20}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Trauma patch|Availability=6|Cost=500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!Drug!!Vector!!Speed!!Duration!!Addiction type!!Addiction rating!!Addiction threshold!!Effects!!Crash!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Drug Row|Name=AEXD|Vector=Ingestion|Speed=Immediate|Duration=10*2d6 minutes|Addiction type=Physiological|Addiction rating=1|Addiction threshold=1|Effects=+3 dice to resist TLE-x Seizures|Crash=N/A|Availability=4|Cost=80|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Aisa|Vector=Ingestion|Speed=Immediate|Duration=20*2d6 minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=Disorientation, Hallucinations|Crash=2S, 4S for every dose past the first|Availability=4|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Animal Tongue|Vector=Ingestion|Speed=3d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=Critter Power: Animal Control|Crash=Fear of animals for time equal to the drug's duration. Treat all animals as having the Fear power.|Availability=6R|Cost=1500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ayao's Will|Vector=Ingestion|Speed=2 Combat Turns|Duration=10*1d6 Minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+2 Dice to resist manipulation spells|Crash=N/A|Availability=14F|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Betameth|Vector=Inhalation|Speed=1 minute|Duration=9-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Reaction, +1 Intuition|Crash=6S|Availability=5F|Cost=30|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Betel|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=|Addiction threshold=2|Effects=+1 Perception|Crash=Addiction(Mild), unless you have a source of bonus dice to addiction tests. Addiction never progresses past mild.|Availability=4|Cost=5|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Bliss|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(6-BOD) hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=–1 Reaction, +1 to all thresholds, –1 to all Limits, High Pain Tolerance 3|Crash=N/A|Availability=3F|Cost=15}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cereprax|Vector=Ingestion|Speed=1d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Intuition, +3 Logic, +2 Mental Limit, Analytical Mind Quality|Crash=-2 to limits, -2 Logic, 5S. GM rolls Intuition+Edge, if drug is used before 8-Hits hours, they take 1d6 points of Intuition Damage.|Availability=14F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cram|Vector=Ingestion, Inhalation|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=4|Addiction threshold=3|Effects=+1 Reaction, +1D6 Initiative Dice|Crash=6 Stun Damage|Availability=2R|Cost=10}}&lt;br /&gt;
{{SR5:Drug Row|Name=Crash|Vector=Injection|Speed=Immediate|Duration=N/A|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Allows a dying person to make an immediate stabilization test, using Body instead of First Aid or Medicine|Crash=N/A|Availability=3|Cost=800|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Crimson Orchid|Vector=Injection|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=-3 Reaction, +1 to all Thresholds, Pain Resistance 6, Astral Beacon|Crash=N/A|Availability=6F|Cost=300|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cryo|Vector=Rapid Infuser|Speed=Immediate|Duration=(30-Body) minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject only receives an additional box of progressive or overflow damage every (Body*4) combat turns.|Crash=Subject regains consciousness after (Body) combat turns. -4 dice pool modifier to all tests, reduced by 1 for every (Body) combat turns until reduced to 0.|Availability=8R|Cost=1000|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Deepweed|Vector=Ingestion, Inhalation|Speed=Immediate|Duration=(6-BOD) hours|Addiction type=Physiological|Addiction rating=-|Addiction threshold=-|Effects=+1 Willpower, +1 Mental Limit, -1 Physical Limit, awakened characters astrally perceive|Crash=-1 to all dicepool modifiers, -1 all limits|Availability=8F|Cost=400}}&lt;br /&gt;
{{SR5:Drug Row|Name=Dopadrine|Vector=Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=3|Addiction threshold=2|Effects=Cancels Berserk, -1 Dice to Physical Actions|Crash=N/A|Availability=8|Cost=45|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=eX|Vector=Ingestion|Speed=1d6 Minutes|Duration=8-Body Hours|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=3R|Cost=20|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Forget-Me-Not|Vector=Ingestion|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Psychological|Addiction rating=-|Addiction threshold=-|Effects=Immunity to Laes, or similar drugs. +3 Dice to resist Alter Memory Spells|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=G3|Vector=Ingestion|Speed=1 Hour|Duration=15-Body Hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Body when resisting Fatigue Damage, &amp;quot;Longevity&amp;quot; (Not Mechanical)|Crash=N/A|Availability=2|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Galak|Vector=Ingestion|Speed=1d6 Minutes|Duration=9-Body Hours, Minimum 3|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=4R|Cost=45|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Guts|Vector=Inhalation|Speed=Immediate|Duration=12-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=Immunity to Fear|Crash=Recklessness, Logic+Willpower (3) Test to avoid doing something they wouldn't normally do at GM's discretion.|Availability=8R|Cost=60|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hecate's Blessing|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=2|Effects=+1 Drain Resist Dice|Crash=-1 Magic for twice the duration|Availability=12F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hemosynth|Vector=Rapid Infuser|Speed=(Body) combat turns|Duration=(Body) combat turns|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject rolls Body*2d6, each hit removes one box of accumulated Progressive or Overflow damage. Damage cannot be reduced below the base damage that caused Progressive or Overflow.|Crash=Subject continues to accumulate damage during and after the infusion, until stabilization occurs.|Availability=4|Cost=2000|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hurlg|Vector=Ingestion|Speed=2d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=-1 Logic, +1 Willpower, Disorientation for Humans and Elves unless they have an implant or magic giving them bonus dice on Toxin Resistance Tests|Crash=9S, resisted by Body|Availability=2R|Cost=10|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Immortal Flower|Vector=Ingestion|Speed=16 Combat Rounds|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=Regeneration|Crash=Lose 0.1 Essence for every 20 boxes of damage sustained, 2d6 Physical if the subject has any cyberware or bioware.|Availability=14R|Cost=2500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Jazz|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=+1 Reaction, +1 Physical Limit, +2d6 Initiative Dice|Crash=Disorientation|Availability=2R|Cost=75}}&lt;br /&gt;
{{SR5:Drug Row|Name=K-10|Vector=Injection|Speed=Immediate|Duration=5*1d6 Minutes|Addiction type=Both|Addiction rating=11|Addiction threshold=3|Effects=+3 Body, +3 Agility, +4 Strength, +1 Willpower, +5 Initiative, +High Pain Tolerance 3, Berserk|Crash=18S, if you go Berserk, make an Edge (1) Test, failure causes permanent Berserk.|Availability=16F|Cost=900|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Kamikaze|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=9|Addiction threshold=3|Effects=+1 Body, +1 Agility, +2 Strength, +1 Willpower,&lt;br /&gt;
+2 Physical limit, +2D6 Initiative Dice, High Pain Tolerance&lt;br /&gt;
3|Crash=–1 Reaction, –1 Willpower, and –2 to all Limits, 6 Stun Damage|Availability=4R|Cost=100}}&lt;br /&gt;
{{SR5:Drug Row|Name=Laés|Vector=Ingestion, Inhalation, Injection|Speed=1 Combat Turn|Duration=20*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 12-Body Hours of Memories erased.|Crash=N/A|Availability=12F|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Leäl|Vector=Ingestion|Speed=1 Combat Turn|Duration=5*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 120-Body(minimum 100) minutes of memories erased|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Little Smoke|Vector=Inhalation|Speed=2d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Concealment and Confusion|Crash=Perception and Willpower reduced to 1 for an equivalent duration|Availability=12F|Cost=1800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Long Haul|Vector=Injection|Speed=10 Minutes|Duration=4 days|Addiction type=Psychological|Addiction rating=2|Addiction threshold=1|Effects=Alleviates the need for sleep. A second dose extends the period for 1d6/2 days.|Crash=Dose 1: Pass out for 8d6 hours.&lt;br /&gt;
Dose 2: 10 Stun, as above.|Availability=-|Cost=50}}&lt;br /&gt;
{{SR5:Drug Row|Name=Memory Fog|Vector=Ingestion|Speed=1 minute|Duration=14-Body Hours, minimum 2|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=-2 to Memory Tests to recall what happened while using the drug, -2 to all memory tests while under the drug's effects. Max -2.|Crash=N/A|Availability=6R|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nanoscan|Vector=Injection|Speed=Immediate|Duration=24 hours, or (Nano-hive Rating) Days|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Acts as a biomonitor, transmits data to a subscribed commlink or medkit|Crash=N/A|Availability=5|Cost=500|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Neostigmine|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Reaction for the purposes of determining paralysis. Halve the duration of paralysis.|Crash=N/A|Availability=2|Cost=100|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nightwatch|Vector=Contact|Speed=Immediate|Duration=20*1d6 Minutes|Addiction type=Pyschological|Addiction rating=1|Addiction threshold=2|Effects=Low-Light Vision, Glare increased by one category.|Crash=N/A|Availability=3R|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nitro|Vector=Inhalation|Speed=1 Combat Turn|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Strength, +2 Willpower, +2 Perception, +2&lt;br /&gt;
Physical limit, High Pain Tolerance 6|Crash=-2 to all limits, 9 Stun|Availability=2R|Cost=50}}&lt;br /&gt;
{{SR5:Drug Row|Name=NoPaint|Vector=Contact|Speed=Immediate|Duration=1d6 hours|Addiction type=Both|Addiction rating=3|Addiction threshold=1|Effects=High Pain Tolerance 3&lt;br /&gt;
Special: Two doses needed for Orks and Trolls|Crash=N/A|Availability=3|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Novacoke|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(10-Body) hours|Addiction type=Both|Addiction rating=7|Addiction threshold=2|Effects=+1 Reaction, +1 Charisma, +1 Perception, +1&lt;br /&gt;
Social Limit, High Pain Tolerance 1|Crash=Charisma and Willpower reduced to 1, -1 to all limits|Availability=2R|Cost=10}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ondansetron|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Willpower for the purpose of determining incapacitation from Nauseau. Halve the duration of Nausea.|Crash=N/A|Availability=2|Cost=50|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Oneiro|Vector=Inhalation|Speed=Immediate|Duration=3d6 Minutes|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Paralysis, Divination Metamagic|Crash=Disoriented for time equal to the duration unless the subject has the Augury and Sortilige Ritual.|Availability=6F|Cost=1250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Overdrive|Vector=Inhalation|Speed=1 Combat Turn|Duration=10-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Reaction, +1 to all Logic-linked Skills|Crash=Long term use can cause the user to get Poor-Self Control: Braggart or Paranoia|Availability=10F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Oxygenated Fluorocarbons|Vector=Transfusion|Speed=1d6 Hours|Duration=1 week|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Agility, double the time to hold breath.|Crash=-1 Physical Limit, -1 Body for Body Days, 15P if a second dose is attempted|Availability=12R|Cost=2000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Pixie Dust|Vector=Inhalation|Speed=Immediate|Duration=1d6 Minutes|Addiction type=Both|Addiction rating=10|Addiction threshold=4|Effects=+1 Charisma, +1 Perception, High Pain Tolerance 1, Memory Loss of the past 1d6 minutes after taking the drug.|Crash=N/A|Availability=8F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche|Vector=Ingestion|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=2|Effects=+1 Intuition, +1 Logic, +1 Mental limit, Sustained Spell dicepool modifier reduced to -1 (from -2)|Crash=N/A|Availability=-|Cost=200}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche Chips (illegal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=No negative penalties from negative mental qualities up to Severe, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=6F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche Chips (legal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=No negative penalties from negative mental qualities up to Moderate, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=4R|Cost=350|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Push|Vector=Ingestion|Speed=1 Minute|Duration=15-Body minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=Get High|Crash=N/A|Availability=4F|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Reaper|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Same as Slab, -8 Dice to assense subject's aura|Crash=-4 Reaction for half the duration|Availability=8R|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Red Mescaline|Vector=Ingestion|Speed=1 Hour|Duration=18-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Charisma, -2 Reaction, +2 Perception, +1 Willpower, Disorentation, Does not interact with Psyche|Crash=Charisma and Willpower reduced to 1 for 18-Body Hours|Availability=4R|Cost=50|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ripper|Vector=Injection, Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Strength, -1 Willpower, Regular use(3x per day for 3-6 weeks) reduces Karma Cost to improve Strength by 1.|Crash=N/A|Availability=6F|Cost=60|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Rock Lizard Blood|Vector=Ingestion|Speed=30 Minutes|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Physical|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Immunity against Diseases and Toxins|Crash=2P, -4 dice for all resist disease and toxin tests for an equivalent duration|Availability=10R|Cost=1700|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Shade|Vector=Inhalation|Speed=Immediate|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Psychological|Addiction rating=7|Addiction threshold=3|Effects=Forces Astral Projection. If you can already Project, add duration to your normal limit. If you have a spirit guide or initiate, you can access the metaplanes.|Crash=10S, user dies if they don't return to their bodies before the duration ends.|Availability=6R|Cost=1000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Slab|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Suspended Animation. Perception+Intuition(6) or Medicine+Logic(4) to determine if the subject is alive without a medkit or other medical equipment.|Crash=-4 Reaction for half the duration.|Availability=8R|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Snuff|Vector=Ingestion, Inhalation|Speed=1 Minute|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=2|Addiction threshold=2|Effects=+1 Reaction, Pain Resistance 1|Crash=-1 Intuition for twice the duration|Availability=1R|Cost=10|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Sober Time|Vector=Contact|Speed=1 Combat Turn|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Negates penalties to Charisma, Intuition, Reaction, and/or Willpower up to a max of 6 dice total. Applied evenly if total dice &amp;gt;6.|Crash=Double penalties for the remainder of their original duration. If any attribute is reduced below 1, subject is immobilized and passes out until the effect wears off.|Availability=6F|Cost=125|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Soothsayer|Vector=Contact, Injection|Speed=1 minute|Duration=(12 - Body) Hours, minimum 1 hour|Addiction type=none|Addiction rating=-|Addiction threshold=-|Effects=8S resisted with Body only. Unless all damage is resisted, the subject also suffers Willpower –3 and Social limit –1. Each additional application reduces the DV by 1 as the subject builds up a resistance to the drug’s effects, no matter how long it has been since the last application.|Crash=N/A|Availability=12F|Cost=150|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Trance|Vector=Inhalation|Speed=1 Combat Turn|Duration=(6 - Body) hours, minimum 1 hour|Addiction type=Both|Addiction rating=6|Addiction threshold=3|Effects=+1 Intuition, +2 to all Logic-linked skills, Paralysis|Crash=Paralysis continues for an equal duration|Availability=10F|Cost=1100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Woad|Vector=Ingestion|Speed=1 Combat Turn|Duration=5 x 1d6 minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=2|Effects=+2 Agility and Berzerk (when wounded)|Crash=-2 to all Social Tests for Duration x 10|Availability=3R|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Wudu'aku|Vector=Ingestion, Injection|Speed=2d6 minutes|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=N/A|Addiction rating=4|Addiction threshold=1|Effects=The user receives +2 dice on all Conjuring skill&lt;br /&gt;
group tests and adds +2 to her effective Charisma when&lt;br /&gt;
dealing with spirits of man.|Crash=N/A|Availability=12F|Cost=2350|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zen|Vector=Inhalation|Speed=5 Minutes|Duration=10*1d6 minutes|Addiction type=Psychological|Addiction rating=3|Addiction threshold=1|Effects=–2 Reaction, +1 Willpower, –1 physical action dice pool modifier|Crash=N/A|Availability=4R|Cost=5}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zero|Vector=Ingestion, Injection|Speed=1 hour|Duration=(20 - Body) Hours, Minimum 1|Addiction type=Physiological|Addiction rating=1|Addiction threshold=3|Effects=Allergy and Addiction reduction, promotion of cyberware adaptation, –2 to Disease Resistance Tests and Toxin Resistance Tests|Crash=N/A|Availability=8R|Cost=150|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zombie Dust|Vector=Contact, Injection|Speed=2 Combat Turns|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=3|Effects=causes a target to be instantly prepared for possession. While this can offer a rapid conversion for a friendly ally, it can also be used aggressively against unwilling targets. Note they still get their Intuition + Willpower Test to resist possession.|Crash=N/A|Availability=12F|Cost=1500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zone|Vector=Ingestion|Speed=1 Hour|Duration=12-Body Hours|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Ignore Mild to Moderate Phobias, Mild Allergy(Light), -1 Perception, Glare increased by 1|Crash=N/A|Availability=-|Cost=-|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Toxins==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!TOXIN!!VECTOR!!SPEED!!PENETRATION!!POWER!!EFFECTS!!AVAIL!!COST (PER DOSE)!!SOURCE&lt;br /&gt;
{{SR5:Toxins Row|Name=CS/Tear Gas|Vector=Contact,Inhalation|Speed=1 Combat Turn|Penetration=0|Power=8|Effects=Disorientation, Nausea, Stun Damage|Availability=4R|Cost=20}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Gamma-Scopolamine|Vector=Injection|Speed=Immediate|Penetration=0|Power=12|Effects=Paralysis, Truth Serum|Availability=14F|Cost=200}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Narcojet|Vector=Injection|Speed=Immediate|Penetration=0|Power=15|Effects=Stun Damage|Availability=8R|Cost=50}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Nausea Gas|Vector=Inhalation|Speed=3 Combat Turns|Penetration=0|Power=9|Effects=Disorientation, Nausea|Availability=6R|Cost=25}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun VIII|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=12R|Cost=60}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun IX|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=13R|Cost=60}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun X|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=15|Effects=Disorientation, Stun Damage|Availability=14R|Cost=100}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Pepper Punch|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=11|Effects=Nausea, Stun Damage|Cost=5}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Seven-7|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=12|Effects=Physical Damage, Disorientation, Nausea|Availability=20F|Cost=1,000}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Mentor_Spirits&amp;diff=3586</id>
		<title>SR5:Mentor Spirits</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Mentor_Spirits&amp;diff=3586"/>
		<updated>2020-02-26T21:17:09Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Add some mentor spirits from FA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
In the search for magical enlightenment, affiliation, or purpose, many Awakened individuals are drawn toward certain animals, mythological figures, or concepts. This may be an idol they grew up with, a tribal totem, or something they look up to achieve in their life. It could also relate to their religious or magical beliefs. So strong are the feelings for this person or idea that once the individual Awakens, the idea takes a life on its own. It becomes what is known as a mentor spirit.&lt;br /&gt;
&lt;br /&gt;
This mentor spirit is much like other spirits in that it has its own personality, but it’s not a spirit in the summon-and-banish sense of the term. It can be seen and heard by those it chooses, and even physically interact with its followers. Your mentor spirit can have significant influence over you, giving you benefits when you remain true or punishing you if you go astray (usually with temporary reductions to your Magic rating).&lt;br /&gt;
&lt;br /&gt;
Magical mentorship can come in different forms. Often you have your own link to your mentor spirit, but an Awakened guild or society can become linked to a mentor spirit as a group.&lt;br /&gt;
&lt;br /&gt;
There is no real understanding of the nature of mentor spirits, but their general goal is clear: They want to keep Awakened individuals on the path that helped introduce the mentor spirit to the Earth in the first place. For gamemasters, mentor spirits can be used as a tool to communicate information to the magician and enhance role-playing. The mentor spirit can provide cryptic clues, riddles, omens, and sometimes even straightforward advice. Any Awakened character can connect with&lt;br /&gt;
a mentor spirit by taking the Mentor Spirit quality (p. 76). Gamemasters may also choose to award mentor spirits in the course of role playing, provided the player character has done enough to deserve it.&lt;br /&gt;
&lt;br /&gt;
==Adversary==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Adversary&lt;br /&gt;
  |Similar=Chaos, Anarchy&lt;br /&gt;
  |All=+2 to demolition skill tests&lt;br /&gt;
  |Magician=+2 dice to Counterspelling and Disenchanting Tests&lt;br /&gt;
  |Adept=One free level of Iron Will&lt;br /&gt;
  |Disadvantage=Because of their deep-seated hatred for authority, a teammate’s use of leadership skill is counterproductive to followers of Adversary, invoking either a negative dice penalty or loss of initiative. If the plan doesn’t go the way that the adversary follower wants it to go, it takes a Charisma + Willpower (3) Test for him to get him to cooperate.&lt;br /&gt;
  |Description=Wherever there is cosmological order, there is an entity that wishes to overthrow it. The Adversary is the original rebel against the powers that be. Followers of the Adversary have serious issues with authority and conformity.  Followers range from those dedicated to helping the underprivileged and abused (by “the man”) to the one who indulges his love of anarchy for its own sake. Free will and cynicism are the Adversary follower’s tools and trade.&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Alligator==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Alligator&lt;br /&gt;
  |Similar=Crocodile, Sloth, Greed&lt;br /&gt;
  |All=+2 to Intimidation skill tests&lt;br /&gt;
  |Magician=+2 to Conjuring skill tests for spirits of water or man (choose one)&lt;br /&gt;
  |Adept=Receives Inertia Strike power for free&lt;br /&gt;
  |Disadvantage=A follower of the alligator is stubborn in changing plan or action after he has committed to it. When the rest of the team goes to plan B, the magician must succeed in a Charisma + Willpower (3) Test to make the mental  adjustment. Otherwise, they continue trying to execute plan A.&lt;br /&gt;
  |Description=A follower of the Gator mentor spirit feels at home in cities as well as swamps and rivers. Gator shamans are ill-tempered and lazy, expecting a larger share for the work he does—assuming you can get him to agree to do it. He is also a miser when it comes to having to pay for anything including meals and he’s a real big eater. The virtuous aspects of the gator magician is that he’s a strong fighter and will finish what he agrees to do. They may seem to be motionless, but once roused to action they are ferocious and nearly unstoppable.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Arcana&lt;br /&gt;
  |Similar=Gambler, Lady Luck&lt;br /&gt;
  |All=Once per day, when making a decision or test influenced by a Tarot reading/card, may re-roll misses as if they used Edge.&lt;br /&gt;
  |Magician=+1 dice pool modifier for casting Detection spells, an additional +2 dice pool modifier to cast Clairvoyance spells.&lt;br /&gt;
  |Adept= Gain 2 free levels of Danger Sense.&lt;br /&gt;
  |Disadvantage=Followers of the Arcana must use Tarot decks or individual cards as foci and fetishes, or else take -2 when attempting to use them. The Tarot Arcana plays such a major part in the lives of its adherents that when a follower of Arcana becomes a grade 1 initiate, they must choose centering or adept centering for their first benefit, with the cards of Tarot being the focus of their centering.&lt;br /&gt;
  |Description=Arcana is not a traditional mentor spirit as such, but an interaction that its followers describe as an intimacy with the Tarot. Followers of the Arcana place their decisions and fates in the hands of the cards, as they believe that their destiny can be found there, along with great power. While the traditional mentor relationship isn't present, the influence of the Arcana is felt in more tangible ways. Those under the sway of Arcana are not just seers or fortune tellers, but believers in the will of magic itself. Of course, the will of the Tarot is always open to interpretation, and so adherents are not monolithic in their belief or practice. For its part, while Arcana might not speak with words, the cards are always present for guidance.&lt;br /&gt;
  |Source=SR5:FA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bat==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Bat&lt;br /&gt;
  |Similar=Wanderer&lt;br /&gt;
  |All=+2 to Navigation Tests&lt;br /&gt;
  |Magician=+1 die to Conjuring Tests for any spirit&lt;br /&gt;
  |Adept=Free Motion Sense (SR5:SG p. 172)&lt;br /&gt;
  |Disadvantage=A follower of Bat is easily distracted and becomes irritable during enforced inaction. She prefers spontaneity to routine. Every week that the magician stays in the same place, she takes a -1 penalty to all actions until she finds a new place to stay. Also, unless she succeeds in a Charisma + Willpower (3) Test, she cannot enter a hangout (bar, club, restaurant) more than once in a week without suffering a -1 to all Magic tests for the next twenty-four hours.&lt;br /&gt;
  |Description=Bat is well-traveled, rarely staying in one place. As a seeker, she sets far-reaching goals and gets restless when not moving. She is adaptable and can make herself at home anywhere. Magicians following Bat keep things light and portable for traveling.&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bear==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Bear&lt;br /&gt;
  |Similar=Strength, Protection&lt;br /&gt;
  |All=+2 dice for tests to resist damage (not including Drain)&lt;br /&gt;
  |Magician=+2 dice for health spells, preparations, and health spell rituals&lt;br /&gt;
  |Adept=1 free level of Rapid Healing&lt;br /&gt;
  |Disadvantage=You might go berserk when you take Physical damage in combat or if someone under your care is badly injured. Make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you incapacitate the target(s) before the time is up, the berserk fury dissipates.&lt;br /&gt;
  |Description=This mentor symbolizes strength and protection. He is a healer and cannot turn down those in need without good reason, and he defends those under his care. Bear is more than a gentle healer; he is a ferocious protector, disregarding his own safety in combat if wounded or if someone he is protecting is injured.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Boar==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Boar&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=Home Ground Quality is gained for free.&lt;br /&gt;
  |Magician=+1 to the number of services gained when successfully summoning a spirit&lt;br /&gt;
  |Adept=Gains Rooting (2) (SR5:SS p.24) power for free.&lt;br /&gt;
  |Disadvantage=A follower of Boar does not like it if there are others intruding in his space or disrupting his routine. At best, the follower protects the bar and employees of the bar he always goes to.  At worst, he will start a fight for a specific table or stool that he thinks is his. A warning is optional and usually proffered by the follower’s friends. It takes a Charisma + Willpower (3) Test for a follower of Boar to leave his home, safehouse, or routine permanently, otherwise he will keep coming back, even at the risk of his own safety. If the Boar does leave, he receives a –1 penalty to all active skill tests for three weeks until he finally settles into a new place and routine.&lt;br /&gt;
  |Description=Followers of the Boar are static in their ways. They keep to a daily routine and hold on to their stuff till it wears away. Some people would call them boring or unspontaneous, others would call them hoarders. Followers believe themselves to be loyal to the places that are part of their routine, and they are very protective of their territory.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Berserker&lt;br /&gt;
  |Similar=Warrior, Warmonger&lt;br /&gt;
  |All=+2 dice pool modifier for Composure Tests&lt;br /&gt;
  |Magician=+2 dice for Physical-type Combat spells, preparations, and rituals&lt;br /&gt;
  |Adept=2 free levels of Mystic Armor or Pain Resistance, or 1 free level of each&lt;br /&gt;
  |Disadvantage=Berserker’s followers have very short fuses. Whenever someone strongly disagrees with you (gamemaster’s discretion), you must pass a Charisma + Willpower (3) Test to keep from striking out against the offender. If the test fails, the attack can be in any form you choose (fist, spell, etc.), but it must have the intent to cause damage.&lt;br /&gt;
  |Description=Those who follow the path of Berserker love fighting just for the sake of fighting, be it with words, fists, or spells. He is the greatest of all warriors, capable of wading into battle without fear, and he will wage his war singlehandedly if necessary.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cat==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Cat&lt;br /&gt;
  |Similar=Mystery, Stealth&lt;br /&gt;
  |All=+2 dice to either Gymnastics or Infiltration Tests (choose one)&lt;br /&gt;
  |Magician=+2 dice for illusion spells, preparations, and illusion spell rituals&lt;br /&gt;
  |Adept=2 free levels of Light Body&lt;br /&gt;
  |Disadvantage=Cat magicians toy with their prey. Unless you succeed in a Charisma + Willpower (3) Test at the start of combat, you cannot make an attack that incapacitates your target. If you take any Physical damage, all this playing around stops.&lt;br /&gt;
  |Description=Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, including those involving the afterlife. She certainly knows many secrets but rarely decides to share them, and never with anyone who is not worthy. She is stealthy, sly, and arrogant. Cat toys with her prey—threatening, taunting, and confusing her targets—rather than going directly for the kill.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chaos==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Chaos&lt;br /&gt;
  |Similar=Trickster, Troublemaker&lt;br /&gt;
  |All=+2 dice pool modifier for Con Tests&lt;br /&gt;
  |Magician=+2 dice to Illusion spells, preparations, and rituals&lt;br /&gt;
  |Adept=2 free levels of Improved Potential (can be 2 levels for the same limit, or 1 level apiece to affect 2 different limits)&lt;br /&gt;
  |Disadvantage=You are an inveterate gossip trying to stir up trouble, especially between friends, and thus cannot keep damaging secrets to yourself. Also, anytime you encounter a public situation deemed too quiet or stable (gamemaster’s discretion), make a Willpower + Intuition (3) Test. Failure means that you are compelled to stir the pot in any way you desire, be it attacking, telling lies, or throwing a drink on someone nearby.&lt;br /&gt;
  |Description=Adherents of Chaos seemingly do things at random and love to start arguments or barroom brawls just for kicks, often through random trickery. While most people have a rather fixed sense of right and wrong, a Chaos follower’s moral compass points in a different direction from moment to moment.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dog==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dog&lt;br /&gt;
  |Similar=Friendship, Loyalty&lt;br /&gt;
  |All=+2 dice for Tracking tests&lt;br /&gt;
  |Magician=+2 dice for Detection spells, preparations, and rituals.&lt;br /&gt;
  |Adept=2 free Improved Sense powers.&lt;br /&gt;
  |Disadvantage=A Dog magician is stubbornly loyal. You can never leave someone behind, betray your comrades, or let another sacrifice themselves in your place without making a successful Charisma + Willpower (3) Test.&lt;br /&gt;
  |Description=Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. Dog protects people from harmful magic and dangerous spirits. Dog is loyal, generous, and helpful to those who show him kindness. He is single-minded, often to the point of stubbornness.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dolphin==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dolphin&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice on Artisan skill tests or Pilot (Watercraft) skill tests (choose one)&lt;br /&gt;
  |Magician=+2 for health spells, preparations, and spell rituals.&lt;br /&gt;
  |Adept=Gain Flexibility (2) power for free&lt;br /&gt;
  |Disadvantage=Followers are altruistic when it comes to helping people and cannot turn a blind eye to those who they believe deserve their help. It is difficult for them not to get involved when they see someone being bullied or obviously polluting the environment. If they see such a situation, it takes a Charisma + Willpower (3) Test for a follower of Dolphin not to intervene. If the job that the follower of Dolphin is on involves polluting the environment or becoming the bully/enforcer on those less deserving, then the follower loses 2 dice after each such deed until she atones. Atonement is up to the gamemaster but can involve time and money spent with charities.&lt;br /&gt;
  |Description=Followers of Dolphin are graceful, free-spirited characters who enjoy playful banter and have to move when music plays. They see things optimistically and believe there is good in the world despite current conditions of corporate politics and pollution. They are not naïve—at least, they don’t believe they are. They just have faith in humanity. Somehow.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dove==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dove&lt;br /&gt;
  |Similar=Peace&lt;br /&gt;
  |All=+2 dice pool modifier for Negotiation tests&lt;br /&gt;
  |Magician=+1 dice pool modifier for casting Health spells, +1 dice pool modifier to summon air spirits&lt;br /&gt;
  |Adept=Gain 1 free level of Enhanced Perception&lt;br /&gt;
  |Disadvantage=Dove discourages combat wherever possible. As such, those that follow Dove are at a -2 dice pool penalty to cast Combat spells or when using lethal force.&lt;br /&gt;
  |Description=&lt;br /&gt;
  |Source=SR5:FA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dragonslayer==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dragonslayer&lt;br /&gt;
  |Similar=Heroism, Adventure&lt;br /&gt;
  |All=+2 dice pool modifier for one social skill of choice&lt;br /&gt;
  |Magician=+2 dice for Combat spells, preparations, and rituals.&lt;br /&gt;
  |Adept=1 free level of Enhanced Accuracy (skill) and 1 free level of Danger Sense&lt;br /&gt;
  |Disadvantage=If you break a promise, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you make good on your promise.&lt;br /&gt;
  |Description=This most heroic of mentor spirits is also the most fun loving. Though he fights to protect his own against all dangers, he loves a good party even more. He is a big brother who takes a friendly interest in everything his family does. Though sometimes naïve, he makes a staunch friend and a deadly enemy. The dragons he slays have changed with the times: current beasts include crime, pollution, corruption, and of course, actual dragons. Dragonslayer fights hard and plays hard. Once he has given his oath, he never breaks it. A Dragonslayer magician behaves with honor and respect, and demands the same from those around him.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Eagle==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Eagle&lt;br /&gt;
  |Similar=Nature, Warding&lt;br /&gt;
  |All=+2 dice to Perception Tests&lt;br /&gt;
  |Magician=+2 dice for summoning spirits of air&lt;br /&gt;
  |Adept=1 free level of Combat Sense&lt;br /&gt;
  |Disadvantage=You get the Allergy (pollutants, mild) quality (p. 322; no bonus Karma for this negative quality).&lt;br /&gt;
  |Description=Eagle is the highest-flying bird in the sky, considered the most noble by many cultures. He is proud and solitary, and sees everything happening in the world below. Eagles are noble defenders of the purity of nature. They are intolerant of those who do not share their views and have a strong distrust of technology and its tools. Those who damage nature are Eagle’s enemies, and Eagle will brave great danger to defeat polluters and other evildoers.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fire-bringer==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Fire-bringer&lt;br /&gt;
  |Similar=Invention, Generosity&lt;br /&gt;
  |All=+2 dice to Artisan skill tests or Alchemy skill tests (choose one)&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.&lt;br /&gt;
  |Adept=1 free level of Improved Ability on a non-combat skill&lt;br /&gt;
  |Disadvantage=When someone sincerely asks you for help, you can’t refuse without succeeding in a Simple Charisma + Willpower (3) Test.&lt;br /&gt;
  |Description=The Fire-Bringer stole the secret of fire from the heavens and gave it to metahumanity as a gift and a tool. He is a figure of kindness and concern, but his good intentions sometimes get him into trouble and his plans may fail to work out the way he envisions them. He is a shaper and a creator, forming new things from the primal clay and breathing the fiery spark of life into them. Fire-Bringers devote themselves to the betterment of others, even at their own expense. Most followers of Fire-Bringer throw themselves into a particular cause with great zeal.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Giraffe==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Giraffe&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 Assensing skill tests or +2 to Judge Intentions test (choose one)&lt;br /&gt;
  |Magician=+2 to Conjuring skill tests of air spirits&lt;br /&gt;
  |Adept=2 free levels of Piercing Senses&lt;br /&gt;
  |Disadvantage=A follower of Giraffe stumbles through social etiquette, as she believes the small talk and chitchat that are the core of social chatter are fundamentally dishonest and not worthy of her efforts. She can make a wide range of situations awkward and receives –2 dice for Etiquette skill tests.&lt;br /&gt;
  |Description=A follower of the Giraffe mentor spirit sees beyond the horizon.  She seeks to see/hear the truth beyond what is presented. A giraffe follower may seem a little off as she either looks off into space and appears to not pay attention or looks too intently at you as if she’s judging your soul.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Horse&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice to Running or Pilot Ground Craft) tests (choose one)&lt;br /&gt;
  |Magician=Reduce Drain Value from Reckless Summoning by 1&lt;br /&gt;
  |Adept=May learn to use the Movement critter power as a metamagic (self only, 3 times a day)&lt;br /&gt;
  |Disadvantage=Followers of the Horse can’t sit still for long nor be confined indoors. They must spend at least four hours a day outside and be able to run or drive around (any method of travel faster than walking). If followers are not able to meet this condition, they suffer –1 die to all action skill tests. This penalty is cumulative, meaning if the follower is stuck at a desk all day (indoors and not moving around) for two days in a a row, they suffer –2 to all actions until they get that free time in.&lt;br /&gt;
  |Description=Followers of the Horse mentor spirit are the embodiment of freedom. They must be out in the open air and allowed to roam the open road. Followers are never intentionally stubborn or malicious, but they do not like to feel impeded or confined by someone else.  This unfortunately also means that followers of Horse may sacrifice personal relationships for freedom.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Monkey==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Monkey&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 to Gymnastics Tests involving climbing.&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category&lt;br /&gt;
  |Adept=2 free levels of Hang Time (SR5:SG p. 171)&lt;br /&gt;
  |Disadvantage=Because Monkey is not an assassin, the magician must succeed in a Charisma + Willpower (3) Test in order to strike a surprised opponent. Monkey must be able to watch his prank go off or see the look on the opponent’s face after taunting them, otherwise he suffers -1 to all Magic tests until the next sunrise/sunset.&lt;br /&gt;
  |Description=Monkey is clever and playful and finds people amusing.  A follower of Monkey is a foe of evil and enjoys taunting and frustrating the plans of those who would harm him or his friends. Magicians following Monkey like to taunt opponents, using magic to misdirect, confuse, or otherwise trick them into &amp;quot;learning their lesson&amp;quot; rather than seriously harming or killing them.&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mountain==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Mountain&lt;br /&gt;
  |Similar=Endurance, Stubbornness&lt;br /&gt;
  |All=+2 dice to Survival Tests&lt;br /&gt;
  |Magician=+2 dice for Counterspelling Tests and anchored rituals&lt;br /&gt;
  |Adept=1 free level of Mystic Armor&lt;br /&gt;
  |Disadvantage=When a Mountain magician makes a plan, she sticks to it. You must make a Charisma + Willpower (3) Test to abandon a planned course of action in favor of a new one. If you fail, you must endeavor to continue with your original plan, even if it means going on alone. Similarly, you must succeed in a Charisma + Willpower (3) Test to proceed in anything without a plan.&lt;br /&gt;
  |Description=Mountain is rooted in the very heart of the Earth but reaches toward lofty heights. She has limitless strength and endurance, but Mountain’s inflexible nature limits her. Mountain is a stubborn and unyielding force, and Mountain magicians are difficult to persuade once they have made up their minds about something.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Oracle==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Oracle&lt;br /&gt;
  |Similar=Teacher, Mystic&lt;br /&gt;
  |All=+2 dice pool modifier for Arcana Tests&lt;br /&gt;
  |Magician=+2 dice for Detection spells, preparations, and rituals&lt;br /&gt;
  |Adept=Free Astral Perception&lt;br /&gt;
  |Disadvantage=You hate mysteries with a passion and can disappear for days trying to track down the answer. When confronted by a particularly haunting question (gamemaster’s discretion), you must take a Willpower + Intuition (3) Test. Failure means you must undertake an Intuition + Logic [Mental] (5, 1 hour) Extended Test to try researching the answer. Completion of the Extended Test does not necessarily mean you found the answer, but it at least silences the question in your mind for the time being.&lt;br /&gt;
&lt;br /&gt;
  When a follower of Oracle becomes a Grade 1 initiate (p. 324, SR5), she must choose Divination (p. 147) for her first metamagic rather than a Power Point or any other benefit.&lt;br /&gt;
  |Description=Past, present, and future—Oracle knows all and sees all. She peels back the veil of mystery and reveals what has been, what is, and what will be. Nothing escapes her notice, and things that are hidden do not remain hidden for long.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Peacemaker==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Peacemaker&lt;br /&gt;
  |Similar=Mediator, Pacifist&lt;br /&gt;
  |All=+2 dice pool modifier for Negotiation Tests&lt;br /&gt;
  |Magician=+2 dice to Detection spells, preparations, and rituals&lt;br /&gt;
  |Adept=2 free levels of Enhanced Perception&lt;br /&gt;
  |Disadvantage=You see even enemies as potential friends and go out of your way to keep from hurting anyone unless the situation truly warrants it. At the very beginning of combat, you must pass a Charisma + Intuition (3) Test; failure means you are unable to take actions that cause Physical damage for the duration of combat. At the beginning of a new Combat Turn, you may choose to retake the test if you failed the first time and you or a member of your team suffered damage in the previous Combat Turn.&lt;br /&gt;
  |Description=Deep down, all Peacemaker wants is for everyone to get along, even if they are currently mortal enemies. She believes every argument can be solved in some way; on the other hand, she knows some arguments require force or bodily harm in order get one’s point across.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Raccoon==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Raccoon&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 to Palming skill tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.&lt;br /&gt;
  |Adept=2 Improved Sense powers&lt;br /&gt;
  |Disadvantage=The Raccoon is commonly one of the Thief totems, so the followers can tend to err on the side of greed. A follower of Raccoon must make a Charisma + Willpower (3) Test to resist the urge to open that next locked door to look for something to steal, or to follow that Matrix rabbit trail in the quest for more paydata.&lt;br /&gt;
  |Description=Followers of Raccoon would not call themselves thieves.  Maybe entrepreneurs. They are inquisitive and have an intense curiosity about things, which can lead them into danger. They are above petty thefts and don’t delve into violent robberies. Followers of Raccoon are artists in the field of pilfering or trickery, and will strategize a plan that emphasizes their talent and flamboyance.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rat==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Rat&lt;br /&gt;
  |Similar=Survival, Scavenging&lt;br /&gt;
  |All=+2 dice for Sneaking Tests&lt;br /&gt;
  |Magician=+2 dice to Alchemy tests when harvesting reagents, and you may use reagents of any tradition&lt;br /&gt;
  |Adept=2 free levels of Natural Immunity&lt;br /&gt;
  |Disadvantage=A Rat magician must make a Charisma + Willpower (3) Test to not immediately flee or seek cover whenever caught in a combat situation. If there is nowhere to flee, she is forced to fight.&lt;br /&gt;
  |Description=Rat is found wherever humans and the things they discard are, for what other bounty can sustain him? Rat is a scavenger, a stealthy thief who takes what he needs to survive. He dislikes working out in the open, preferring to stick to the shadows. Rat avoids fights whenever he can when he must fight, he fights to kill quickly and move on.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Raven==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Raven&lt;br /&gt;
  |Similar=Deception, Mischief&lt;br /&gt;
  |All=+2 dice for Con tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.&lt;br /&gt;
  |Adept=Free Traceless Walk and 1 level of Voice Control&lt;br /&gt;
  |Disadvantage=You must make a Charisma + Willpower (3) Test to avoid exploiting someone else’s misfortune to your own advantage or to pull a clever trick or prank even if it’s to the disadvantage of your friends.&lt;br /&gt;
  |Description=Raven is a harbinger of trouble in cultures worldwide. He is a trickster and a transformer, dark and devious. Raven thrives off the bounty of carnage and chaos, but does not cause them—he merely knows an opportunity when he sees one. Raven loves to eat and rarely refuses an offer of food.&lt;br /&gt;
&lt;br /&gt;
  Raven is cousin to Coyote, who shares trickster inclinations with Raven but lacks his darkness and propensity for carnage.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sea==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Sea&lt;br /&gt;
  |Similar=Chaos, Greed&lt;br /&gt;
  |All=+2 dice for Swimming Tests.&lt;br /&gt;
  |Magician=+2 for summoning spirits of water&lt;br /&gt;
  |Adept=1 free level of Improved Ability on an athletic skill (select when receiving this bonus).&lt;br /&gt;
  |Disadvantage=You must make a Charisma + Willpower (3) Test to give away something you own or be charitable in some way.&lt;br /&gt;
  |Description=Sea is the birthplace of all living creatures. She is unfathomable and moody, tranquil and comforting one moment, fearsome and destructive the next. Though she possesses great wealth, she jealously guards what comes into her hands. Sea can be a powerful ally, but she must be courted with great care.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Seducer==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Seducer&lt;br /&gt;
  |Similar=Seductress, Temptation&lt;br /&gt;
  |All=+2 dice for Con Tests.&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Illusion category.&lt;br /&gt;
  |Adept=1 free level of Improved Ability for a skill in the Acting or Influence skill group.&lt;br /&gt;
  |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing a vice or indulgence (drugs, BTLs, sex, and so on) when it is made available.&lt;br /&gt;
  |Description=The Seducer is the incarnation of desire. He has many whims and vices that he must frequently satisfy. He encourages jealousy and greed, and seeks to inflame the wants of others. He avoids direct confrontation but gains pleasure when others fight for his attention or on his behalf. He exists to exploit weaknesses and will not hesitate to sacrifice those who get in his way.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shark==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Shark&lt;br /&gt;
  |Similar=Hunger, Violence&lt;br /&gt;
  |All=+2 dice to Unarmed Combat tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category.&lt;br /&gt;
  |Adept=Free Killing Hands&lt;br /&gt;
  |Disadvantage=You might go berserk when you take Physical damage in combat. Every time it happens, make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you run out of targets before the time’s up, you keep attacking their bodies.&lt;br /&gt;
  |Description=Shark is a cold and relentless hunter. His power is known to all who live near the sea. When Shark strikes, he does so without mercy, driven into a frenzy by the blood of his prey. Shark magicians tend to be wanderers, always on the move. They are fierce and deadly warriors. A Shark magician believes the only good enemy is a dead enemy. If challenged, he does not waste time with threats or boasts but strikes to kill.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Snake==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Snake&lt;br /&gt;
  |Similar=Knowledge, Curiosity&lt;br /&gt;
  |All=+2 to Arcana tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Detection category.&lt;br /&gt;
  |Adept=2 free levels of Kinesics&lt;br /&gt;
  |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing secrets or knowledge that few people know about when you receive hints of its existence.&lt;br /&gt;
  |Description=Snake is wise and knows many secrets. She is a good counselor, but always exacts a price for her advice. Snake characters fight only to protect themselves and others. They are obsessed with learning secrets and take great risks in order to do so. They trade their knowledge to others for whatever they can get in exchange.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spider==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Spider&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice to Computer skill tests&lt;br /&gt;
  |Magician=+2 dice for Illusion spells&lt;br /&gt;
  |Adept=Hang time (2)&lt;br /&gt;
  |Disadvantage=Followers of Spider are already paranoid about people having any misconceptions about them being insect shamans. They will keep such details from casual conversation. Followers of Spider also have taken advantage of the Matrix more than more traditional shamas in creating connections. This makes followers more agoraphobic as they avoid uncontrolled social situations and unfamiliar environments. They receive a –1 dice pool modifier to Magic tests while out in the open (this includes very large indoor rooms such as auditoriums, theatres, and stadiums). The penalty doubles if there is a large crowd of people to deal with.&lt;br /&gt;
  |Description=Spider likes to feel a connection to everything. To be at the center of a web connecting all sorts of news and able to feel the pulse of the world. Followers of Spider like to be in the know, establishing connections, be it directly with people or through surveillance. Some may feel that followers of Spider are nothing more than Awakened bloggers who scan the Matrix for tidbits of the truth.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Thunderbird==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Thunderbird&lt;br /&gt;
  |Similar=Anger, War&lt;br /&gt;
  |All=+2 dice for Intimidation Tests&lt;br /&gt;
  |Magician=+2 dice for summoning spirits of air&lt;br /&gt;
  |Adept=1 free level of Critical Strike (skill)&lt;br /&gt;
  |Disadvantage=A Thunderbird magician must succeed in a Charisma + Willpower (3) Test to avoid responding to an insult in kind.&lt;br /&gt;
  |Description=Thunderbird is a majestic creature who is storm incarnate. Her wings are dark clouds, her beak and claws lightning, and her cries the clap of thunder. She is a primal force, often savage but necessary to the survival of the land and the continuation of the cycle of life. Thunderbird is a force to be respected and approached with great care, lest her anger be roused.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Whale==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Whale&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice to Swimming or Pilot (Watercraft) skill tests (choose one)&lt;br /&gt;
  |Magician=+2 to Conjuring skill tests for spirits of wate&lt;br /&gt;
  |Adept=Receive 2 ranks in Iron Lungs (SR5:SS p. 23) for free.&lt;br /&gt;
  |Disadvantage=Because of their personal sense of ethics, followers of the whale must honor any agreement they enter into. This can be an oath to an organization or a verbal contract with a corporation. Failing to honor the contract or oath results in a loss of a point of Magic. The Whale mentor spirit understands if circumstances to complete the contract are out of the Awakened’s hands. For everything else, the follower can attempt to atone, but at the gamemaster’s discretion.&lt;br /&gt;
  |Description=Followers of Whale appreciate beauty and the longtime traditions of working in the arts. With a long life, they also hold personal honor and loyalty in high esteem. Those Whale adopts into her personal circle receive her total loyalty, and she expects the same in return.  Followers of Whale are patient in their work and will take the time to make sure all the details are complete.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wise Warrior==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Wise Warrior&lt;br /&gt;
  |Similar=Duty, Wisdom&lt;br /&gt;
  |All=+2 to dice to Leadership or Instruction skill tests (choose one)&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Combat category.&lt;br /&gt;
  |Adept=1 free level of Improved Ability on a Combat skill.&lt;br /&gt;
  |Disadvantage=If you act dishonorably or without courtesy, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you atone for your behavior.&lt;br /&gt;
  |Description=The Wise Warrior is skilled in the art of war, for battle is an art to her, an exercise in the powers of the mind as well as the body. She studies the tactics of her foes and overcomes them through a combination of superior strategy and battle prowess. The Wise Warrior does not act out of savagery or battle-lust, but from a position of knowledge and wisdom. Wise Warriors must follow the warrior’s code of honor and conduct themselves properly or risk the loss of favor.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wolf==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Wolf&lt;br /&gt;
  |Similar=Hunting, Fellowship&lt;br /&gt;
  |All=+2 dice to Tracking tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and rituals in the Combat category.&lt;br /&gt;
  |Adept=2 free levels of Attribute Boost (Agility).&lt;br /&gt;
  |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to retreat from a fight.&lt;br /&gt;
  |Description=Wolf is recognized as a hunter and warrior worldwide. He is devoted to the other members of his pack. As the ancient saying goes, Wolf wins every fight but one—the one that kills him. Wolf magicians are loyal to friends and family unto death. They do not show cowardice in battle, and their word is their bond.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Toxic Mentor Spirits=&lt;br /&gt;
See '''[[SR5:Magic:Dark Magic#Toxic Magic|Dark Magic, Toxic Magic]]''' for more details.&lt;br /&gt;
==Doom(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Doom&lt;br /&gt;
  |Similar=Destroyer, Reaper&lt;br /&gt;
  |All=+2 to Demolitions or a single Combat Skill of the character’s choice&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category&lt;br /&gt;
  |Adept=Free Killing Hands power&lt;br /&gt;
  |Disadvantage=Followers of Doom must succeed in a Willpower + Charisma (3) Test to avoid a fight once it has begun, or to not enact a plan to do violence. If they fail, they must engage in combat until all opponents are defeated or flee.&lt;br /&gt;
  |Description=Doom embodies the desire of toxics to bring an end to all life on the planet. They seek to hasten the inevitable (as they see it) apocalypse and turn the world into a barren, polluted landscape. Followers of Doom see humanity as too tragically flawed to be allowed to survive, and thus carry out an agenda of total destruction. As a result of their nihilistic outlook, followers of Doom are isolationist and anti-social.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Disease(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Disease&lt;br /&gt;
  |Similar=Pestilent Rat, Contagion&lt;br /&gt;
  |All=+2 to resist all pathogens and toxins&lt;br /&gt;
  |Magician=+2 dice for summoning or binding plague spirits (toxic spirits of man)&lt;br /&gt;
  |Adept=Free Plague Cloud power (see p. 173)&lt;br /&gt;
  |Disadvantage=Followers of Disease must make a Charisma + Willpower (3) Test to not flee or seek cover whenever in a combat situation, unless they outnumber their opponents. If they begin a fight with greater numbers but then their side is reduced so that they no longer outnumber their opponents, they must make a test to avoid fleeing.&lt;br /&gt;
  |Description=Disease embodies the infection and virulence that is rampant in many areas of toxicity. It is the ultimate parasite of the world, subsisting off of the waste of others, growing and gaining strength in hidden or forgotten places. Followers of disease seek to spread its influence throughout the world, in a slow but steady infection of all things. Contrary to the norm, followers of Disease collaborate with each other and work in groups to achieve their goal. They find strength in numbers and avoid direct confrontation whenever possible, preferring to spread their infection and sap their enemies’ strength in subtle ways.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mutation(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Mutation&lt;br /&gt;
  |Similar=Mutant Beast, Dark Darwinist&lt;br /&gt;
  |All=+2 dice to a Physical skill of the character’s choice&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Health category&lt;br /&gt;
  |Adept=Free Attribute Boost (level 2) power for a Physical Attribute of the character’s choice&lt;br /&gt;
  |Disadvantage=If a follower of Mutation finds themselves inferior to an opponent, they suffer a –1 penalty on all actions until they defeat their rival in that area, or overcome or compensate for the weakness in another way (such as acquiring a new power, spell, or augmentation).&lt;br /&gt;
  |Description=Mutation is the ultimate changer of ways. It seeks to alter every living thing into a new form, a new creation in its image. Mutation doesn’t hate life, but wants all life to be remade into whatever new forms it chooses. Followers of mutation conspire to control, manipulate, and change all living things. To that end, they spread pollution and corruption in subtle ways to make the change of mutation happen. Mutation also believes in improving living things through experiment and change. Its followers are obsessed with self-improvement, always looking for ways to make themselves better.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Pollution(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Pollution&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice for Chemistry Tests when dealing with pollutants in any way; may default even if they do not have the Chemistry skill&lt;br /&gt;
  |Magician=+2 dice to summon or bind toxic toxic spirits of air, earth, or water (choose one)&lt;br /&gt;
  |Adept=Free Toxic Strike (see p. 176) power&lt;br /&gt;
  |Disadvantage=If they are in an area cleaner than their normal habitation, followers of Pollution must make a Willpower + Charisma (3) Test every day. If they fail, they must spend at least eight hours that day actively despoiling the land, regardless of any other plans they had for that time.&lt;br /&gt;
  |Description=Pollution embodies the defilement of the natural world and its destruction. Followers of pollution celebrate in the rape of the natural world and believe that pollution is the ultimate primal force in the Sixth World. Followers of Pollution believe they grow stronger as the industries of mankind grow and produce more of the irresistible power of corrupting chemicals.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Medical&amp;diff=3585</id>
		<title>SR5:Gear Lists:Medical</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Medical&amp;diff=3585"/>
		<updated>2020-02-26T02:43:13Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Update with drug effects/addiction information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Health Gear==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!TYPE!!NAME!!AVAIL!!COST!!SOURCE&lt;br /&gt;
&amp;lt;!-- Biotech --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Biomonitor|Availability=3|Cost=300}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Disposable syringe|Availability=3|Cost=10}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit (R 1-6)|Availability=Rating|Cost=Rating x 250}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Biotech|Name=Medkit Supplies|Cost=100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- DocWagon Contracts --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Basic|Cost=5,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Gold|Cost=25,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Platinum|Cost=50,000|CostNote= per year}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=DocWagon Contract|Name=Super-platinum|Cost=100,000|CostNote= per year}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Slap Patches --&amp;gt;&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Antidote patch (R 1-6)|Availability=Rating|Cost=Rating x 50}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Chem patch|Availability=6|Cost=200}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Stim patch (R 1-6)|Availability=Rating x 2|Cost=Rating x 25}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Tranq patch (R 1-10)|Availability=Rating x 2|Cost=Rating x 20}}&lt;br /&gt;
{{SR5:Health Gear Row|Type=Slap Patch|Name=Trauma patch|Availability=6|Cost=500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
!Drug!!Vector!!Speed!!Duration!!Addiction type!!Addiction rating!!Addiction threshold!!Effects!!Crash!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Drug Row|Name=AEXD|Vector=Ingestion|Speed=Immediate|Duration=10*2d6 minutes|Addiction type=Physiological|Addiction rating=1|Addiction threshold=1|Effects=+3 dice to resist TLE-x Seizures|Crash=N/A|Availability=4|Cost=80|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Aisa|Vector=Ingestion|Speed=Immediate|Duration=20*2d6 minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=Disorientation, Hallucinations|Crash=2S, 4S for every dose past the first|Availability=4|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Animal Tongue|Vector=Ingestion|Speed=3d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=Critter Power: Animal Control|Crash=Fear of animals for time equal to the drug's duration. Treat all animals as having the Fear power.|Availability=6R|Cost=1500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ayao's Will|Vector=Ingestion|Speed=2 Combat Turns|Duration=10*1d6 Minutes|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+2 Dice to resist manipulation spells|Crash=N/A|Availability=14F|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Betameth|Vector=Inhalation|Speed=1 minute|Duration=9-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Reaction, +1 Intuition|Crash=6S|Availability=5F|Cost=30|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Betel|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=|Addiction threshold=2|Effects=+1 Perception|Crash=Addiction(Mild), unless you have a source of bonus dice to addiction tests. Addiction never progresses past mild.|Availability=4|Cost=5|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Bliss|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(6-BOD) hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=–1 Reaction, +1 to all thresholds, –1 to all Limits, High Pain Tolerance 3|Crash=N/A|Availability=3F|Cost=15}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cereprax|Vector=Ingestion|Speed=1d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Intuition, +3 Logic, +2 Mental Limit, Analytical Mind Quality|Crash=-2 to limits, -2 Logic, 5S. GM rolls Intuition+Edge, if drug is used before 8-Hits hours, they take 1d6 points of Intuition Damage.|Availability=14F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cram|Vector=Ingestion, Inhalation|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=4|Addiction threshold=3|Effects=+1 Reaction, +1D6 Initiative Dice|Crash=6 Stun Damage|Availability=2R|Cost=10}}&lt;br /&gt;
{{SR5:Drug Row|Name=Crash|Vector=Injection|Speed=Immediate|Duration=N/A|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Allows a dying person to make an immediate stabilization test, using Body instead of First Aid or Medicine|Crash=N/A|Availability=3|Cost=800|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Crimson Orchid|Vector=Injection|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=-3 Reaction, +1 to all Thresholds, Pain Resistance 6, Astral Beacon|Crash=N/A|Availability=6F|Cost=300|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Cryo|Vector=Rapid Infuser|Speed=Immediate|Duration=(30-Body) minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject only receives an additional box of progressive or overflow damage every (Body*4) combat turns.|Crash=Subject regains consciousness after (Body) combat turns. -4 dice pool modifier to all tests, reduced by 1 for every (Body) combat turns until reduced to 0.|Availability=8R|Cost=1000|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Deepweed|Vector=Ingestion, Inhalation|Speed=Immediate|Duration=(6-BOD) hours|Addiction type=Physiological|Addiction rating=-|Addiction threshold=-|Effects=+1 Willpower, +1 Mental Limit, -1 Physical Limit, awakened characters astrally perceive|Crash=-1 to all dicepool modifiers, -1 all limits|Availability=8F|Cost=400}}&lt;br /&gt;
{{SR5:Drug Row|Name=Dopadrine|Vector=Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=3|Addiction threshold=2|Effects=Cancels Berserk, -1 Dice to Physical Actions|Crash=N/A|Availability=8|Cost=45|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=eX|Vector=Ingestion|Speed=1d6 Minutes|Duration=8-Body Hours|Addiction type=Psychological|Addiction rating=5|Addiction threshold=2|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=3R|Cost=20|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Forget-Me-Not|Vector=Ingestion|Speed=1 Combat Turn|Duration=12-Body Hours|Addiction type=Psychological|Addiction rating=-|Addiction threshold=-|Effects=Immunity to Laes, or similar drugs. +3 Dice to resist Alter Memory Spells|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=G3|Vector=Ingestion|Speed=1 Hour|Duration=15-Body Hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Body when resisting Fatigue Damage, &amp;quot;Longevity&amp;quot; (Not Mechanical)|Crash=N/A|Availability=2|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Galak|Vector=Ingestion|Speed=1d6 Minutes|Duration=9-Body Hours, Minimum 3|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=+1 Charisma, -1 Logic, +1 Perception, -1 Willpower|Crash=-2 Mental Limit for Body Hours|Availability=4R|Cost=45|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Guts|Vector=Inhalation|Speed=Immediate|Duration=12-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=Immunity to Fear|Crash=Recklessness, Logic+Willpower (3) Test to avoid doing something they wouldn't normally do at GM's discretion.|Availability=8R|Cost=60|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hecate's Blessing|Vector=Ingestion|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=2|Effects=+1 Drain Resist Dice|Crash=-1 Magic for twice the duration|Availability=12F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hemosynth|Vector=Rapid Infuser|Speed=(Body) combat turns|Duration=(Body) combat turns|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Subject rolls Body*2d6, each hit removes one box of accumulated Progressive or Overflow damage. Damage cannot be reduced below the base damage that caused Progressive or Overflow.|Crash=Subject continues to accumulate damage during and after the infusion, until stabilization occurs.|Availability=4|Cost=2000|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Hurlg|Vector=Ingestion|Speed=2d6 Minutes|Duration=12-Body Hours|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=-1 Logic, +1 Willpower, Disorientation for Humans and Elves unless they have an implant or magic giving them bonus dice on Toxin Resistance Tests|Crash=9S, resisted by Body|Availability=2R|Cost=10|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Immortal Flower|Vector=Ingestion|Speed=16 Combat Rounds|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=Regeneration|Crash=Lose 0.1 Essence for every 20 boxes of damage sustained, 2d6 Physical if the subject has any cyberware or bioware.|Availability=14R|Cost=2500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Jazz|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=8|Addiction threshold=3|Effects=+1 Reaction, +1 Physical Limit, +2d6 Initiative Dice|Crash=Disorientation|Availability=2R|Cost=75}}&lt;br /&gt;
{{SR5:Drug Row|Name=K-10|Vector=Injection|Speed=Immediate|Duration=5*1d6 Minutes|Addiction type=Both|Addiction rating=11|Addiction threshold=3|Effects=+3 Body, +3 Agility, +4 Strength, +1 Willpower, +5 Initiative, +High Pain Tolerance 3, Berserk|Crash=18S, if you go Berserk, make an Edge (1) Test, failure causes permanent Berserk.|Availability=16F|Cost=900|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Kamikaze|Vector=Inhalation|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=Physiological|Addiction rating=9|Addiction threshold=3|Effects=+1 Body, +1 Agility, +2 Strength, +1 Willpower,&lt;br /&gt;
+2 Physical limit, +2D6 Initiative Dice, High Pain Tolerance&lt;br /&gt;
3|Crash=–1 Reaction, –1 Willpower, and –2 to all Limits, 6 Stun Damage|Availability=4R|Cost=100}}&lt;br /&gt;
{{SR5:Drug Row|Name=Laés|Vector=Ingestion, Inhalation, Injection|Speed=1 Combat Turn|Duration=20*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 12-Body Hours of Memories erased.|Crash=N/A|Availability=12F|Cost=750|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Leäl|Vector=Ingestion|Speed=1 Combat Turn|Duration=5*1d6 Minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=12S, 120-Body(minimum 100) minutes of memories erased|Crash=N/A|Availability=10F|Cost=400|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Little Smoke|Vector=Inhalation|Speed=2d6 Minutes|Duration=Essence+1d6 Hours, Maximum 12|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Concealment and Confusion|Crash=Perception and Willpower reduced to 1 for an equivalent duration|Availability=12F|Cost=1800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Long Haul|Vector=Injection|Speed=10 Minutes|Duration=4 days|Addiction type=Psychological|Addiction rating=2|Addiction threshold=1|Effects=Alleviates the need for sleep. A second dose extends the period for 1d6/2 days.|Crash=Dose 1: Pass out for 8d6 hours.&lt;br /&gt;
Dose 2: 10 Stun, as above.|Availability=-|Cost=50}}&lt;br /&gt;
{{SR5:Drug Row|Name=Memory Fog|Vector=Ingestion|Speed=1 minute|Duration=14-Body Hours, minimum 2|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=-2 to Memory Tests to recall what happened while using the drug, -2 to all memory tests while under the drug's effects. Max -2.|Crash=N/A|Availability=6R|Cost=100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nanoscan|Vector=Injection|Speed=Immediate|Duration=24 hours, or (Nano-hive Rating) Days|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Acts as a biomonitor, transmits data to a subscribed commlink or medkit|Crash=N/A|Availability=5|Cost=500|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Neostigmine|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Reaction for the purposes of determining paralysis. Halve the duration of paralysis.|Crash=N/A|Availability=2|Cost=100|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nightwatch|Vector=Contact|Speed=Immediate|Duration=20*1d6 Minutes|Addiction type=Pyschological|Addiction rating=1|Addiction threshold=2|Effects=Low-Light Vision, Glare increased by one category.|Crash=N/A|Availability=3R|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Nitro|Vector=Inhalation|Speed=1 Combat Turn|Duration=10*1d6 minutes|Addiction type=Both|Addiction rating=9|Addiction threshold=3|Effects=+2 Strength, +2 Willpower, +2 Perception, +2&lt;br /&gt;
Physical limit, High Pain Tolerance 6|Crash=-2 to all limits, 9 Stun|Availability=2R|Cost=50}}&lt;br /&gt;
{{SR5:Drug Row|Name=NoPaint|Vector=Contact|Speed=Immediate|Duration=1d6 hours|Addiction type=Both|Addiction rating=3|Addiction threshold=1|Effects=High Pain Tolerance 3&lt;br /&gt;
Special: Two doses needed for Orks and Trolls|Crash=N/A|Availability=3|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Novacoke|Vector=Inhalation, Injection|Speed=1 Combat Turn|Duration=(10-Body) hours|Addiction type=Both|Addiction rating=7|Addiction threshold=2|Effects=+1 Reaction, +1 Charisma, +1 Perception, +1&lt;br /&gt;
Social Limit, High Pain Tolerance 1|Crash=Charisma and Willpower reduced to 1, -1 to all limits|Availability=2R|Cost=10}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ondansetron|Vector=Injection|Speed=Immediate|Duration=10*1d6 minutes|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Double the subject's Willpower for the purpose of determining incapacitation from Nauseau. Halve the duration of Nausea.|Crash=N/A|Availability=2|Cost=50|Source={{B&amp;amp;B}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Oneiro|Vector=Inhalation|Speed=Immediate|Duration=3d6 Minutes|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=Paralysis, Divination Metamagic|Crash=Disoriented for time equal to the duration unless the subject has the Augury and Sortilige Ritual.|Availability=6F|Cost=1250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Overdrive|Vector=Inhalation|Speed=1 Combat Turn|Duration=10-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Reaction, +1 to all Logic-linked Skills|Crash=Long term use can cause the user to get Poor-Self Control: Braggart or Paranoia|Availability=10F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Oxygenated Fluorocarbons|Vector=Transfusion|Speed=1d6 Hours|Duration=1 week|Addiction type=Physiological|Addiction rating=2|Addiction threshold=1|Effects=+1 Agility, double the time to hold breath.|Crash=-1 Physical Limit, -1 Body for Body Days, 15P if a second dose is attempted|Availability=12R|Cost=2000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Pixie Dust|Vector=Inhalation|Speed=Immediate|Duration=1d6 Minutes|Addiction type=Both|Addiction rating=10|Addiction threshold=4|Effects=+1 Charisma, +1 Perception, High Pain Tolerance 1, Memory Loss of the past 1d6 minutes after taking the drug.|Crash=N/A|Availability=8F|Cost=800|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche|Vector=Ingestion|Speed=10 Minutes|Duration=(12-BOD) hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=2|Effects=+1 Intuition, +1 Logic, +1 Mental limit, Sustained Spell dicepool modifier reduced to -1 (from -2)|Crash=N/A|Availability=-|Cost=200}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche Chips (illegal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=6|Addiction threshold=3|Effects=No negative penalties from negative mental qualities up to Severe, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=6F|Cost=500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Psyche Chips (legal)|Vector=DNI|Speed=Immediate|Duration=48 Hours|Addiction type=Psychological|Addiction rating=3|Addiction threshold=2|Effects=No negative penalties from negative mental qualities up to Moderate, -1 Reaction.|Crash=If the user gets addicted, and stops using the chips, the negative quality goes up one step.|Availability=4R|Cost=350|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Push|Vector=Ingestion|Speed=1 Minute|Duration=15-Body minutes|Addiction type=Both|Addiction rating=4|Addiction threshold=3|Effects=Get High|Crash=N/A|Availability=4F|Cost=25|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Reaper|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Same as Slab, -8 Dice to assense subject's aura|Crash=-4 Reaction for half the duration|Availability=8R|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Red Mescaline|Vector=Ingestion|Speed=1 Hour|Duration=18-Body Hours|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Charisma, -2 Reaction, +2 Perception, +1 Willpower, Disorentation, Does not interact with Psyche|Crash=Charisma and Willpower reduced to 1 for 18-Body Hours|Availability=4R|Cost=50|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Ripper|Vector=Injection, Contact|Speed=Immediate|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=3|Effects=+1 Strength, -1 Willpower, Regular use(3x per day for 3-6 weeks) reduces Karma Cost to improve Strength by 1.|Crash=N/A|Availability=6F|Cost=60|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Rock Lizard Blood|Vector=Ingestion|Speed=30 Minutes|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Physical|Addiction rating=6|Addiction threshold=3|Effects=Critter Power: Immunity against Diseases and Toxins|Crash=2P, -4 dice for all resist disease and toxin tests for an equivalent duration|Availability=10R|Cost=1700|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Shade|Vector=Inhalation|Speed=Immediate|Duration=Essence+1d6 Hours, maximum 12 hours|Addiction type=Psychological|Addiction rating=7|Addiction threshold=3|Effects=Forces Astral Projection. If you can already Project, add duration to your normal limit. If you have a spirit guide or initiate, you can access the metaplanes.|Crash=10S, user dies if they don't return to their bodies before the duration ends.|Availability=6R|Cost=1000|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Slab|Vector=Injection|Speed=2 Combat Turns|Duration=10-Body Hours|Addiction type=N/A|Addiction rating=-|Addiction threshold=-|Effects=Suspended Animation. Perception+Intuition(6) or Medicine+Logic(4) to determine if the subject is alive without a medkit or other medical equipment.|Crash=-4 Reaction for half the duration.|Availability=8R|Cost=250|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Snuff|Vector=Ingestion, Inhalation|Speed=1 Minute|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=2|Addiction threshold=2|Effects=+1 Reaction, Pain Resistance 1|Crash=-1 Intuition for twice the duration|Availability=1R|Cost=10|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Sober Time|Vector=Contact|Speed=1 Combat Turn|Duration=10*1d6 Minutes|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Negates pnealties to Charisma, Intuition, Reaction, and/or Willpower up to a max of 6 dice total. Applied evenly if total dice &amp;gt;6.|Crash=Double penalties for the remainder of their original duration. If any attribute is reduced below 1, subject is immobilized and passes out until the effect wears off.|Availability=6F|Cost=125|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Soothsayer|Vector=Contact, Injection|Speed=1 minute|Duration=(12 - Body) Hours, minimum 1 hour|Addiction type=none|Addiction rating=-|Addiction threshold=-|Effects=8S resisted with Body only. Unless all damage is resisted, the subject also suffers Willpower –3 and Social limit –1. Each additional application reduces the DV by 1 as the subject builds up a resistance to the drug’s effects, no matter how long it has been since the last application.|Crash=N/A|Availability=12F|Cost=150|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Trance|Vector=Inhalation|Speed=1 Combat Turn|Duration=(6 - Body) hours, minimum 1 hour|Addiction type=Both|Addiction rating=6|Addiction threshold=3|Effects=+1 Intuition, +2 to all Logic-linked skills, Paralysis|Crash=Paralysis continues for an equal duration|Availability=10F|Cost=1100|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Woad|Vector=Ingestion|Speed=1 Combat Turn|Duration=5 x 1d6 minutes|Addiction type=Both|Addiction rating=5|Addiction threshold=2|Effects=+2 Agility and Berzerk (when wounded)|Crash=-2 to all Social Tests for Duration x 10|Availability=3R|Cost=15|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Wudu'aku|Vector=Ingestion, Injection|Speed=2d6 minutes|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=N/A|Addiction rating=4|Addiction threshold=1|Effects=The user receives +2 dice on all Conjuring skill&lt;br /&gt;
group tests and adds +2 to her effective Charisma when&lt;br /&gt;
dealing with spirits of man.|Crash=N/A|Availability=12F|Cost=2350|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zen|Vector=Inhalation|Speed=5 Minutes|Duration=10*1d6 minutes|Addiction type=Psychological|Addiction rating=3|Addiction threshold=1|Effects=–2 Reaction, +1 Willpower, –1 physical action dice pool modifier|Crash=N/A|Availability=4R|Cost=5}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zero|Vector=Ingestion, Injection|Speed=1 hour|Duration=(20 - Body) Hours, Minimum 1|Addiction type=Physiological|Addiction rating=1|Addiction threshold=3|Effects=Allergy and Addiction reduction, promotion of cyberware adaptation, –2 to Disease Resistance Tests and Toxin Resistance Tests|Crash=N/A|Availability=8R|Cost=150|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zombie Dust|Vector=Contact, Injection|Speed=2 Combat Turns|Duration=Essence +1d6 Hours, Maximum 12 hours|Addiction type=Physiological|Addiction rating=2|Addiction threshold=3|Effects=causes a target to be instantly prepared for possession. While this can offer a rapid conversion for a friendly ally, it can also be used aggressively against unwilling targets. Note they still get their Intuition + Willpower Test to resist possession.|Crash=N/A|Availability=12F|Cost=1500|Source={{CF}}}}&lt;br /&gt;
{{SR5:Drug Row|Name=Zone|Vector=Ingestion|Speed=1 Hour|Duration=12-Body Hours|Addiction type=Both|Addiction rating=-|Addiction threshold=-|Effects=Ignore Mild to Moderate Phobias, Mild Allergy(Light), -1 Perception, Glare increased by 1|Crash=N/A|Availability=-|Cost=-|Source={{CF}}}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Toxins==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!TOXIN!!VECTOR!!SPEED!!PENETRATION!!POWER!!EFFECTS!!AVAIL!!COST (PER DOSE)!!SOURCE&lt;br /&gt;
{{SR5:Toxins Row|Name=CS/Tear Gas|Vector=Contact,Inhalation|Speed=1 Combat Turn|Penetration=0|Power=8|Effects=Disorientation, Nausea, Stun Damage|Availability=4R|Cost=20}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Gamma-Scopolamine|Vector=Injection|Speed=Immediate|Penetration=0|Power=12|Effects=Paralysis, Truth Serum|Availability=14F|Cost=200}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Narcojet|Vector=Injection|Speed=Immediate|Penetration=0|Power=15|Effects=Stun Damage|Availability=8R|Cost=50}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Nausea Gas|Vector=Inhalation|Speed=3 Combat Turns|Penetration=0|Power=9|Effects=Disorientation, Nausea|Availability=6R|Cost=25}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun VIII|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=12R|Cost=60}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun IX|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=15|Effects=Disorientation, Stun Damage|Availability=13R|Cost=60}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Neuro-Stun X|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=15|Effects=Disorientation, Stun Damage|Availability=14R|Cost=100}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Pepper Punch|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=0|Power=11|Effects=Nausea, Stun Damage|Cost=5}}&lt;br /&gt;
{{SR5:Toxins Row|Name=Seven-7|Vector=Contact, Inhalation|Speed=1 Combat Turn|Penetration=-2|Power=12|Effects=Physical Damage, Disorientation, Nausea|Availability=20F|Cost=1,000}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:B%26B&amp;diff=3584</id>
		<title>Template:B&amp;B</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:B%26B&amp;diff=3584"/>
		<updated>2020-02-26T02:41:47Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: Create Bullets and Bandages template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;abbr title=&amp;quot;Bullets &amp;amp; Bandages&amp;quot;&amp;gt;SR5:B&amp;amp;B&amp;lt;/abbr&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Book abbreviations]]&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Drug_Row&amp;diff=3583</id>
		<title>Template:SR5:Drug Row</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Drug_Row&amp;diff=3583"/>
		<updated>2020-02-26T02:16:02Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! [[SR5:Drugs#{{{Name|}}}|{{{Name|}}}]]&lt;br /&gt;
| {{{Vector|-}}}&lt;br /&gt;
| {{{Speed|-}}}&lt;br /&gt;
| {{{Duration|-}}}&lt;br /&gt;
| {{{Addiction type|-}}}&lt;br /&gt;
| {{{Addiction rating|-}}}&lt;br /&gt;
| {{{Addiction threshold|-}}}&lt;br /&gt;
| {{{Effects|-}}}&lt;br /&gt;
| {{{Crash|-}}}&lt;br /&gt;
| {{{Availability|-}}}&lt;br /&gt;
| {{{Cost|0}}}&amp;amp;yen;{{{CostNote|}}}&lt;br /&gt;
| {{{Source|Core}}}&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Drugs_Row&amp;diff=3582</id>
		<title>Template:SR5:Drugs Row</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Drugs_Row&amp;diff=3582"/>
		<updated>2020-02-26T02:10:07Z</updated>

		<summary type="html">&lt;p&gt;Ethereal: First pass at a drugs row template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| '''[[SR5:Drugs|Drugs]]'''&lt;br /&gt;
| '''[[SR5:Drugs{{{Type|}}}#{{{Name|}}}|{{{Name|}}}]]'''&lt;br /&gt;
| {{{Vector|-}}}&lt;br /&gt;
| {{{Speed|-}}}&lt;br /&gt;
| {{{Duration|-}}}&lt;br /&gt;
| {{{Addiction type|-}}}&lt;br /&gt;
| {{{Addiction rating|-}}}&lt;br /&gt;
| {{{Addiction threshold|-}}}&lt;br /&gt;
| {{{Effects|-}}}&lt;br /&gt;
| {{{Crash|-}}}&lt;br /&gt;
| {{{Availability|-}}}&lt;br /&gt;
| {{{Cost|-}}}&amp;amp;yen;&lt;br /&gt;
| {{{Source|Core}}}&lt;/div&gt;</summary>
		<author><name>Ethereal</name></author>
		
	</entry>
</feed>