Shadowrun

Shadowrun Missions Living Campaign => Living Campaign Discussion => Topic started by: Bull on <07-30-13/2150:48>

Title: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <07-30-13/2150:48>
Ok.  This is a dirty version of the rules in a quick and sloppy PDF format.  It ain't pretty, but it'll get the job done till matt gets a free moment and can make it pretty. :)

https://dl.dropboxusercontent.com/u/12034805/Shadowrun%205%20Missions%20v0.99.pdf

this does not really include the official Errata at all, and is not meant to be an SR5 FAQ.  This is strictly for Missions.  I have a small handful of things that I want to post as a "Hot Patch Errata", stuff that effects basic chargen on an impotant level, but am waiting on approval for those.

Just keep in mind that Mystic Adepts are getting hit with the Nerf Crotch Bat, so don't go making one and then getting disappointed down the line.

Bull
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Crimsondude on <07-30-13/2327:29>
Will this be in force for con play at Gen Con?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <07-30-13/2335:35>
yes.

And i will either have official Errata for Mystic Adepts, and FAQ's for a few other items in the next few days, even if they're only Missions official. :)
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <07-31-13/0755:35>
Official allowance of Home Games into official events, and giving the Gamemaster the rewards as well, are both awesome! =) Now if I ever need one of the players to GM due to scoring 'too many' players, they still get rewards.

I see rating 6 or less, not device rating 6 or less, in the Missions FAQ. I think a question has already been submitted on that to the faq topic in General Discussion, but which term does Missions want to use, Rating or Device Rating? Aka, are explosives, bows and arrows allowed past rating 6?

If you offer Season 4 missions now, do those get GM rewards, or only with Sprawl Wilds?

The FAQ mentions marking off the appropriate amount of time when searching for an item. The rules in SR5 do not mention any such timespan, only delivery times. How does this work? And can you improve attributes/skills while searching for items?

Is only Extended Core allowed, or will other books be legal in the future as well?

Man, now I want to offer SRM-04 missions so the characters can promote to Prime Runners afterwards.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <07-31-13/0853:50>
Official allowance of Home Games into official events, and giving the Gamemaster the rewards as well, are both awesome! =) Now if I ever need one of the players to GM due to scoring 'too many' players, they still get rewards.

I see rating 6 or less, not device rating 6 or less, in the Missions FAQ. I think a question has already been submitted on that to the faq topic in General Discussion, but which term does Missions want to use, Rating or Device Rating? Aka, are explosives, bows and arrows allowed past rating 6?

Same as the core rulebook.  It's Rating 6 across the board, Device or otherwise.

Quote
If you offer Season 4 missions now, do those get GM rewards, or only with Sprawl Wilds?


It's only for Season 5, so the Sprawl Wilds ones only count if you're using them for SR5 and Season 5, since it's something new we did. 

Quote
The FAQ mentions marking off the appropriate amount of time when searching for an item. The rules in SR5 do not mention any such timespan, only delivery times. How does this work?

It's all the same period of time.  That entire timepsan includes you hunting down black market dealers, meeting with them, negotiating with them, travelling to pick things up, etc.  After all, when you're actively searching the black market, it's not like it's Amazon.com where you place an item and it shows up at your door three weeks later. :)

This is why using contacts for this is useful.  You're wasting their time then, and not your own.  It's also why it gets expensive using them.

Quote
And can you improve attributes/skills while searching for items?

If you go looking for an item yourself, no.  You can usually only do one activity at a time, unless that activity specifies otherwise (Such as healing).  If you use a contact, then yes, because the contact is the one out searching the item for you.

Quote
Is only Extended Core allowed, or will other books be legal in the future as well?

Unless the book is listed as an Optional supplement (like teh way the 4th ed Way of... Books were), they will be Missions legal 30 days after release, as listed at the end of the document.  If the new book has anything that needs Missions tweaked, it will be reflected in an updated FAQ.

Quote
Man, now I want to offer SRM-04 missions so the characters can promote to Prime Runners afterwards.

Hehe. :) 

Bull
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: samiam on <07-31-13/1849:52>
Quote
Someone said there’s a reward for wearing Shadowrun shirts to Missions games?
Yes! If you wear a Shadowrun or a Catalyst Game Labs shirt to any Catalyst Demo Team convention or Open Play Shadowrun Missions event, you get a single point of NERPS!

Sooo...does this mean there will be Shadowrun and/or Catalyst Game Labs shirts available to agents?  It seems a bit wonky to advertise this and then not have the agents in shirts, me thinks.     ;D

Otherwise, I'll just have to stick to my Critical Glitch swag.   8)
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <07-31-13/1909:25>
Sooo...does this mean there will be Shadowrun and/or Catalyst Game Labs shirts available to agents?  It seems a bit wonky to advertise this and then not have the agents in shirts, me thinks.     ;D

Agents should be getting shirts, but that's not my area.  You need to talk with Ray and Southpaw about that, but I know they have some plans for the current Agents at least.

Quote
Otherwise, I'll just have to stick to my Critical Glitch swag.   8)

Do you have some Crit glitch Swag?  Tinner is currently GMing for me, so he'll be geeked if you do have some.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <08-01-13/0716:26>
Availability Tests: The book mentions Contacts have Connection as bonus dice at one spot, and as Social Limit bonus at another spot. I assume it has to be the Limit Increase, correct?

What are the Finder's Fees for Missions Contacts? The rules imply they're based on loyalty or business quantity, making it GM interpretation. I assume Missions wants to use specified formulae.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <08-01-13/0745:25>
Availability Tests: The book mentions Contacts have Connection as bonus dice at one spot, and as Social Limit bonus at another spot. I assume it has to be the Limit Increase, correct?

Use both.  Since we use the Buying Hits rule for all tests, it would otherwise make gear prohibitively expensive or flatout make it impossible to get.

Quote
What are the Finder's Fees for Missions Contacts? The rules imply they're based on loyalty or business quantity, making it GM interpretation. I assume Missions wants to use specified formulae.

As mentioned on 418, Contacts won't usually charge a fee to find gear for you, as most of their money comes on the fencing side of things.  And any fees tehy do charge come out of money they charge if you have them "rush job" it, buying extra dice for the exorbitant +25% per die.

aka, no fee when they buy stuff. 
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <08-01-13/0824:28>
One more really silly question: Availability is opposed. Do the Items buy hits?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <08-01-13/0829:42>
One more really silly question: Availability is opposed. Do the Items buy hits?

Yes.  So effectively, you need a number of dice equal to the Availability to be able to purchase it, more or less, though keep the delivery time chart in mind as well.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <08-01-13/0833:47>
So if  during the Campaign I get a Connection 5 contact to Loyalty 4, she has 5+5+4 dice. If I pay 50% more she has 16, she can score me a Ranger Arms.

Regarding new books: Core has no Intuition-based Tradition, plus there's only the six spirit types now. Would a player be able to change their Tradition when the magic book is released?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: KarmaInferno on <08-01-13/1826:21>
Same as the core rulebook.  It's Rating 6 across the board, Device or otherwise.

Hm. This cuts out almost all armor.



-k
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: All4BigGuns on <08-01-13/1829:29>
Same as the core rulebook.  It's Rating 6 across the board, Device or otherwise.

Hm. This cuts out almost all armor.



-k

Pretty much. It would just leave a (synth)leather jacket, Armor Vest and Armor Clothing as allowable, at least if strictly adhering to that rating limit even on the armors.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Palladion on <08-01-13/2203:16>
So if  during the Campaign I get a Connection 5 contact to Loyalty 4, she has 5+5+4 dice. If I pay 50% more she has 16, she can score me a Ranger Arms.

Does this apply to the Season 5 Contact whose Skills and Charisma are known?  For example: Sarah Silverleaf has Connection 5, Loyalty 2, Charisma 9, Negotiation 8.  Would I roll (purchase hits):
Negotiation 8 + Charisma 9 + Connection 5 [Social 12 + Connection 5] vs. Availability
OR
Connection 5 + Loyalty 2 + Connection 5 [Limit ? + Connection 5] vs. Availability? 

(I realize with buying hits that Limits do not really come into play, but I wanted to keep with the proper nomenclature.)
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <08-01-13/2309:50>
Hm. This cuts out almost all armor.

Pretty much. It would just leave a (synth)leather jacket, Armor Vest and Armor Clothing as allowable, at least if strictly adhering to that rating limit even on the armors.
[/quote]

*facepalm*  Really guys?  :)

It's referring to stuff that's available with variable ratings.  Armor doesn't fall under that category. 

Just...  Just use the normal chargen rules for ratings and availabilities!  Jeez.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <08-01-13/2311:46>
So if  during the Campaign I get a Connection 5 contact to Loyalty 4, she has 5+5+4 dice. If I pay 50% more she has 16, she can score me a Ranger Arms.

Does this apply to the Season 5 Contact whose Skills and Charisma are known?  For example: Sarah Silverleaf has Connection 5, Loyalty 2, Charisma 9, Negotiation 8.  Would I roll (purchase hits):
Negotiation 8 + Charisma 9 + Connection 5 [Social 12 + Connection 5] vs. Availability
OR
Connection 5 + Loyalty 2 + Connection 5 [Limit ? + Connection 5] vs. Availability? 

(I realize with buying hits that Limits do not really come into play, but I wanted to keep with the proper nomenclature.)


Always use Connection + Loyalty for NPCs.  This is to provide a flat rule across the board for all contacts.

From the FAQ:

Quote
If you wish to have contacts purchase additional items during a single downtime, use the standard rules for determining what items they can find, and how long it takes (p. 418, SR5). Since you won’t always know the skills and attributes of all your contacts, all contacts instead use their Loyalty instead of Charisma attribute and Connection in place of their Negotiation skill for the Availability test.

bolded for emphasis. :)
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: All4BigGuns on <08-01-13/2321:34>
Hm. This cuts out almost all armor.

Pretty much. It would just leave a (synth)leather jacket, Armor Vest and Armor Clothing as allowable, at least if strictly adhering to that rating limit even on the armors.

*facepalm*  Really guys?  :)

It's referring to stuff that's available with variable ratings.  Armor doesn't fall under that category. 

Just...  Just use the normal chargen rules for ratings and availabilities!  Jeez.
[/quote]

Really it's just a case where one needs to be careful about wording because of the term 'rating' used in the armor listing. It is silly, but there are those who would enforce it that stringently.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Palladion on <08-02-13/0037:12>
Hm. This cuts out almost all armor.

Pretty much. It would just leave a (synth)leather jacket, Armor Vest and Armor Clothing as allowable, at least if strictly adhering to that rating limit even on the armors.

Minor point... I did not say that. (No one likes having words put into their mouth.)

As to Contacts: There is no way to increase Loyalty on non-Mission specific Contacts, that means you are limited to 16 dice (Connection 5 x 2 + Loyalty 6) plus 1 die per 25% mark-up or wait for new Contacts to be introduced through individual Missions. In order to purchase anything up to Availability 12 off the shelf, you need a Connection 5, Loyalty 2 Contact (any other combination is too low) or a good face.

Most likely, everyone will take the blonde as a Contact though, heh. Just an observation...
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: All4BigGuns on <08-02-13/0041:38>
Hm. This cuts out almost all armor.

Pretty much. It would just leave a (synth)leather jacket, Armor Vest and Armor Clothing as allowable, at least if strictly adhering to that rating limit even on the armors.

Minor point... I did not say that. (No one likes having words put into their mouth.)

As to Contacts: There is no way to increase Loyalty on non-Mission specific Contacts, that means you are limited to 16 dice (Connection 5 x 2 + Loyalty 6) plus 1 die per 25% mark-up or wait for new Contacts to be introduced through individual Missions. In order to purchase anything up to Availability 12 off the shelf, you need a Connection 5, Loyalty 2 Contact (any other combination is too low) or a good face.

Most likely, everyone will take the blonde as a Contact though, heh. Just an observation...


Was just pointing out in exacting detail exactly how few armors have 'rating' 6 or less.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <08-02-13/0154:05>
As to Contacts: There is no way to increase Loyalty on non-Mission specific Contacts, that means you are limited to 16 dice (Connection 5 x 2 + Loyalty 6) plus 1 die per 25% mark-up or wait for new Contacts to be introduced through individual Missions. In order to purchase anything up to Availability 12 off the shelf, you need a Connection 5, Loyalty 2 Contact (any other combination is too low) or a good face.

Most likely, everyone will take the blonde as a Contact though, heh. Just an observation...[/font][/color]

From the Missions adventures, in the Picking up The Pieces section (this is the end section that details awards such as money, karma, contacts, reputation, etc, and is included in all Season 4 and Season 5 Missions):

Quote
Characters might interact with NPCs not specified by the Mission, and may earn these NPCs as a contact at Loyalty 1. They may also work with non-Mission specific contacts that they have already earned or that they bought at character creation, and gain a +1 Loyalty to these contacts. Gamemasters should not grant these lightly, and players should have to work to earn these contacts by going the extra mile to impress the NPC, offering up favors, or paying them well above the standard rates for information or services.

So yes, you can increase your Loyalty on your non-Missions characters, you just have to work at it and the GM has to agree that you're putting in effort into building the relationship.  Now whether or not your GM bothers to use this is entirely between you and them.

Also keep in mind that you can buy extra dice for Black market goods, as per the SR5 book.  It gets expensive, but you can buy up to 12 extra dice, which means that a maxed out Missions Contact will be able to get you anything in the core SR5 book, if you're willing to pay.

Lastly, not all contacts are able to do everything for you.  the only contact who can get you "anything" is a Fixer.  the actual Contact Sheets will have a "uses" line one them (It should have been on these, but I forgot to include them.  I'll update them at some point in the near future).  This outlines what sorts of things you can use the contact for.  Some are only going to be good for information and rumors.  Matt Wrath might hire out if you need some extra muscle.  goober handles Armor, Weapons, vehicles, and Drones.  Quantum Princess handles matrix gear.  Sid is an all around Fixer (but he's a newbie Fixer, so he's not great yet :)).  Lothan covers Magic.  Martin Tate acts as a street doc and can handle Cyebrware, but he, Maggie, Juan, and Sarah are all Corporate Mr. Johnsons as well.  Which means they may be able to get you gear, but there maty be strings attached. And do you really trust corporate operators to get you gear you're going to be relying on? ;)

Bull
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: All4BigGuns on <08-02-13/0159:20>
Lothan would be getting a little long in the tooth at this point, maybe Kellan would've been a better choice. :/
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <08-02-13/0204:29>
not necessarily.  He older, and we made certain to show that in his pic.  he's not an active runner anymroe for a reason.  But the WizKids stuff was 2060's era,   So at most it's been 15 years, probably a couple less, since the Kellan Colt stories.  Trolls live longer than orks too.  Lothan is around 45 in my mind, which means he's older, but he keeps himself healthy, and he's got another 10 years in him, easily. 
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: All4BigGuns on <08-02-13/0207:00>
not necessarily.  He older, and we made certain to show that in his pic.  he's not an active runner anymroe for a reason.  But the WizKids stuff was 2060's era,   So at most it's been 15 years, probably a couple less, since the Kellan Colt stories.  Trolls live longer than orks too.  Lothan is around 45 in my mind, which means he's older, but he keeps himself healthy, and he's got another 10 years in him, easily.

Hmm...I always pictured that being his age in those books. Wasn't he one of the earlier goblinizations?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <08-02-13/0557:55>
Device Rating == Rating, Armor Rating =/= Rating. Misunderstanding solved.

Palladion: Most likely the for-players contact cutouts won't include their exact stats and skills, but their uses. I recall from Season 4 they contained far less intel. So all a player can do when using a Contact to get an item, without a GM available to roll for him, is use the provided intel which pretty likely is just Loyalty, Connection, Uses and a bit of intel on what kinda stuff they expertise in.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: tequila on <08-02-13/0701:00>
Same as the core rulebook.  It's Rating 6 across the board, Device or otherwise.

Hm. This cuts out almost all armor.



-k

Quote from: p416
Every item described in this chapter includes a set of
statistics. Every item has a cost along with an Availability Rating, and most non-weapon, non-armor items, except those that simply confer an ability or don’t, have
an overall Rating, usually between 1 and 6.

Emphasis mine.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: KarmaInferno on <08-02-13/1928:14>
Great, good to know.

Understand, I've BEEN the master rules arbitrator for a national organized play campaign. For such campaigns, ambiguity means table variation and potential frustration for player and GM alike. I still have an ongoing fascination with game design and mechanics. Most of the times I discuss rules it's through the lens of an admin and GM.


-k
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Tacitus05 on <08-04-13/2114:42>
It seems like I am missing something. So something like a superthyroid is out of the reach of runners since these are pretty hi g h availability and high cost, his making it prohibitively expensive for players to have them
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: All4BigGuns on <08-04-13/2117:58>
It seems like I am missing something. So something like a superthyroid is out of the reach of runners since these are pretty hi g h availability and high cost, his making it prohibitively expensive for players to have them

Suprathyroid is a rather odd case. There's no real good excuse for the availability to be as high as it is (or was in 4th--it was the same) or for it to cost anywhere near what it does.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Tacitus05 on <08-04-13/2129:44>
Well a lot of bioware and advanced arms. Basically if it's over 15 and expensive, a runner will not be able to obtain it, unless they are a face. Seems kinda harsh?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <08-05-13/0355:56>
Missions IS a low-powered campaign after all, so that people jumping fresh in after a while don't instantly get wiped out. But yeah, availability 16~19 is always going to cost at least 50% extra, while Availability 20 costs 150% extra assuming you have a 5/4 Contact. Loyalty tended not to go past 4 in the past after all.

UNLESS. The Faction Rep included getting an item at a discount before. Maybe if these benefits could also include access to a higher Availability, perhaps +FactionRep? That way, if you suck up to the right corp employee enough, you'll be able to get the nice toys after a while?

I agree there's a bit of a gap where a few toys are now impossible to get unless you pay a LOT extra, and most of those are already expensive enough to require saving up 3+ missions in a row, without paying extra. There's space for amending that though.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <08-05-13/0629:50>
Hey.  I gave you guys Cash for Karma against my better judgement, what more do you want? :)
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <08-05-13/0646:28>
Being able to use an Intuition-Tradition and being able to spend more than 7 karma on the Season 5 Contacts, so that we can use Connection-4 contacts to access Availability 12~15 items. :)

I don't really like the Connection-5 contacts so I'd prefer the armorer at 4/4 for my APDS. ^_^ And at Charisma 5, I'd otherwise have to let 1 karma go to waste since low-karma contacts are worthless here. =P
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: samiam on <08-05-13/1421:18>
Sooo...does this mean there will be Shadowrun and/or Catalyst Game Labs shirts available to agents?  It seems a bit wonky to advertise this and then not have the agents in shirts, me thinks.     ;D

Agents should be getting shirts, but that's not my area.  You need to talk with Ray and Southpaw about that, but I know they have some plans for the current Agents at least.
Sweet...I'll keep my eyes peels.

Quote
Otherwise, I'll just have to stick to my Critical Glitch swag.   8)

Do you have some Crit glitch Swag?  Tinner is currently GMing for me, so he'll be geeked if you do have some.

I do...I have my CritGlitch tee on right now, actually.  Gotta love working for a megacorp with a pretty much anything goes dress code.   8)  I have a ball cap also.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: FastJack on <08-05-13/1448:20>
BTW, Bull (and everyone else), I noticed you put the old link to the forums in the FAQ. The new forums address is http://forums.shadowruntabletop.com/. The old address redirects to the new one, but thought I'd toss it out there to let you (and anyone else using the link) know.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <08-05-13/2056:47>
yeah, that'll need fixed when we make it all pretty.  Shows you how long that file was waiting on approval. :)

As for Contacts, no, 7 is your limit, sorry.  keep in mind you'll build up loyalty as you play, so you'll be able to get that stuff before too long.  be patient, give yourselves goals to work toward :)

Also I have no idea about Intuition traditions.  there may not even BE any.  But I don't know if we'll be allowing retcons for that.  But it'll be something to revist when that book comes out.  For now, work under the assumption that we're going with "no".
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <08-06-13/0414:05>
Ah, shame, there goes my Intuition-Mystic Adept build. ^_^ Ahwell, 15 drain, 18+4d6 initiative and 19 dodge was too good anyway. (Assuming 5 karma per PP.)

Alright, so the missions contacts cannot be taken past 7 karma at chargen. Thanks for the ruling. :)
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Spectral Force on <08-12-13/1539:05>
Quote
If you offer Season 4 missions now, do those get GM rewards, or only with Sprawl Wilds?


It's only for Season 5, so the Sprawl Wilds ones only count if you're using them for SR5 and Season 5, since it's something new we did. 

[/quote]

I am going to be running the new SRM 5e when they are available, I am going to start with the Wild Sprawls.  What are these GM rewards mentioned in the quote above?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <08-12-13/1550:07>
Basically, the GM gets rewards for their own character as well. The rules for that are in the FAQ.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: lurkeroutthere on <08-23-13/1827:47>
Crossposting as the other thread was a little long in the tooth

So i had a chance to read the current faq, two points struck me as odd.

Quote
You may not take more than four weeks off between shadowruns After all, you need to keep your name out there. Runners that stay hidden too long run the risk of being forgotten, and your fixer will stop calling if you ignore him too often.
I guess my immediate thought is, why? What's the point in running a living campaign that we don't really audit peoples paperwork anyway and then being so hostile to character advancement. "Congratulations, you saved up X runs worth of karma to raise one of your stats above a 4 or your skills above a 5. Now you've got the money and wherewithal to support yourself while you pump iron, hit the range, or do eye spy, but your fixer will stop calling you if you pass over a magical threshold of 4 weeks without blowing something up. Enjoy waiting another run for your advancement."
It just seems counter to any kind of good sense.

Quote
f you go looking for a piece of gear, use the standard Availability Test rules (p. 418,
SR5) and mark off the appropriate amount of time on your Missions Calendar. Note that you can only search for one item at a time, as this represents you physically
going out and looking for the item, spending time making phone calls, talking with people, buying them drinks, etc

This actually runs quite counter to the rules on p.418. Shadowrun has moved into the telephone ordering economy, someone no longer has to spend weeks pounding pavement to find gear, and thank sweet D's ghost for that. The timeframe is now the time to deliver not the time to find.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Palladion on <08-26-13/0108:33>
Page 6 of the FAQ says that characters can only take standard or alphaware at character creation, but the reference indicated (SR5 451) specifically says that used 'ware is allowed. (And nothing about nanoware.) Does the FAQ need errata? Heh.

(I think the Hot Patch addresses this, but might be good to update, just in case.)
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: The Masked Ferret on <09-01-13/0647:13>
The book is confused, and the FAQ is confused. Its par for the course.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <09-01-13/0655:14>
Bull has stated Cyberware and Non-Cultured Bioware can be gotten Used at chargen. Here's waiting for the v1.0 FAQ.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <09-02-13/1422:49>
Here's a question from http://forums.shadowruntabletop.com/index.php?topic=12660.0 and a few more inspired by it.

Q: Must Quickened Spells buy hits, or can a player try to get a really good spell during a Mission and Quicken that instead?
Q: During downtime, can a player Oversummon+Overbind or Overcast+Quicken with bought hits if they can handle the drain without going unconscious?
Say you have 8~11 drain dice and also 20 Summoning and Binding dice after a lot of trouble, and oversummon+overbind a Spirit Force 9. The Spirit rolls 9 and 18 dice for 2 and 4 hits, you roll 5 and 5 hits. Summoning does 4-2=2P drain, no injury modifier, Binding does 8-2=6P drain, 8P drain total means still conscious. Summoning gives 3 services, Binding adds none, 4500 nuyen for 3 services.
Q: During downtime, can you use a service for Aid Sorcery to boost your Spellcasting for a Quickening attempt?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: wepv on <09-02-13/1538:18>
Questions about how a mana barrier interacts with quickened(or non quickened) spells.

How do mana barriers define "object"?
Are spells "objects"?
If you try to walk through a mana barrier and fail your magic+cha vs barrier force x2 roll, do you simple fail to walk through as if you hit a wall? Or do you make it through, but all your spells and foci are disrupted? It is very unclear as to what actually happens if you attempt this.

Regarding astral intersections:
You drive a van through a mana barrier with five spells on you,
Do you:
A: roll spell force x 2 vs barrier force x 2 for every spell on you? If so:
What order do you roll in? If the first spell beats the barrier, the barrier drops (forever or until the end of the combat turn, depending on the barrier) do you then not roll for the other spells?
B: Roll for the person (magic + cha) vs barrier force x 2? If so, on a failure to break through are your spells disrupted AND you are unconscious? Are you just unconscious? Are you only unconscious if you were astrally perceiving but your spells are still disrupted?

Why are the rules different for being forced through a barrier and pushing your way through a barrier?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <09-02-13/1545:31>
Aren't those more questions for the SR5 FAQ, rather than the Missions FAQ?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: wepv on <09-02-13/1553:11>
yup! clicked on the wrong thread!  :)
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: wepv on <09-09-13/1733:00>
I was directed to post this here.

I'm having issues with how much work it requires to fairly and logically implement food allergies in Missions games and suggesting they be considered for removal from allowed negative qualities, or better yet, give them a lifestyle cost adjustment  to cover your dietary needs.

I'm going to talk only about sever allergy (soy) for my example to keep things simple and use the extreme case to see how bad things can get.

My issues with it are as follows:
-Food allergies, by their nature, require the person to eat them to suffer the effect(which is very similar in effect to ingesting poison at the severe level), making it very hard to do so against your will.
-Role paying people's eating habits is obviously outside the scope of Missions play and eating as a requirement for mods is not common at all (I can think of a number of times where you are served food, but you aren't being forced to eat and politely explaining that you have dietary concerns avoids any hurt feelings and -d6s to social tests).
-Dietary allergies are not things that people who have them just forget about or ignore.
-When you do suffer from the effect of your allergy, you are very likely dead. In terms of a living campaign, that seems like it is bad for the longevity of the game. GM's that introduce the allergy run the risk of killing a character and creating bad feelings if it isn't done carefully, and if they are not comfortable with bringing such a lethal disadvantage into play on the fly, the allergy is just free points, creating issues with other players feeling like they are getting the short end of the stick(at least CorpSINers have to pay taxes).
-Telling a player they screwed up and ate something they shouldn't have is forcing an absurd lack of judgement on them that is part of their basic survival. It is like telling someone who is allergic to sunlight that they forgot to wear clothes/sunblock today and spent the morning sunbathing.
-In order for a GM to bring the allergy into play they need to come up with a logical situation that creates a hard choice for the player where they either eat poison or suffer in some other way.  This is the best solution but takes too much time from the mod to be done in a way that isn't railroading a player into an action or outright dictating to a player what he is doing while he sits and listens.

So how do you adjudicate the quality fairly and logically? The (now locked) thread had a number of suggestions.

1a. roll a die, on a hit you are not suffering from your allergy. (66% chance to suffer from your allergy)
1b. roll a die, on a 1 you are suffering from your allergy. (17%ish chance to suffer from your allergy)
2. High lifestyle+ no downside, medium lifestyle sometimes it happens, low and lower you always suffer from it.
3. GM fiat
4.Lifestyle cost adjustment, most likely a flat lifestyle cost adjustment based on your chosen lifestyle (higher lifestyles having a reduced or nonexistent cost)

1: Obviously 66% is absurd and 17% of the time is still insane.  Assuming that you go on 1 run a month, you roll at the start of the mod, and within 6 mods, on average, you have died from eating poison. If you go on a run each week, you will die in a month and a half. How did this person live to be a shadowrunner if they can't regulate their diet. If all food is so cross contaminated that you can't eat it without risk of dying then there wouldn't be people with those kinds of allergies. If so, that negative quality shouldn't be allowed.

2: This would mean that only people with High lifestyle can have allergies to common foods, since at medium lifestyle (or lower), RAW makes you eat soy "sometimes". If eating soy kills you, and you have to eat it some undefined amount of time, you are dead since we don't have rules for buying food other then "buy a lifestyle, that' is your food for a month".

3: Gm Fiat telling a player they are dead is dumb.

4. A scaling cost to cover your dietary needs based on your lifestyle. for example (just an example, I'm sure these numbers are not fair or correct)
High+: no change.
Medium: +500 Nuyen/month
Low: +1200 Nuyen/month
Squatter: +2000 Nuyen/month
Street: +2300 Nuyen/month
If you ignore your allergy and go ahead an eat something that you are allergic to in game, you obviously still suffer it's effect.

Thanks for reading! ;)


Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Michael Chandra on <09-09-13/1843:28>
To quickly repeat my counter-arguments, and no I'm not interested in a debate on these, so I'm just presenting another point of view.

- Allergies don't kill so you will not die from an allergy, only the third and fourth level involve damage rather than just penalties. That's only at 15~25 karma. Adepts will be suffering from the same level of penalty as a Mild Allergy every time they enter a Background Count of 2. Cover already is a 2-dice modifier as well.

- Runs easily take an hour travelling to the Meet and then an easy hour traveltime or more between each scene. If an Allergy negative effect lasts for 1 hour, you're suffering from it for 1 scene only. If the penalty reduces with 2 per hour, Severe and Moderate are at -4 for 1 scene and -2 for another.

- There are multiple ways for a GM to easily target a food allergy, so the problem isn't whether it can be done with ease, the problem is whether it can be done with ease in a way that's fair. Given how a Mild Soy/Seafood(inc. Krill) allergy is already -10 karma, even a decent occasional hurting sounds fair to me. It's only -7 karma for having a 1/6 chance that when encountering a Spirit it hates your guts and tries to murder you, in comparison having to pick between a chance you upset the Johnson due to allergy penalties and a chance you upset him by failing your Etiquette check when declining the food he offers, or rolling at the start of a session to see whether you had bad luck when grabbing your breakfast, doesn't sound that bad.

- Corps don't care about allergies when it comes to the cheap food and it takes Middle (50%) or High (100%) to eat real food that does not involve Soy/Krill/Algae. As such, it's not a matter of whether the character screwed up, it's simply a matter of whether the character had bad luck with their food and happened to have triggered their allergy with their last meal as the run starts.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Fedifensor on <09-09-13/2007:16>
-Food allergies, by their nature, require the person to eat them to suffer the effect(which is very similar in effect to ingesting poison at the severe level), making it very hard to do so against your will.
I would take a look at real-world peanut allergies.  Especially with the more severe reactions, it doesn't take much to set it off.  Many schools require people with peanut allergies to be at a separate table or in a separate room during lunchtime, or outright ban foods containing peanuts.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: wepv on <09-10-13/0022:15>
I have a food allergy in real life, I am well aware of what it takes, though peanut allergy is on a whole different level of sucky.

Severe and extreme levels do kill you. You take 1 unresisted damage every 30s/1m. You die in minutes if no one can apply medical aid to you.

As a gm, I do not want to look at a character sheet and then decide how to fairly kill a player. Ingested food also has the issue of needing to be removed from the person or it will continue to hurt them. Untrained people are just not able to help them, not to mention you will most likely be in your home, by yourself, when you suffer from the allergy.

Where are you getting the rules for fading modifiers for the allergy?( not finding it but I may be missing it.)

I would love to hear what the fair ways that force a player to eat something they are allergic to are. In terms of game balance, players should pay for the free karma they got, so yes it should affect them, but in terms of what is fair to a player as an action taken by a gm ( I.e. not dictating the players actions or using off camera hand-waveium to tell them how they had a lapse of judgment in their daily routine, when such a lapse could kill them, etc.).

I don't buy the "you ate something that was contaminated" argument. Sure, you go out to a resturaunt and eat food prepared by someone, human error can get you( hapened to me while at the beach two weeks ago) but mass produced food, not going to happen. It requires the world to be so hostile to people with deadly allergies that they don't survive to be shadowrunners. Corps may not care about poor people but they care about money.  When thousands of people die or are hospitalized from anaphylaxis the corps will get wrecked by bad publicity. Corps don't process soy in the same building they process seafood. It's not like they harvest it all in one warehouse, so there isn't some cost barrier to producing food without one or the other. The cost of one extra production plant is easily worth the profit from special needs diets for the millions of people with food allergies that must exist by the 2070s (15 million-ish in the US as of 2011), since you can charge more for the "extra care" put into the specialty food. Ignoring such a huge market seems like something corps would not do.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: ZeConster on <09-10-13/0347:27>
I have a food allergy in real life, I am we'll aware of what it takes, though peanut allergy is on a whole different level of sucky.

Severe and extreme levels do kill you. You take 1 unresisted damage every 30s/1m. You die in minutes if no one can apply medical aid to you.
They also give 20 or 25 Karma if it's to something common. This is on par with a Severe or Burnout Addiction (need to score every week/hour, -4/-6 on tests while in withdrawal, -2/-3 on all social tests always), or a Corporate Born SINner ("if your teammates or a Johnson find out, they'll kill you").

I suggest we stop posting about this matter in here now: we already had a discussion in another topic, and this one is just to ask Bull for his opinion on the matter. Both sides have argued their case, so anything beyond that is just redundant clutter.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: martinchaen on <09-16-13/0151:11>
The document lists Unarmed as being limited to only three specializations; blocking, striking, and subduing. What about characters who use cyber-implant weapons; is Unarmed (Cyber Implants) not allowed in SRM?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: ZeConster on <09-16-13/0757:16>
Speaking of Unarmed Combat, how exactly does the "Striking (+2 defense when attacking)" specialization the Missions FAQ introduces work?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: SMDVogrin on <09-16-13/0929:24>
Speaking of Unarmed Combat, how exactly does the "Striking (+2 defense when attacking)" specialization the Missions FAQ introduces work?

Pretty sure that's supposed to be +2 DICE when attacking.  That's what I managed to read it as, anyways - didn't notice the difference in wording.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: ZeConster on <09-17-13/1015:36>
The FAQ mentions that if you pool money to buy something, there's one actual owner, and if that person isn't present, neither is the item. What happens if the person is there, but has to GM instead of play?
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: Bull on <09-17-13/1639:59>
it's by character, not player.  So the owning character must be present.
Title: Re: Shadowrun Missions Season 5 FAQ v0.99
Post by: martinchaen on <09-17-13/1748:54>
Feral Cities, page 13:
"Power usually comes in the form of rechargeable batteries, suncells, or small gas or bio-diesel generators—no power points in Chicago."

I hope this is not considered to be 100% true from an SRM Season 5 point of view, or my shock hand's wireless bonus suddenly became a lot more useful. Unless I have to roll to see if the grid is strong enough to support wireless power induction, that is? ;)