Fedifensor,
I tried asking these questions on the Dumpshock forums, but after a week without a response, I thought I'd try here instead.
Sorry, I did not see your questions earlier, or I would have replied sooner.
I played Season 5 for the first time last weekend, and I'm trying to fix a few character sheet errors and figure out some solutions to problems I encountered. I enjoyed the game, but there was at least one point where I was taking a -5 penalty while unwounded (Background Count 3 + Mild allergy to Pollutants). Hopefully this is the right place to ask about these issues.
Ouch, that is a steep penalty.
Background Count:
Is there any way around the penalties other than Home Ground (Astral Acclimation)?
Turn off your adept powers, according to Bull. Basically, when you are in a Background count, if the Penalties that you receive are greater than the benefit of the Adept power, turn off the magic and go with your non-magic stats.
My Physical Adept was running with a penalty almost constantly in both adventures I played. It's at the point where I'm considering spending the 20 Karma to get the Home Ground quality - if that even works for the CZ.
According to Bull, the Home Ground quality should cover an area about a square mile in size, and the CZ is about 100 sq miles in size. The Home Ground quality can work in a specific area, but Home Ground (Containment Zone) is too wide.
Also, does Background Count affect Initiative? The way we did it at my table for the 3 adepts was to reduce the total initiative by the Background Count quality, up to the level of the character's Improved Reaction. So, if you had Improved Reflexes 2 and the Background Count was 3, you'd lose 2 from your total Initiative roll.
Well, if the Adepts have Improved Reflexes active, they should subtract the value of the background count from their initiative value. As for how the Background count would effect skills that benefit from the additional reaction, that is still under debate, but the power IS increasing their reaction. So, if they don't want the penalties, turn off the reflexes.
Pollution:
I went with Mentor Spirit (Eagle) for my character, which gives a Mild pollutant allergy. How often will this affect me in Missions (particularly the Containment Zone), and what sort of gear can negate the penalties? I assume a Hazmat suit would do the trick, but that's a bit extreme. Is a Respirator sufficient? Gas Mask? Chemical Protection on my armor? Chemsuit?
Hmmmm.... this one could be argued. I would think respirator or gas mask, but I don't know the answer to that question. Technically, you could also buy off the allergy.
Contacts and Gear:
A character has a Fixer (Loyalty 6, Connection 1). Based on the rules on page 419, he can fence items for the character at 30% value. Does that apply in Missions as well?
That is how you sell most items in Missions.
Does everything you buy in Missions have to be overseen by a GM, or is there a system where your Loyalty and Connection with a contact can speed that up? I can understand needing a GM to purchase that Ingram Valiant (Availablity 12F), but a Ruger Super Warhawk (Availability 4R) shouldn't be that hard to find on the streets if you have the right contact. Both games pushed right up against the 4 hour run time, partly because a few characters (particularly the two riggers) were asking the GM to oversee their purchases. It would be a lot easier to be able to handle the simple stuff between missions.
You don'y have to have a GM oversee purchases. If you want to purchase it yourself, you must use the buying hits rule (4 dice for 1 hit) and pay the relevant time from your lifestyle (assuming that you can find the item). A contact cannot speed up delivery times, but they can search for an item while you do other things, effectively speeding up the search. I will have to look back at the Missions FAQ for more specific rules.
How hard is it to upgrade components inside an existing piece of cyberware, such as adding Vision Enhancement 3 to an existing pair of cybereyes. Assuming the contact makes the relevant rolls to get the gear, how much does the character have to pay,
Very similar to the above answer.
and how long is the recovery time?
A week, I believe.
My wife's street samurai has a Cyberarm with a Cyber Holster, which says it can hold any pistol- or smaller-sized weapon. She has a machine pistol (Ares Crusader II) in it. Is that acceptable?
That sounds reasonable. My hacking adept carries around a Steyer TMP for a similar reason. FYI, of the machine pistols, the Steyer TMP is the only one that can do Surpressive Fire.
The same Cyberarm has Armor 2. As I'm reading the rules, her Armor Jacket plus the cyberarm armor gives her a total armor rating of 14. Is that right?
That is correct, as far as I have read the rules.
I will Try to add some links to Bull's answers later.
- The Masked Ferret