Shadowrun

Shadowrun Missions Living Campaign => Living Campaign Discussion => Topic started by: Jayde Moon on <03-09-18/1447:17>

Title: Neo-Tokyo FAQ Discussion
Post by: Jayde Moon on <03-09-18/1447:17>
The SRM FAQ Team invites you to post your thoughts, gripes, suggestions, and hopefully praise for the Neo-Tokyo FAQ. The upcoming Neo-Tokyo arc will differ from the Chicago arc in tone and many of the Neo-Tokyo specific aspects of the FAQ are meant to address this.  Post your comments here and we will ensure we look over everything you guys have to say.

While we won't be defending or debating anything (you guys can do that if you want, while keeping it civil per the forum rules), I'll make sure I get in here and recap your thoughts once weekly so you know we're paying attention and listening to you.  We feel pretty confident that the FAQ is where it needs to be, but it's definitely possible that we missed something, your feedback is important!
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-09-18/1556:58>
It's correct that runners that are played today in Chicago will remain legal for play once season 9 begins, right? 

Quibble on the crimes/penalties chart on page 12:  You have a line for "restricted" firearms, but doesn't page 11 establish that there are no "restricted" firearms- any gun is always F for PCs?

Suggestion: Assuming that today's Chicago runners will be tomorrow's Neo-Tokyo runners, it'd be nice to see a standard expectation for handling wildly variable, "GM call" situations regarding two obvious situations: A Runner trying to use the Japanese language skill when it's not "N" and a runner trying to get info from a North American based contact while performing a shadowrun in Neo-Tokyo.  Connection ratings that represent pan-continental reach are afterall reserved for values far in excess of what SRM has been giving to contacts in the past...
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Lormyr on <03-09-18/1754:53>
If I understood the Prime Runner update correctly, Prime Runners from Chicago's Season will be able to play all new Prime Missions, all new Special Mission's, and all new CMPs (as they will be dated after 2017). It is not clear if all characters from the current season will be forced into Prime Runner status, but I was operating under the impression that would be the case.

Additional question: Are these rules in play immediately, or once the new Season begins? Relevant due to the changes for working for the man/people.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-10-18/0211:52>
I like it, I think it's a very interesting direction to go. I like the focus on burning Fake Sins, and the speed of reaction is also very impressive. Making all normal Guns to be Straight F and unliscenceable but allowing anyone to carry a melee weapons reach 1 or lower to pass is also very interesting. Is this a move to make Tokyo more melee heavy game?

 
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-10-18/0214:31>
It's correct that runners that are played today in Chicago will remain legal for play once season 9 begins, right? 

Quibble on the crimes/penalties chart on page 12:  You have a line for "restricted" firearms, but doesn't page 11 establish that there are no "restricted" firearms- any gun is always F for PCs?


I think it's pretty clear Any gun that takes bullets that do P. So Tazers are ok
My guess is the optimal thing to do will be something like swapping to light pistols with integrated silencers on gun slides.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-10-18/1329:47>
If I understood the Prime Runner update correctly, Prime Runners from Chicago's Season will be able to play all new Prime Missions, all new Special Mission's, and all new CMPs (as they will be dated after 2017). It is not clear if all characters from the current season will be forced into Prime Runner status, but I was operating under the impression that would be the case.

Well whatever the answer ultimately is, this line from the Neo-Tokyo FAQ absolutely needs to be addressed/updated:

Quote from: Pages 17&18
Can I transfer my character from a previous Season of Shadowrun Missions?

Sadly no. With the new Season and the jump to the Shadowrun, Fifth Edition rules we’re taking the opportunity
to start everyone off on equal footing. Of course, if your character is ready for Prime Missions, please refer to the next
section.

That answer is a survival from Season 5 that's got no business being in the Season 9 FAQ.  It only serves to confuse as to whether Chicago-based runners are in the same category as characters generated under SR4 rules.

Criticism aside, I'd like to add that I too like and appreciate the thought and effort put in to giving Neo-Tokyo games some unique flavor.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <03-10-18/1351:53>
2nd the request on clarification for season 5 characters with less than 149 Karma, and the language barrier, and such.

I am curious as to the mechanics for how Combat spells are being detected by the NTPD?  Just the standard "Ka-boom" from a fireball or is there some Magic security as well.  Because differentiation between a Stun ball and a Chaotic World seems a little fine to me.


And no background count?  Physical Adepts everywhere rejoice. 

Overall huge fan.  As long as the players are aware of the consequences and be discrete they're all good.  NTPD patrols consequences escalate and there is opportunity at each spot to de-escalate, or can be completely avoided.  HTR drones response time is fast but not really too fast for Runners to handle. 
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-11-18/2156:21>
While i agree there are options to de-escalate, my worry is the first run. My money says, most folks fresh in con game aren't going to understand that suddenly guns are considerably more illegal then ever before, and will lack the contacts necessary to employ the de-escalation options.  I mean burst weapon fire trigger the alarm code. In most con tables that's pretty much is first action to happen as much half the time. 2+1d6 is probably manageable. But GMs are gonna to have to thread that needle very carefully.  The first time a party sees it, or include a more direct warning to characters. After the first time and players are warned it's on them. The other thing that i see as very likely pit fall is the Giri section. If the first offer is the best offer why do we run negotiation faces? Or is just also accepted that, this just not true? Its strikes me as slightly problematic, when your traditional face rolls up and lays the negotiate edge smack down, that unless they happen to pack pile of etiquette this is gonna go south. How is that intended to be handled?

I love melee build personally, and it makes me very happy to brush-up on the ol'Kendo school and get sword fighting on. But lets be real most characters are built guns, and a larg percentage of those are going to pack automatics.  Even most melee primary character have guns secondary.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Fade on <03-12-18/0346:29>
2nd the request on clarification for season 5 characters with less than 149 Karma, and the language barrier, and such.

I am curious as to the mechanics for how Combat spells are being detected by the NTPD?  Just the standard "Ka-boom" from a fireball or is there some Magic security as well.  Because differentiation between a Stun ball and a Chaotic World seems a little fine to me.


And no background count?  Physical Adepts everywhere rejoice. 

Overall huge fan.  As long as the players are aware of the consequences and be discrete they're all good.  NTPD patrols consequences escalate and there is opportunity at each spot to de-escalate, or can be completely avoided.  HTR drones response time is fast but not really too fast for Runners to handle.

Just to help out and clarify the questions here:

No season 5-8 character will remain valid into season 9.  You can still play that character in Season 5-8 games and the corresponding CMP's as well as primes for those CMP's.  Everything going forward as of the release of Neo-Tokyo is intended for new characters.

As far as detecting combat spells, you have to remember, Law Enforcement is ubiquitous in Japan, especially compared to Chicago. Someone tosses off a big spell, it will show up on the astral pretty easily, plus, the presence of astral patrols is going to be much higher.  Further, Ritual Tracking is also a thing, if people do not scrub their signatures properly.

This can all be mitigated for a super inexperienced group, and the contacts the runners will have access to out of the gate will help with some of that.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Lormyr on <03-12-18/0944:59>
Thanks for the reply Fade. Does that statement apply to Prime Runners as well? The current wording of the FAQ reads as though Prime Runners from the Chicago season will be able to participate in Prime Missions, Specials, and CMPS (from 2017 and on) that are part of the Neo-Tokyo season.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-12-18/1321:39>
Found what appears to be an error.  Reference: Illegality of Firearms, pg 11.

While all sorts of firearms have Availability hikes in Neo-Tokyo, SMGs do not.   I doubt that's what the SRM team intends.  Or is it an intended way to incentivize the SMGs that so rarely see play? :D

Edit:  Also grenades.  While the absence of SMGs on the list is imo more likely an oversight than an implicit statement that SMGs get no availability hike, I'm not so sure about (hand-thrown) grenades.  What of the grenades that aren't thrown by a heavy weapon?  Seems that in the greater context presented it sounds like they should have seen an availability hike as well, but again I'm not inside the SRM team's head.

Edit times two:  I see that I only presumed that ammunition suffered the same availability hike as the firearms themselves.  On re-rereading I see that the FAQ never says this.  Shouldn't it?  Or are bullets intended to be easy to get in Neo-Tokyo.. just not the guns for some reason?
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-12-18/1328:38>
...
Just to help out and clarify the questions here:

No season 5-8 character will remain valid into season 9.  You can still play that character in Season 5-8 games and the corresponding CMP's as well as primes for those CMP's.  Everything going forward as of the release of Neo-Tokyo is intended for new characters.
...

Thanks for the clarification.  The SRM FAQ document does need to actually say that somewhere, though ;)  Highly recommend getting it updated.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <03-12-18/1630:18>
2nd the request on clarification for season 5 characters with less than 149 Karma, and the language barrier, and such.

I am curious as to the mechanics for how Combat spells are being detected by the NTPD?  Just the standard "Ka-boom" from a fireball or is there some Magic security as well.  Because differentiation between a Stun ball and a Chaotic World seems a little fine to me.


And no background count?  Physical Adepts everywhere rejoice. 

Overall huge fan.  As long as the players are aware of the consequences and be discrete they're all good.  NTPD patrols consequences escalate and there is opportunity at each spot to de-escalate, or can be completely avoided.  HTR drones response time is fast but not really too fast for Runners to handle.

Just to help out and clarify the questions here:

No season 5-8 character will remain valid into season 9.  You can still play that character in Season 5-8 games and the corresponding CMP's as well as primes for those CMP's.  Everything going forward as of the release of Neo-Tokyo is intended for new characters.

As far as detecting combat spells, you have to remember, Law Enforcement is ubiquitous in Japan, especially compared to Chicago. Someone tosses off a big spell, it will show up on the astral pretty easily, plus, the presence of astral patrols is going to be much higher.  Further, Ritual Tracking is also a thing, if people do not scrub their signatures properly.

This can all be mitigated for a super inexperienced group, and the contacts the runners will have access to out of the gate will help with some of that.

Thanks!  I maybe should have been more clear.  The FAQ specifically calls out "Combat" spells.  Fireball, Stunball, Manabolt, ect.  It seems Chaotic World, Vines, Petrify, Heal, Healthy Glow are all good?

Not trying to rules lawyer the committee, just asking on behalf of our more literal minded players  : )   Strict reading of "Combat" spells means a player could immobilize (Magically or otherwise) and then drop some damaging Manipulation spell on the targets.  That doesn't seem to be the intent.  The ever popular Chaotic World or Trid Phantasm into heavy traffic also.  Control Thoughts to go jaywalking and turn them invisible?  Just spitballing. 

And will the Astral Patrols be alerted by any spells?  Sustained spells?  The Shapechanged mage just heading to the meet going to get hassled by NTPD Spirits for flying without broadcasting a Mage licence ;  )    ?

And thank you and all the rest of you on the Missions team for your efforts.   
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Cormroc on <03-14-18/2349:02>
I have some questions regarding the basic police responses and SINs/Licenses
-If your fake SIN is burned do you then have to present another SIN or suffer the detention and relocation? It doesn't make a lot of sense for the cops to just fine you without actually verifying your identity. Presumably if you keep presenting fake SINs and they keep getting detected the cops will tire of that game pretty quickly.
-Are Licenses checked individually or is that just all abstracted with the SIN check?
-When a SIN is burned are all licenses attached to that SIN invalidated, making the associated items unlicensed and subject to confiscation?
-Upon arrest are unlicensed items also confiscated?

A lot of these came up when contemplating a Decker. For a Decker deck confiscation is basically character death and even assuming paying the 1k everytime you end up interacting with the police it seems far too likely to happen for my comfort.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-15-18/0001:52>
The SRM FAQ says the default SIN checking system used by NTPD patrols is rating 3.  That's 6 dice to come up with 4 hits* vs a Rating 4 SIN... odds are pretty fair in your favor it'll pass.  But not so guaranteed that you can necessarily afford to risk being checked spuriously.  Purchase a Fake SIN with a rating less than 4 at your peril.  A rating 4 is only 10,000 =Y=... anyone who's not priority E on resources can even afford a couple of them.

I like that Season 9 begins to enforce that you "should" be buying Fake SINs :)

*Edit: Actually the Police need 5 hits on 6 dice to truly burn you... if it's "only" 4 hits the systems directs the user to inquire more deeply (SR5 Pg 364).  At 4 hits you get the 2nd chance to salvage the situation.  But if you drop as low as a Rating 3 Fake SIN... now it's only 3 hits out of 6 to come up with a "inquire more deeply" and potential for a social encounter with the Cops to be mishandled...  OTOH a rating 6 should be among the first post-chargen purchases for Neo-Tokyo SRM... a Rating 6 DOES pretty much let you assume you'll breeze through random police patrol SIN scans (6 dice can't get the 7 hits necessary to burn a Rating 6 SIN)
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-15-18/0406:21>
I have some questions regarding the basic police responses and SINs/Licenses
-If your fake SIN is burned do you then have to present another SIN or suffer the detention and relocation? It doesn't make a lot of sense for the cops to just fine you without actually verifying your identity. Presumably if you keep presenting fake SINs and they keep getting detected the cops will tire of that game pretty quickly.
That's the best. "Oh I'm sorry Officer, that's my fake SIN, I use to cut down on the spam you see, here's my Really, Real SIN. Don't worry about that one bro, once the cops got you on fake SIN I think your gonna get some nice new bracelets, and take nice ride to the station. Unless your contact handy and you can get this situation taken care of real quickly.

-Are Licenses checked individually or is that just all abstracted with the SIN check?
-When a SIN is burned are all licenses attached to that SIN invalidated, making the associated items unlicensed and subject to confiscation?
-Upon arrest are unlicensed items also confiscated?

A lot of these came up when contemplating a Decker. For a Decker deck confiscation is basically character death and even assuming paying the 1k everytime you end up interacting with the police it seems far too likely to happen for my comfort.
To the first IIRC they are checked individually, as they will have their own ratings.
Yes, but don't worry no more gun licenses anyways, just imagine the fortune runners are going to save on that one.
As to confiscation it's one of those things, my money would say yes, evidence and all that. But it's also one of those things, getting busted is epic failure situations. Along the lines of TPK. I can honestly say beyond a few close calls at some boarder crossings back in Denver, I don't think its ever happened in a game ether i was running or playing in, so this will be a great season to find out!!! :D
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Cormroc on <03-15-18/0535:08>
That's the best. "Oh I'm sorry Officer, that's my fake SIN, I use to cut down on the spam you see, here's my Really, Real SIN. Don't worry about that one bro, once the cops got you on fake SIN I think your gonna get some nice new bracelets, and take nice ride to the station. Unless your contact handy and you can get this situation taken care of real quickly.
The FAQ seems pretty explicit that you only get arrested on a fake SIN being detected if that SIN is rating 4+. Not possessing any SIN you are detained for 8 hours, getting caught with a 4+ fake you are arrested for 24, everything else looks to just be a fine.

To the first IIRC they are checked individually, as they will have their own ratings.
Yes, but don't worry no more gun licenses anyways, just imagine the fortune runners are going to save on that one.
As to confiscation it's one of those things, my money would say yes, evidence and all that. But it's also one of those things, getting busted is epic failure situations. Along the lines of TPK. I can honestly say beyond a few close calls at some boarder crossings back in Denver, I don't think its ever happened in a game ether i was running or playing in, so this will be a great season to find out!!! :D
In my skimming I did miss where the FAQ states that licenses will be checked in addition to SINs. The point of the question about licenses being burned was not one of having to buy new licenses as that was expected, but more just asking if the intended result of getting a SIN burned is all restricted gear getting confiscated. It just seems pretty steep for such a common occurrence. From the sounds of it, unless you are paying the 1k every time, SINS are going to be getting burned a lot.

The SRM FAQ says the default SIN checking system used by NTPD patrols is rating 3.  That's 6 dice to come up with 4 hits* vs a Rating 4 SIN... odds are pretty fair in your favor it'll pass.  But not so guaranteed that you can necessarily afford to risk being checked spuriously.  Purchase a Fake SIN with a rating less than 4 at your peril.  A rating 4 is only 10,000 =Y=... anyone who's not priority E on resources can even afford a couple of them.

I like that Season 9 begins to enforce that you "should" be buying Fake SINs :)

*Edit: Actually the Police need 5 hits on 6 dice to truly burn you... if it's "only" 4 hits the systems directs the user to inquire more deeply (SR5 Pg 364).  At 4 hits you get the 2nd chance to salvage the situation.  But if you drop as low as a Rating 3 Fake SIN... now it's only 3 hits out of 6 to come up with a "inquire more deeply" and potential for a social encounter with the Cops to be mishandled...  OTOH a rating 6 should be among the first post-chargen purchases for Neo-Tokyo SRM... a Rating 6 DOES pretty much let you assume you'll breeze through random police patrol SIN scans (6 dice can't get the 7 hits necessary to burn a Rating 6 SIN)

In my opinion "Odds are pretty fair in your favor" is not good enough when the failure case is the end of the character. That is really the core of my issues here, I don't like the possibility of losing a character to one moderate case of bad luck in an extremely mundane situation. In my experience losing chars usually comes as the result of some pretty epically bad judgement coupled with quite a bit of bad luck.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-15-18/1029:42>
In my opinion "Odds are pretty fair in your favor" is not good enough when the failure case is the end of the character. That is really the core of my issues here, I don't like the possibility of losing a character to one moderate case of bad luck in an extremely mundane situation. In my experience losing chars usually comes as the result of some pretty epically bad judgement coupled with quite a bit of bad luck.

Sounds like your decker should then begin play with an implanted cyberdeck.  Presuming the laws of JIS/Neo-Tokyo at all resemble those of North America there won't be any surgical removal on the street or even if detained... that'd only come after a criminal conviction.  If it ever does.

And then buy a Rating 6 Fake SIN with your first mission's money... you'll be immune to Rating 3 checkers for every mission except your first.  Until you can get your Rating 6, a Rating 4 has an 87% chance to pass when scanned by a rating 3 checker.  If those odds aren't good enough for you, you can go right to the bribery as described in the FAQ to assure the nice patrolmen that they don't need to check your SIN afterall.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <03-15-18/2020:14>
Or, carry a taser and a Katana.  I mean, if you're not trying to cart around an illegal firearm you'll never get checked in the first place.  Or, crazy thought, leave the gun in the car until you're actually going someplace where you'll need it?

The entire chain of events starts with the question "Are you caring an illegal firearm on your person?".  Say no.  Done.  Decker with a cyberarm of punching and a built in Taser?  No problem, have a nice day sir.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-15-18/2141:26>
I got the idea he was more worried about a Decker being rendered unplayable by having his Cyberdeck confiscated in a routine police check.

To recap there's getting good enough SINs to make that unlikely/impossible.  There's the bribes to bypass using a fake SIN entirely.

Then there's the probably wise move of not waving your cyberdeck around for every police drone to see.  Even if you don't have it implanted, carrying one around inside your jacket is easy peasy lemon squeezy.  Put a point into palming if you feel necessary.. but I doubt illegal communications devices are what the cops care about when they're doing routine checks.*  Regardless, the Neo Tokyo FAQ never says anything about confiscating anything but firearms.  It'd be a violation of SRM Rule #1 for a GM to extend that rule to cover grabbing your cyberdeck just to take your cyberdeck.

*= of course you absolutely COULD be doing something illegal with your cyberdeck that might get the cops involved and on the lookout for illegal cyberdeck(s)... that's what the Wrapper program is for.  NTPD drones and security deckers are not gonna bother matrix perceptioning every legit commlink in the sprawl just to see if it's really a cyberdeck posing as a legal commlink.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Zanaks on <03-15-18/2144:28>
A couple of questions I had, mostly involving adepts. 
What counts as a casualty to bring HTR teams?  If I paralyze a bunch of people with nerve strike will that bring the HTR team?
Would being awakened and not having a license on the broadcasting SIN be flagged and cause a patrol to show up?
I would also like to second the questions about what happens when a SIN is burned.  If a rating 3 or less SIN is burned, what happens besides the fine?

I also have some questions about how adepts and astral signatures work.  I could not find anything in any of the books about adepts and astral signatures, and now it very well could matter if a HTR team is on the way. 
Can adepts that take the astral perception power erase astral signatures?
When do adepts leave astral signatures?  do all powers leave behind a signature?  What is the force considered?
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <03-16-18/1042:56>
A couple of questions I had, mostly involving adepts. 
What counts as a casualty to bring HTR teams?  If I paralyze a bunch of people with nerve strike will that bring the HTR team?
Would being awakened and not having a license on the broadcasting SIN be flagged and cause a patrol to show up?
I would also like to second the questions about what happens when a SIN is burned.  If a rating 3 or less SIN is burned, what happens besides the fine?

I also have some questions about how adepts and astral signatures work.  I could not find anything in any of the books about adepts and astral signatures, and now it very well could matter if a HTR team is on the way. 
Can adepts that take the astral perception power erase astral signatures?
When do adepts leave astral signatures?  do all powers leave behind a signature?  What is the force considered?

Any combat test should count as causing casualties really. 
Awakened and no Licence, probably not?  Licence checks only happen if you're being stopped for some other reason.  Walking while mage isn't a stop and frisk offence as far as I can tell.
Burning SINs, don't get caught and never worry about it!  : )   Seriously, just don't get caught.
Astral Signatures, Adepts, and you!  Technically they should leave a signature but RAW is kinda sketchy, most GMs go with something like Levels in the power = force when you use a power that causes drain.  Yes Adepts can take Astral Perception and clean a signature.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-16-18/1223:27>
... 
Walking while mage isn't a stop and frisk offence as far as I can tell.
...

OTOH walking while having active spells/magic on you IS a stop and frisk (check License) offense in most places.  Neo-Tokyo doesn't say otherwise, so I'd presume it's the same there as it is for most places when it comes to sustained spells/active foci being dangled about in public.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-16-18/1258:47>
Something I kind of wonder about is the nature of Corp SINs (limited and otherwise) in Neo-Tokyo from "foreign" AAAs.  Pretty much ever since the beginning Japan has been the nearly exclusive playground of the Japanacorps.  Sounds like thematically Neo Tokyo is welcoming in foreign investment as well as metahumans starting with season 9.  Be very nice to see some attention given to how prejudices against metahumans and "gaijin" differ from more conventional settings like Seattle.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-17-18/0130:07>
I don't doubt that such prejudice will be a central theme to parts of this series.  As the old guard corps attempt buck this sort of Neo-Meiji Restoration  So brush the dust off your old Kenshin Fansubs, and go watch The Last Samurai.  I'm very interested to see what Yak's look like, and how that is handled, i suspect it one of the reasons made man was removed in this version.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: tequila on <03-19-18/1713:01>
Are the following two official errata going to be used for Season 9+?  They are not in an errata PDF nor in the current printing of the the core rulebook, but significantly improve the lives of Technomancers.

https://forums.shadowruntabletop.com/index.php?topic=24595.msg467945#msg467945

https://forums.shadowruntabletop.com/index.php?topic=24595.msg488013#msg488013
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Jayde Moon on <03-21-18/0153:19>
Thanks for all the comments.

I’m seeing a lot of questions about what Missions characters can play, respective to whether they are ‘Chicago’ characters or ‘Neo-Tokyo’ characters.  We will be clarifying this in the next iteration.

Suffice to say, characters from the Chicago arcs will NOT be able to play in any of the Neo-Tokyo SRMs or the CMPs released along with those SRMs.  Also, Neo-Tokyo characters will not be able to play any of the CMPs released prior to the Neo-Tokyo SRMs.

Prime Runners will not be able to play in CMPs released alongside the Neo-Tokyo SRMs.

I hope that’s a bit clearer.

Stainless Steel Devil Rat – gotcha on the quibble and adding a clarifying note.  Also, good catch on SMGs and Hand Grenades!  Bullets will probably not see availability hikes, to be honest.

Seeing concerns about Policing and Consequences and I am confident those will be handled eloquently within the modules and by GMs.  With Missions, we’re not interested in playing an ‘arrest and imprisonment’ simulator.  The idea is to determine that a violation has been made and adjudicate some (very) annoying penalties.  Your decker will not be losing their deck, you won’t be getting a criminal SIN (in most cases).  Arrests and displacements could be very troublesome on time sensitive Missions but aren’t designed to cripple the character.

Multiple casualties is GM discretion.  Honestly, if it looks like you’re tickling a bunch of people, probably not.  But if the various cameras and sensors and witnesses see you punching a bunch of people and they fall down and don’t move anymore, bad boys, bad boys, whatcha gonna do?

Official Errata is used in Missions unless the FAQ specifically says so.

Alright, looks like I’ve covered most everything.  Keep up the questions, like any playtesting, putting something before more eyes gives us a better idea of what we might have missed.  Thank you all so very much!
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-21-18/1103:36>
...
Alright, looks like I’ve covered most everything.  Keep up the questions, like any playtesting, putting something before more eyes gives us a better idea of what we might have missed.  Thank you all so very much!

Just to reiterate a suggestion I already made upthread:

I'd like to see the Neo-Tokyo FAQ give a baseline for how prejudices differ from Sixth World North American norms.  Some players will have more or less experience with Japanese culture than others, and knowing what the official stance on how that culture exists in the Sixth World in general and 2079 onwards in specific would be good to have.  The goal of SRM is to have every GM on the same page afterall!

Thanks for giving us a chance to voice feedback.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: evilaustintom on <03-21-18/1423:11>
Here's a question/concern...

The Missions FAQ draft seems to suggest that when getting hired for missions, you won't be 'negotiating' with your Mr. Johnson.  In Japanese cultures of Neo-Tokyo, it's considered 'bad form' to ask for more money - they give you what they give you (the best they can) up front.  If they feel generous after the fact, they might reward you with more later...that seem to be the gist at least.  Am I getting that right?

If so, that might be something to stress to potential face characters.  Also, the negotiation skill becomes much less important (although still useful in OTHER negotiating scenes). 

Unless I'm understanding it wrong, and there IS still a negotiation with Mr. Johnson (or rather, the Japanese equivalent)...but it's done in a completely different way - all subtle, and perhaps 'unspoken' (so you still roll to see how well you do, and your successes can adjust the pay for your job).

So...I guess my simple question is...which is it?
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-21-18/1430:43>
Sounds to me like you still negotiate payment terms.  The FAQ is giving roleplaying tips on how negotation is actually handled in-character.  You'd come across as a crass gaijin if you just demanded mo' money rather than "reminding" Tanaka-san about your expenses and risks.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: tequila on <03-21-18/1523:00>
"That is a fair and generous offer, Tanaka-san, but..."
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-21-18/1718:50>
Yeah this negotiation topic is one of those things that gonna be awkward for awhile, right next to players are gonna wanna to pull swords instead of guns as the default plan B response.

But characters have etiquette on the sheet for a reason. 
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Kincaid on <03-22-18/1534:18>
You can nod silently while allowing your eyes to look troubled as you absentmindedly tap the lip of your tea cup.  Or whatever.  There are lots of low key ways of demonstrating dissatisfaction in negotiations--it's not like people slam their fists on the table during irl talks (often).  At first glance, it feels like Chicago was defined by "loud" and Tokyo is going to be defined by "quiet."  Not exactly a pink/black line, more one of scale and focus.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Ktonberry249 on <03-23-18/1232:27>
While i understand the logic, cutting off All the CMPs from previous years to "Japan" characters seems like a bad move, i might suggest that you open up either 2017 and maybe 2016 CMP Missions, or maybe just the sets published like London Falling and Firing Line to Japan Characters. Otherwise i honestly don't see playing any of the old CMPs ever again which is honestly quite a disappointment. It would likely completely kill most of my local Shadowrun missions group since we would have no missions to play locally except the 6 SRMs which if they are being released at the speed they are may as well be a year delay between Origins and PDF release.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <03-23-18/1451:53>
While i understand the logic, cutting off All the CMPs from previous years to "Japan" characters seems like a bad move, i might suggest that you open up either 2017 and maybe 2016 CMP Missions, or maybe just the sets published like London Falling and Firing Line to Japan Characters. Otherwise i honestly don't see playing any of the old CMPs ever again which is honestly quite a disappointment. It would likely completely kill most of my local Shadowrun missions group since we would have no missions to play locally except the 6 SRMs which if they are being released at the speed they are may as well be a year delay between Origins and PDF release.

You can keep running Season 5, 6, 7 CMPs and such until a big enough backlog of Season 8 Missions builds up.

I don't think the release schedule is changing so if the Season 5,6,7 material was keeping pace with your Missions group swapping over to new setting should be fine.  If your  group was re-running the older stuff anyway you'll have to juggle for a bit.  Heck just run the Tennessee suite series, that should take care of any season 5 survivors.  : )   
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-23-18/1634:43>
I think a clean slate is a good choice. Chicago really wants different characters then Neo-Tokyo. I liked Chicago fine, but I ready for new things!

I'm super excited about making a katana packing adept, I just haven't determined from which angle to approach from.

I think the Modern Shin-sen-gumi may have to be reborn, or maybe a character based off Bushido Gourmet, wander around Neo-tokyo while on runs eating at famous food carts? Perhaps something a little more anime? I'm not sure yet. But I will keep at it until the concept exactly where i want it.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Ktonberry249 on <03-23-18/1727:51>
While i understand the logic, cutting off All the CMPs from previous years to "Japan" characters seems like a bad move, i might suggest that you open up either 2017 and maybe 2016 CMP Missions, or maybe just the sets published like London Falling and Firing Line to Japan Characters. Otherwise i honestly don't see playing any of the old CMPs ever again which is honestly quite a disappointment. It would likely completely kill most of my local Shadowrun missions group since we would have no missions to play locally except the 6 SRMs which if they are being released at the speed they are may as well be a year delay between Origins and PDF release.

You can keep running Season 5, 6, 7 CMPs and such until a big enough backlog of Season 8 Missions builds up.

I don't think the release schedule is changing so if the Season 5,6,7 material was keeping pace with your Missions group swapping over to new setting should be fine.  If your  group was re-running the older stuff anyway you'll have to juggle for a bit.  Heck just run the Tennessee suite series, that should take care of any season 5 survivors.  : )

That doesn't end up being the problem, i run with two groups, one we have given up on missions for the moment so the endgame of slow releases and the character reset has already taken its toll. The other has enough players who are interested but they want their characters to be relevant and not need to re-start them whenever catalyst decides to release season 9 in 2019 if we're lucky since they can't attend the larger cons.

Limiting the material is fine, as long as some can remain relevant, which is why i argue published CMP books should be legal. The point you seemed to have missed is that many actual players as far as i can tell want to play a character that will be relevant in two years, not essentially dead once season 9 starts except for Prime missions.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Lormyr on <03-24-18/0852:48>
I believe limiting Prime Runners from Chicago to PMs and SMHs from the new Season is the best option. That allow for us to dust off old favorites for 4-8 or so Missions in the new Season if the production pattern holds true.

As far as legalizing additional CMPs, I am torn. On the one hand, it provides more material to play more quickly, and that is good. On the other hand, it leads to higher karma PCs, and they are just difficult to challenge in the confines of the mission setting.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-24-18/0906:49>
As far as legalizing additional CMPs, I am torn. On the one hand, it provides more material to play more quickly, and that is good. On the other hand, it leads to higher karma PCs, and they are just difficult to challenge in the confines of the mission setting.


While I agree having more things to play is good, and more then that opening them would encourage more folks to buy them which i also think good for everyone involved, PC thing is real. I just had couple page discussion with new demo team member who purposefully trigger the dragon intervention more then once simply to see if their pc could kill a dragon, and it seemed clear that some GM are not prepared to deal with the level of power gaming some players are prepared to push. While personal experience suggests that it's not huge issue it's important to recall that it does exist.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Lormyr on <03-24-18/1409:14>
That is fair. And don't get me wrong, I am one of those min-maxers. I just enjoy seeing how far I can push the limits with character building. But that said, table disruption is almost always more of a player personality factor than a character build factor.

The easy way to address that issue is to limit maximum potential karma and nuyen. I do not know how previous years of missions went, but Chicago Season had a huge number of available missions.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-24-18/1603:56>
That is fair. And don't get me wrong, I am one of those min-maxers. I just enjoy seeing how far I can push the limits with character building. But that said, table disruption is almost always more of a player personality factor than a character build factor.

Agreed on both counts, pushing stats should just make the run go smoother, and not result in epic stupidity like trigger the dragon response.
But for ever good power gamer we have, there's always going to be couple bad apples spoiling it for us all.


Title: Re: Neo-Tokyo FAQ Discussion
Post by: Bull on <03-25-18/1658:19>
That is fair. And don't get me wrong, I am one of those min-maxers. I just enjoy seeing how far I can push the limits with character building. But that said, table disruption is almost always more of a player personality factor than a character build factor.

The easy way to address that issue is to limit maximum potential karma and nuyen. I do not know how previous years of missions went, but Chicago Season had a huge number of available missions.

Season 1 was SR3.

Season 2 was SR4 and Denver, and was about 24 adventures, give or take.  Season 3 was Manhattan and was 12 adventures.

Season 4 was Seattle and was 13 Adventures, and we put a limit on karma coming into this season (Max of 150 karma, IIRC). This was 2010, and the first year we started doing CMPs, and there were 3 years and 24 CMPs released for 4th Edition. There were also 3 SMH adventures, Special Missions done for special occasions.

The Chicago series (Season 5 through 8) was SR5, and was a hard reset on characters, since it was a new edition.  There will be 24 Chicago adventures, I believe 40 CMPs done for SR5, 16(?) CMPs that were collected, reprinted, and/or updated from SR4 to SR5 that were released in compilations, and I think 4 SMH adventures. 

Considering that the new location is on another continent halfway around the world, and has a very different vibe and restrictions, I think a hard reset is the best way to handle the new season, and would be what I would have done if I was still Missions Coordinator. 

Looking forward to seeing what the gang does with this season.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Lormyr on <03-25-18/2125:20>
3 SMHs and 3 PMs, but yes, that looks right to me too.

I personally am fond of the idea of very small allowances (such as SMHs and PMs only) that permit us to continue to play our prime runners from season to season, just to dust off old favorites once or twice a year. Other than that, I mostly agree with your position. Fresh is the best way to go.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Jayde Moon on <03-27-18/1139:01>
Once again, thanks for the discussion.

The Hard reset was something we thought about a lot.  Ultimately, the CMPs are written at a non-Prime Runner level.  If your Prime Runner Chicago characters played CMPs, the challenge factor would be lacking.

Yes, Chicago allowed for (non-SR4 converted) Prime Runners to go back and forth, but that was a nod to the fact that there weren't many PMs available once your character went Prime.

That said, for all of you with favorites you'll want to dust off from time to time, I do have a surprise for you...

I want to note something on Negotiations... the system is going to stay the same, mechanically.  You will roll Charisma + Negotiate vs the Tanaka's Charisma + Negotiate.  Net hits will score additional Nuyen.  We want to negotiate the flavor of Japan into the runs, so we;re adding a note to the fluff and how it 'plays out'.  Though, instead of the Johnson saying, "Alright, fine, how about another X nuyen?" you may not know if you will get more or not until the very end...
Title: Re: Neo-Tokyo FAQ Discussion
Post by: evilaustintom on <03-27-18/1220:29>
...I want to note something on Negotiations... the system is going to stay the same, mechanically.  You will roll Charisma + Negotiate vs the Tanaka's Charisma + Negotiate.  Net hits will score additional Nuyen.  We want to negotiate the flavor of Japan into the runs, so we;re adding a note to the fluff and how it 'plays out'.  Though, instead of the Johnson saying, "Alright, fine, how about another X nuyen?" you may not know if you will get more or not until the very end...

That's what I was looking for.  That's good to know.  I'm all for holding off until the end on any 'bonus pay' for good negotiations or role-playing.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Tsuzua on <03-27-18/1432:48>
I have some questions about police checks.

Do the police have to do followup rolls to locate firearms? If I’m carrying a light pistol and lose to the location perception roll, do the police know where my light pistol is when they confront me, or am I just a “person possibly carrying a pistol, flagged for followup” and have to search me? If it’s the first, is there really any way to save the pistol other than using a contact (or battle)?

Does the location perception check look for non-firearm restricted items? I know it spots obvious stuff like hellhounds and security armor, but what about the novacoke in my pocket or someone’s ware? What about the smartlink on my taser?

What are the stats of the various drones the NTMP uses? PCs are going to want to spot, hide from, and otherwise interact with them. Spoofing, editing feeds, or otherwise hacking them is going to be on the mind of every hacker. I’m also not sure if the HTR drone is suppose to fight or just observe.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Helzmasher on <03-28-18/0119:51>
Is this FAQ already in play??

Should I use it even if I am still playing in Chicago??

Is The Seattle Gambit legal then??
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <03-28-18/1233:39>
I don't think the SRM teams means for this FAQ to go live prior to the beginning of season 9.  But I could obviously be wrong.

I'd also appreciate hearing a clarification as to whether games taking place between now and then use these or the SRM Chicago FAQ rules for Working for the Man/People.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <03-28-18/1804:27>
To my understanding It's specific to Season 9 as far as I know there are not yet any season 9 mods so I don't think it's live. I think you could call this review time or something like that, so we can an FAQ together before or at least a thread on it.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Bull on <03-29-18/1630:45>
Yeah, my understanding is that this is a preview for Season 9 and doesn't apply until that goes Live, mainly to showcase the changes that are upcoming so that players can prepare, to give an idea of the "look an d feel" of the new campaign so that players can start thinking of appropriate characters, and to build excitement and awareness of the new campaign starting up.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <03-30-18/2128:45>
It was asked upthread and I know the common rulings for Adepts and Astral Signatures but if the missions team has time it would be nice to have it spelled out. 

p. 312 says a Signature lasts one hour per Force.  Adept powers don't have a force per say.  I could see an argument for Magic Rating, I can see an argument for Ranks in the power.  Also, which powers?  Ones that cause Drain like the assorted Boosts?  Ones that take an Action like Rapid Draw and Wall Running?  All Powers like Mystic Armor or Increased Reflexes? 

I can honestly see an argument for a lot of variations, if the team has time to come to agreement :)   any direction to the GMs would be handy.  For more than just Tokyo.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Jayde Moon on <04-02-18/2015:27>
Hallo!  I didn't want to write this post yesterday because... well...  SR is known for running with April Fools...

In any case:

Quote from: Separate FAQs
The intent is to continue the FAQ as a single document.  I suppose having it titled 'Neo Tokyo' FAQ becomes sort of a misnomer, in that case.  We'll look at the format and see about making a single document that is easily referenced regardless of which Seasons you are running.  If the rules diverge, it should say so, specifically (such as the rules surround Cash for Karma).  Chicago players can use Street Legal and refer to the section in the NT FAQ and we'll clarify on next release.

Quote from: Tsuzua, I see your questions!
  I must refer you to the last paragraph of section 2, 'In Gamemaster We Trust'.  The intent with the police rules isn't to screw folks over or make it impossible to move through Neo-Tokyo with your pistol (or indeed, even your light machinegun... necessity is the mother of invention and I assure you, runners will find a way!).  The Gamemasters know this.

If it were MY table: The patrol that gets tipped off to our firearms does not automagically know where it is.  If you've got some exceptional Palming skills and some exceptional Con with some buddies who are doing it well... hey, maybe you got inappropriately flagged.  Since your SIN checks out, have a good day, Citizen.

Novacoke in your pocket won't get spotted.  I'll never check to see if it gets spotted unless your tell me that you are making a purposeful show of waving it about.  Probably won't be going after the External Smartlink on your Taser unless it was part of a bigger picture, like two or three things that might not gain attention on their own, but all together they have ramped up suspicion.

As for ware, if you got some wackadoo add-ons that stick out or if you took Distinctive Style 'Funky Ware', you might become quite a curiosity for the local patrols.  But under normal circumstances, nah.

As for drones, no, that won't be in the FAQ.  You want to know what they're running take some appropriate knowledge skills and see what you come up with on a few successful rolls.  That 1 hit on a perception check will tell you if it has a gun on it, though.  If it's got a gun on it, it'll probably shoot at you...

Quote from: Astral Signatures
We are adding in clarification for Astral Signatures.  The Adepts and Foci question is one we'll have to take a look at.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <04-03-18/1100:36>
Thank you!
Title: Re: Neo-Tokyo FAQ Discussion
Post by: tequila on <04-04-18/1556:03>
I see in the Run & Gun section the entry for hiring someone to modify your weapon, but what about for modifying armor? I was going to use this entry, but didn't know what the thresholds and interval should be.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <04-04-18/1640:55>
I see in the Run & Gun section the entry for hiring someone to modify your weapon, but what about for modifying armor? I was going to use this entry, but didn't know what the thresholds and interval should be.

Can you be more specific with the term modify? Do you meaning adding things too said armor? Or Something else?
Title: Re: Neo-Tokyo FAQ Discussion
Post by: tequila on <04-04-18/1725:47>
Sorry about that.  By modifying I meant adding armor customizations and options (Insulation, Fresnel Fabric, biomonitor, etc.).
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Lormyr on <04-04-18/1903:17>
Related questions:

Are any additional Missions going to be released for the Chicago Season?

When does Neo-Tokyo debut?
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <04-04-18/2147:05>
All of the Season 8 missions are in the Agent Drop box, for whatever that's worth.  May or may not be more CMPs for Chicago in the pipeline, couldn't say.

Neo-Tokyo is out at GenCon in August I think. 
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Lormyr on <04-05-18/0907:21>
Right, but we are both missing a few (for example, PRM 3 is unplayable/unrunnable due to being so incomplete), and I also don't know if anything more was planned for release this year for Chicago. Just seeking clarification basically.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Bull on <04-05-18/1042:54>
Right, but we are both missing a few (for example, PRM 3 is unplayable/unrunnable due to being so incomplete), and I also don't know if anything more was planned for release this year for Chicago. Just seeking clarification basically.

My understand is that SRM 08-06 is the final Chicago Missions Adventure and ends the campaign. 

Neo Tokyo will kick off at Origins in June, and the first of the 2018 CMPs will be run there as well, and are presumably a part of NeoT as well since it would be silly to expect players to have 2 separate characters for the core campaign at the convention (if any Prime Missions are being run, they'd be an exception, of course).

As for publicly released adventures, the last SRM to go up was SRM 08-02, so there are still four more of those to go out for sale.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Lormyr on <04-05-18/1401:30>
Thanks Bull, I appreciate the clarification.

Do we have any info on updating a few of the current legal CMPs and PMs that are woefully incomplete? Dragons Song and PM 3 come to immediate mind.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: kyoto kid on <04-06-18/0351:26>
2nd the request on clarification for season 5 characters with less than 149 Karma, and the language barrier, and such.

I am curious as to the mechanics for how Combat spells are being detected by the NTPD?  Just the standard "Ka-boom" from a fireball or is there some Magic security as well.  Because differentiation between a Stun ball and a Chaotic World seems a little fine to me.


And no background count?  Physical Adepts everywhere rejoice. 

Overall huge fan.  As long as the players are aware of the consequences and be discrete they're all good.  NTPD patrols consequences escalate and there is opportunity at each spot to de-escalate, or can be completely avoided.  HTR drones response time is fast but not really too fast for Runners to handle.

Just to help out and clarify the questions here:

No season 5-8 character will remain valid into season 9.  You can still play that character in Season 5-8 games and the corresponding CMP's as well as primes for those CMP's.  Everything going forward as of the release of Neo-Tokyo is intended for new characters.

As far as detecting combat spells, you have to remember, Law Enforcement is ubiquitous in Japan, especially compared to Chicago. Someone tosses off a big spell, it will show up on the astral pretty easily, plus, the presence of astral patrols is going to be much higher.  Further, Ritual Tracking is also a thing, if people do not scrub their signatures properly.

This can all be mitigated for a super inexperienced group, and the contacts the runners will have access to out of the gate will help with some of that.
...speaking of contacts, will there be a list for Neo Tokyo before season 9 begins?
Title: Re: Neo-Tokyo FAQ Discussion
Post by: kyoto kid on <04-06-18/0418:38>
I think a clean slate is a good choice. Chicago really wants different characters then Neo-Tokyo. I liked Chicago fine, but I ready for new things!
...indeed.

I don't think my little jack of all trades mad bomber kid Leela (who I've been playing since Season 5 and in most of the CMPs) would fare very well in Neo Tokyo even with her decent social skills.  Crikey, she has a separate closet just for all her different types of armour, from street to high fashion to medium milspec as well as a personal arsenal including an FN AAL Gyro Jet, Monowhip, several automatics, an MPL-12 and a Mitsubishi Yakusoku Double Barrel Launcher (and I won't even mention her demolitions gear).  All she would have to do is step off the plane at the Narita and HTR team would already be there at the gate waiting for her.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: kyoto kid on <04-06-18/0512:06>
That's the best. "Oh I'm sorry Officer, that's my fake SIN, I use to cut down on the spam you see, here's my Really, Real SIN. Don't worry about that one bro, once the cops got you on fake SIN I think your gonna get some nice new bracelets, and take nice ride to the station. Unless your contact handy and you can get this situation taken care of real quickly.
The FAQ seems pretty explicit that you only get arrested on a fake SIN being detected if that SIN is rating 4+. Not possessing any SIN you are detained for 8 hours, getting caught with a 4+ fake you are arrested for 24, everything else looks to just be a fine.
...so not having a SIN can be an advantage in some cases? 

For example the character concept I have uses no weapons at all, not even blades or clubs (Physad Troll/Giant Sumo) or has other "questionable" gear like heavy armour or augmentations.  Besides grappling and martial arts, he throws things, anything he can grab (including humans, dwarves, or elves).  He can elect to do stun or lethal damage (Killing Hands) He actually has a decent CHA (3) and decent Etiquette skill specailised in Japan Subculture (he knows the basic social graces). Sadly resources was the E priority and even using 10 Karma that doesn't leave much after getting a rating 4 fake SIN and Adept Licence (10,800).
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <04-06-18/1039:30>
That's the best. "Oh I'm sorry Officer, that's my fake SIN, I use to cut down on the spam you see, here's my Really, Real SIN. Don't worry about that one bro, once the cops got you on fake SIN I think your gonna get some nice new bracelets, and take nice ride to the station. Unless your contact handy and you can get this situation taken care of real quickly.
The FAQ seems pretty explicit that you only get arrested on a fake SIN being detected if that SIN is rating 4+. Not possessing any SIN you are detained for 8 hours, getting caught with a 4+ fake you are arrested for 24, everything else looks to just be a fine.
...so not having a SIN can be an advantage in some cases? 


Well way I read it is SINless and no fake SIN = automatic trouble.
caught with a Rating 4+ Fake SIN: More trouble than having just been SINless, but OTOH you probably wouldn't have been caught in the first place.
caught with a Rating 1-3 Fake SIN: Balance between trouble and odds of being caught.

Given the importance of having Fake SINs/permits in Neo-Tokyo, there should have been a rule to incentivize rating 1-3s or else noone would ever use them.  It's smart design.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Helzmasher on <04-14-18/0140:03>
Will GMs be able to give rewards from Neo-Tokyo to Chicago characters, and vice-versa?
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <04-15-18/1136:06>
Will GMs be able to give rewards from Neo-Tokyo to Chicago characters, and vice-versa?

No.  Your characters are considered to have "played" any mission that you're giving them the GM reward.  If a character has played a Chicago mission they can't play Neo-Tokyo. 
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Xenon on <05-06-18/1520:38>
And then buy a Rating 6 Fake SIN with your first mission's money...
I don't speak for Missions, but a rating 6 Fake SIN could potentially be quite dangerous since it will be linked to your actual real DNA, complete with samples and all (blood, skin cells, hair, fingerprints, retinal scans...) which could potentially serve as material links to track the character magically if necessary. Depending on how black trench your table is a rating 6 fake SIN could actually be considered less of a fake SIN and more of an alternative life...


It was asked upthread and I know the common rulings for Adepts and Astral Signatures but if the missions team has time it would be nice to have it spelled out. 

p. 312 says a Signature lasts one hour per Force.  Adept powers don't have a force per say...
I don't speak for Missions, but Adept powers and many always-on critter powers are innate which mean that they in many aspects don't behave like spells. For example they are unaffected by barriers.

It is my understanding that adepts don't leave their astral signature around to be tracked for several hours whenever they are using their adept powers. This is further reinforced by the fact that adept powers don't have a "force" to begin with. Also, many adepts don't have Astral Perception which is required to "Wipe Clean" the signature. You can still track adepts through one of their bound foci (in case they leave one behind).
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <05-06-18/1658:28>
And then buy a Rating 6 Fake SIN with your first mission's money...
I don't speak for Missions, but a rating 6 Fake SIN could potentially be quite dangerous since it will be linked to your actual real DNA, complete with samples and all (blood, skin cells, hair, fingerprints, retinal scans...) which could potentially serve as material links to track the character magically if necessary. Depending on how black trench your table is a rating 6 fake SIN could actually be considered less of a fake SIN and more of an alternative life...

While the higher rating fake SINs use real DNA, they don't use your character's DNA.  Such fake SINs come with biological samples that match the Fake SIN's.

Quote from: SR5 pg 364: Fake SINs
Higher Rating, and thus
more expensive, fake SINs have been lovingly crafted
over time with a great deal of attention to detail. An
identity will be chosen that matches the age and nationality
of the person purchasing it, and it will have
plausible supporting information such as travel and
purchasing history. Biometric data associated with
a high-Rating SIN will be from a real person with the
same sex and nationality as the purchaser with (if the
extra fee is paid) matching organic samples available
(blood, skin cells, hair—just don’t ask where they came
from).

In other words, if you're using a Rating 6 Fake SIN during a verification that actually checks DNA, you better Sleight-of-Hand the appropriate Bio sample into the reader.  Your own DNA won't match the fake SIN.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <05-07-18/1014:52>
The higher the rating of the fake SIN the more it matches you.  Metatype, Gender, Height, Weight, eye color, hair color, bio-metric data (including DNA). 

You start getting into the Rating 5 and Rating 6 SINs it's not a really a stretch to presume the folks creating the fake are using your info to customize the fake SIN.  The things cost more than most cars, are only made by a few hard to find specialists, and take week or two to make.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Redwulfe on <05-07-18/1040:11>
Personally I always looked at it the way SSDR did. Maybe it is the way I read the passage that is quoted from pg. 364 above differently than you did. Personally I wouldn't want anything on my fake SIN to actually relate to my characters true identity, but I would want it to look like a really good fake and having biometrics, even if they are not checked, makes the fake look better.

I looked at Fake SIN 6 akin to the movie Gattaca. The main character had to leave traces of the other individual around on occasion to match the sin he was using because he was in an area that checked biometrics often.

Since our perceptions seem drastically different, I am curious about your thoughts and how you arrived at them. Are there any passages in the books that would make it seem different?
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Jayde Moon on <05-09-18/1058:07>
You guys are awesome.

The impact of using your own DNA for high rating Fake SINs is beyond the scope of Missions.

New version of FAQ will be pushed soon, several updates come directly from the discussion in this thread.  I greatly appreciate everyone's contributions, thanks for being an awesome community!
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Redwulfe on <05-10-18/1750:40>
Looking at Addictions and Addictions tests the FAQ talks about what to do if an Addiction has no cost, but that doesn't seem to work well for things like Skillwires, foci, legal Simsense use, or for our decker friends using Hot-Sim. Or do these addictions fall under the category of Addictions that are not harmful to the character and need no addiction or test?

It seems to me that Hot-Sim Simsense, legal-strength Simsense, Skillwires, and Focus Addiction should be listed as exceptions to the rules of Addiction in missions or they should have some other criteria for fulfilling said addictions.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <05-10-18/2156:39>
Failing an Addiction test worsens the level of Addiction, even if there is no cost.  Which eventually leads to permanent Body and Willpower loss.  P. 414 CRB.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: WarriorBorn83 on <05-11-18/0534:14>
Hey guys. First post here so I figured I'd jump in on the FAQ discussion. I have a few... okay a lot of questions. But I'll try and break them up into a few posts. Sorry if I ask questions that have already been answered. I read through and I think I got all the duplicates.

“In Japanese business dealings, it is expected that the best deal possible is offered upfront. Directly negotiating with your Tanaka-san is an affront to their Honor. When working with your Tanaka-san, a gentle reminder of the difficulties and the professionalism with which the task will be done may place them in a frame of mind to consider a generous bonus.” This sounds like it's still a negotiation test during the mission. Did I miss something, or will there be specific rules for how payment is being made in the future seasons?

When concealing illegal items, what is the difficulty threshold of the palming test? Are the difficulties different for different security levels of Neo-Tokyo? If so, what are the different areas and their security levels? Or is there a book that maps out Neo-Tokyo and its neighborhoods and security levels?

What are the actions that are considered “potential criminal activity”? I can safely assume any non-HTR violence, non-violent magic in the street, getting caught decking in public, failing a palming test to hide an illegal item, or openly flaunting restricted/illegal gear are safe bets. Are there any others?

What are the response times for the two man NTMP patrols? Or are we just supposed to have them show up whenever runners do anything pink mohawk?

What are the stat blocks for the NTMP patrols?
What are the stat blocks and tactics for the HTR Drones for NTMP?
What are the stat blocks and tactics for the HTR Teams for NTMP?
What are the stat blocks for the local Yakuza members?
Or can I just hold my horses and all of the above stat blocks will be in the primer of each mission?

Under the Prime Runner section, what is a SMH?

That's all for this one. Thanks for any information.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: WarriorBorn83 on <05-11-18/0554:25>
Second post with the remainder of my questions for the FAQ. Some of these are questions my local group came up with.

When selling back non-cultured bioware and cyberware you get 30% of the value. Is this just for upgrading your personal cyberware or bioware, or does this also count for any cyberware or bioware you take off an enemy in a mission?

When using a contact to buy new gear, if you do know the contact’s skills and attributes can you use them when trying to find an item, or must you still use Loyalty + Connection x 2 for the availability test?

Are all previous contacts from seasons 5 – 8 allowed in season 9, or are there going to be a new list of contacts?

In Chrome Flesh, striking callouses increase damage when used in pairs, and bio-weapon claws grant a reach of +1 when used in pairs. Current FAQ says that when using a pair of cyber-weapons they gain a bonus of +1 reach as per bio-weapon claws.
Does this bonus also apply to striking callouses?
Does the bonus from striking callouses also carry over to cyber-weapons?
If so, does this mean that if I use two cyber-weapons my character will get a +1 to damage and +1 to reach? And, if I use four cyber-weapons will my character receive a bonus of +2 to damage and reach?

This next set of questions are not for rules clarification, but rather for the mindset of the next seasons in Neo-Tokyo.

What is the justification for changing what missions Prime Runners can play in? In Chicago, Prime Runners can play in SRMs, CMPs, and PMs. Why go back to say that Prime Runners can only play in PMs?

What is the justification for changing Working for the Man/People for seasons 9-12? The process now seems to be more of a hindrance to do rather than a way of tailoring a character’s advancement, which I took it to be from the book.

Bushido 2.0 is not allowed in missions. But given that this is Neo-Tokyo I think a modified version of Bushido, called Ronin 2.0 or something similar, would be justified for this setting. Can we expect to see a modified Bushido 2.0/Ronin quality for Missions play from the FAQ given how Japanese centric the next few seasons of missions are going to be?

As before, thanks for any help and information anyone can give.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <05-11-18/0631:37>
Well those are about as real as you can ask for. lol

When selling back non-cultured bioware and cyberware you get 30% of the value. Is this just for upgrading your personal cyberware or bioware, or does this also count for any cyberware or bioware you take off an enemy in a mission?


This is a serious issue question, it means some folk are not getting what cyber snatching is, and why it is a no go activity.
Sorry got that out of order but it's the one that most red flagged to me, but it needs to be addressed very specifically.
Read up on cybersnatching it's very bad. Don't do it.

Hey guys. First post here so I figured I'd jump in on the FAQ discussion. I have a few... okay a lot of questions. But I'll try and break them up into a few posts. Sorry if I ask questions that have already been answered. I read through and I think I got all the duplicates.

“In Japanese business dealings, it is expected that the best deal possible is offered upfront. Directly negotiating with your Tanaka-san is an affront to their Honor. When working with your Tanaka-san, a gentle reminder of the difficulties and the professionalism with which the task will be done may place them in a frame of mind to consider a generous bonus.” This sounds like it's still a negotiation test during the mission. Did I miss something, or will there be specific rules for how payment is being made in the future seasons?

Welcome to the forums!
This is already covered in this thread, the short answer is, there is a roll, and it expect your face will conduct themselves correctly the likely out come is, the players won't know what effect of the roll is until the end.


When concealing illegal items, what is the difficulty threshold of the palming test? Are the difficulties different for different security levels of Neo-Tokyo? If so, what are the different areas and their security levels? Or is there a book that maps out Neo-Tokyo and its neighborhoods and security levels?

It's in the core, not as far anyone has said thus far. If there are then they would be addressed in each missions, as they come up. But I'm reasonably sure it won't be an issue.

What are the actions that are considered “potential criminal activity”? I can safely assume any non-HTR violence, non-violent magic in the street, getting caught decking in public, failing a palming test to hide an illegal item, or openly flaunting restricted/illegal gear are safe bets. Are there any others?


GM desecration. Are your players being overtly suspicious well then it's probably PCA.

What are the response times for the two man NTMP patrols? Or are we just supposed to have them show up whenever runners do anything pink mohawk?

What are the stat blocks for the NTMP patrols?
What are the stat blocks and tactics for the HTR Drones for NTMP?
What are the stat blocks and tactics for the HTR Teams for NTMP?
What are the stat blocks for the local Yakuza members?
Or can I just hold my horses and all of the above stat blocks will be in the primer of each mission?


The response time i believe are in the doc, the stat line stuff is easy to adapt from the core, but I'm sure relevant stat blocks will show up in missions as needed. As to the pink mohawk question no. If you get into a fight keep it quick, like you were going to anyways and get the heck out there before the cops show. "But my general advice remains leave gun take the katana."

Under the Prime Runner section, what is a SMH?

Someone else will have to take this one, i don't know.

Most the rest of that stuff should taken up to the rules question section.

As to the Prime runner stuff that beyond my need to know, I think that question my have been answer already though, not sure.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Kiirnodel on <05-11-18/0646:18>
I can't answer everything, but I can help with at least a few things:

“In Japanese business dealings, it is expected that the best deal possible is offered upfront. Directly negotiating with your Tanaka-san is an affront to their Honor. When working with your Tanaka-san, a gentle reminder of the difficulties and the professionalism with which the task will be done may place them in a frame of mind to consider a generous bonus.” This sounds like it's still a negotiation test during the mission. Did I miss something, or will there be specific rules for how payment is being made in the future seasons?

Yes, it is still a negotiation, mechanically it hasn't changed. This aspect of the cultural difference is specifically being pointed out so that players don't get upset or confused when things are handled differently at their meeting with a Tanaka-san. The Tanaka-san will give you their offer, which is what they feel is a good offer. If the players act in the typical western shadowrunner style and demand more money before they accept the job, then it will be met with poor reactions. This is essentially a warning not to do that, and reassurance that making the negotiation test will still matter.

When concealing illegal items, what is the difficulty threshold of the palming test? Are the difficulties different for different security levels of Neo-Tokyo? If so, what are the different areas and their security levels? Or is there a book that maps out Neo-Tokyo and its neighborhoods and security levels?

Presumably the palming test is opposed by the perception test of the security.

Under the Prime Runner section, what is a SMH?
Shadowrun Missions Holiday. These are usually April Fool's Day missions.

When selling back non-cultured bioware and cyberware you get 30% of the value. Is this just for upgrading your personal cyberware or bioware, or does this also count for any cyberware or bioware you take off an enemy in a mission?
The automatic 30% is just when upgrading your installed 'ware. Trying to sell stuff off at other times would fall under normal fencing gear (Loyalty of contact * 5%). Also: selling implants you've taken off of other people is gross and at least somewhat disturbing.

When using a contact to buy new gear, if you do know the contact’s skills and attributes can you use them when trying to find an item, or must you still use Loyalty + Connection x 2 for the availability test?
So that it is fair for everyone, all contacts use the Loy + Con*2 dice pool.

Are all previous contacts from seasons 5 – 8 allowed in season 9, or are there going to be a new list of contacts?

You could still take one of the Chicago contacts, but their use in Neo-Tokyo would be quite limited.

In Chrome Flesh, striking callouses increase damage when used in pairs, and bio-weapon claws grant a reach of +1 when used in pairs. Current FAQ says that when using a pair of cyber-weapons they gain a bonus of +1 reach as per bio-weapon claws.
Does this bonus also apply to striking callouses?
Does the bonus from striking callouses also carry over to cyber-weapons?
If so, does this mean that if I use two cyber-weapons my character will get a +1 to damage and +1 to reach? And, if I use four cyber-weapons will my character receive a bonus of +2 to damage and reach?
The FAQ says that the bonus for pairing cyber-weapons is +1 reach, nothing more. (It even specifically says that it does not increase damage). And this extra bonus only applies to cyber melee weapons (Core Rulebook), because they don't have any listed bonus for being used in pairs. Implant weapons that already list a bonus for being used in pairs likely don't get more additional bonuses.


What is the justification for changing what missions Prime Runners can play in? In Chicago, Prime Runners can play in SRMs, CMPs, and PMs. Why go back to say that Prime Runners can only play in PMs?

Limiting the scope of the power-level of runners you will see on the normal missions. If a character qualifies for being a Prime Runner, they are (presumably) beyond the scope of the normal missions.

What is the justification for changing Working for the Man/People for seasons 9-12? The process now seems to be more of a hindrance to do rather than a way of tailoring a character’s advancement, which I took it to be from the book.

Preventing abuse of the system. The Core Rulebook never presents the concept of trading in karma for nuyen and vice-versa as anything past character creation. The baseline rules don't offer this system as a way to "tailor character advancement," it just isn't there. I've run for enough characters that are heavily abusing this system to feel that this change is warranted. A change to essentially doubling the cost is pretty nice when you compare it to having the offer removed entirely.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Redwulfe on <05-13-18/1258:47>
For the FAQ, could we get a entry on this https://forums.shadowruntabletop.com/index.php?topic=27359.0 (https://forums.shadowruntabletop.com/index.php?topic=27359.0) topic for the sake of consistency at tables? This is the rules debate on Cyberlimbs, Customization, Enhancements to Cyberlimbs, and Redliner vrs. the Augmentation Max.

By the way, to those in charge of SRM play, I know it is probably a thankless job, but I would like to say that from what I have seen so far all of you are doing a great job.

Thanks
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Redwulfe on <05-13-18/1418:55>
On another Question, I have been given the addiction: Skill wires negative quality. When looking at buying this off since I paid no karma for it do I need to spend Karma to buy it off? I know that I would need to risk withdrawal to do so but I think I would like to take the risk.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Kiirnodel on <05-13-18/1439:46>
On another Question, I have been given the addiction: Skill wires negative quality. When looking at buying this off since I paid no karma for it do I need to spend Karma to buy it off? I know that I would need to risk withdrawal to do so but I think I would like to take the risk.

That's actually a pretty normal rules question. (Doesn't need Missions-specific response)

Yes, it still costs karma to buy off a negative quality that was given to you through play.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Redwulfe on <05-13-18/1513:50>
This is why I truly think the rules for addiction in Missions should be looked at especially Hot-SIM, Normal SIM, and Skill Wires. Every time one of these characters uses they have to make a roll and if the accidentally flub the roll they have to purposeful not use to get a withdrawal roll, if they fail they suffer a penalty on the next run of a minimum of -2, if they pass they spend 8 Karma the Karma they just earned the last run to start the whole insanity again.

Anyone that uses skill wires or goes VR, cold or hot has to make this check every run. I am looking at you deckers and riggers, every run. That doesn't sound right to me.

normal addiction rules give you time to reset these thresholds by just not using for a week while healing or looking for gear or some such. Now I understand that abusing the addiction rules for drugs and not being able to have accountability.

Hot-SIM, Legal-Strength SIM, and skill wires should be listed as out of the scope of missions for the purpose of addiction tests or lumped in with the things that are not worth having a negative quality for.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <05-13-18/1613:44>
IIRC, they did change addiction rules for missions, I think the mission rules say something along the lines of if you use you test. Which is very different from the core rules on the subject. The core rules you can setup fairly elaborate drug taking schedule, be pretty much all the time, and never roll an addiction test.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Redwulfe on <05-13-18/1700:13>
Yes in mission they did change it. It is the change that I am lobbying to get changed or modified.

If you VR or Skill wires during a module you have to test. normal rules you could spend one week out of VR or 2 Weeks with no wire use and be fine or spend 1 week downtime without wire use and have a threshold 1 test instead of 2. Street Sams don't usually have a high logic + Will.

In the short I thin they where trying to add addiction tests to the game by shortening the test to to every game since the core rules would be hard to enforce, but this means that basic characters are now potentially at risk when they were not abusing the systems in the first place. Not saying drug users where.

I have a problem having characters penalized for fulfilling their archetype. So the rigger at one of my tables accidentally rolled 0 success on 6 dice and now has to pay 8 karma to remove the flaw simple because he went VR. The decker or Technomancer should get upset because they have to make addiction tests every game. In my opinion Skill wire based Street Sams are very inefficient and since having Skillwires at a table is typically nice, since they fill in holes in random tables, rather than game breaking. I don't see why any of these characters should randomly lose Karma due to a single botched roll they have to make every game.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <05-13-18/1830:43>
Addictions in SRM has been an issue for a while, near as I can tell.  I asked earlier (https://forums.shadowruntabletop.com/index.php?topic=26871.0) with no joy about whether Hot Sim is illegal for the Addiction Negative Quality, given examples such as cigarettes and sex are banned as eligible addictions in SRM.

Hopefully the team gives a good firm guideline about what's a legal addiction and what isn't in the upcoming FAQ.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Redwulfe on <05-13-18/2355:43>
Addictions in SRM has been an issue for a while, near as I can tell.  I asked earlier (https://forums.shadowruntabletop.com/index.php?topic=26871.0) with no joy about whether Hot Sim is illegal for the Addiction Negative Quality, given examples such as cigarettes and sex are banned as eligible addictions in SRM.

Hopefully the team gives a good firm guideline about what's a legal addiction and what isn't in the upcoming FAQ.

Agreed, especially since legal-strength SIM is in there as well, which would include cold SIM. I just bought drug tolerant for my Skillwire guy to help keep me from getting further addicted so all in all it will cost me 20 Karma to hopefully undue a single flubbed roll and to help with further rolls I will have to always hold an edge back to make sure I don't accidentally get more addictions in the future.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Marcus on <05-14-18/1614:58>
Eh I think your getting lost in the details if you don't think it should be a test then don't make it a test. Your table, your call.
I wouldn't have made folks roll on skill wire that's for sure, or make the test vs alcohol for having a beer or caffeine drinking coffee. 
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Kincaid on <05-14-18/1704:07>
Just to re-up the question regarding starting-play contacts.  Are there going to be specific NPCs native to NeoTokyo that drive the plot in the same fashion Becky 88, Martin Tate, et al did in Chicago or should we just create unique contacts for our characters based on role?  Heading to Origins soon and want some friends for my character.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Hobbes on <05-15-18/1212:15>
Just to re-up the question regarding starting-play contacts.  Are there going to be specific NPCs native to NeoTokyo that drive the plot in the same fashion Becky 88, Martin Tate, et al did in Chicago or should we just create unique contacts for our characters based on role?  Heading to Origins soon and want some friends for my character.

There has been for every other season so it's a safe assumption.  I'd simply use some generic "Street Doc", "Fixer", "Talismonger", "Yakuza Boss" and ask the GM if they've got a list of contacts and fill in the names at the table.  Or fake it and use the respec option after the first game to tweak a character's list of contacts.  I can't imagine a GM caring if change the names of your contacts since you didn't have a list of Mission Contacts to start with.

Odds are a list of Mission contacts will be along though.  Probably waiting on Artwork  :  )
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Stainless Steel Devil Rat on <05-15-18/1238:57>
Eh I think your getting lost in the details if you don't think it should be a test then don't make it a test. Your table, your call.
I wouldn't have made folks roll on skill wire that's for sure, or make the test vs alcohol for having a beer or caffeine drinking coffee.

Qualities that are banned in SRM can't fall under the "your table, your call" aegis.  Sex Addiction and Cigarette Addiction are banned.  So while you could or could not decide to make a character roll to see if they get addicted, it's pointless because even if they fail they may not gain the Negative Quality for that addiction.  Aside from the examples given, it's less clear whether other/similar low/no cost addictions are also banned for SRM play.
Title: Re: Neo-Tokyo FAQ Discussion
Post by: Jayde Moon on <05-16-18/1635:10>
Locking in order to facilitate discussion on new thread for Combined FAQ.  If anyone wants to encapsulate ongoing topics in that thread, please feel free to do so.