Shadowrun

Shadowrun Missions Living Campaign => Living Campaign Discussion => Topic started by: Bull on <06-16-14/2354:42>

Title: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Bull on <06-16-14/2354:42>
Ok, we want to do another FAQ update, and so it's time to let you guys ask questions.

PLease post your questions (And ONLY your questions) below.  No speculation, no arguments, no discussion is allowed in this thread.  I will edit posts mercilessly and flat out delete posts that are not questions.  If you want to discuss something, start a new thread.  This is the only warning you get that I will do this.  I want this thread to remain a useful link for me to reference later, and 3 pages of discussion for every question does not help.

Please try and keep your questions to relevant FAQ material, and not Errata related when possible.  We'll try and deal with that elsewhere, and is more a General Shadowrun 5 thing than it is a Missions thing, and as such it's outside of my purview.

Bull

P.S.  for something that has already been answered in the FAQ, Hotpatch Errata, or Official Errata, I'll answer in thread, inline with the post, if it's something that seems like it's easily missed or confused.
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Hibiki54 on <06-17-14/0004:55>
Splat Book releases - When can they be officially used for Missions?

Already in the FAQ.  FOr PDF only products, 30 days from PDF publication.  For print releases, 30 days from the officially announced Street Date (regardless of what date the book actually ships/is delivered). -- Bull
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <06-17-14/0724:03>
Are the below clarifications still your view of the issues?

*Quick Healer - It only effects the player who has it.

http://forums.shadowruntabletop.com/index.php?topic=16346.msg288642#msg288642

*Connection+Connection+Loyalty dice pool for contacts shopping for you, plus a few other clarifications; -

http://forums.dumpshock.com/index.php?showtopic=39372&st=0&p=1249714&hl=loyalty&#entry1249714
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Timothy M. Patrick on <06-17-14/1419:36>
Can you stack multiple skill training in the same training week, if they each only take 1 or  2 days?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Kincaid on <06-17-14/1601:48>
Can you save us from players using the Rain Forest Carbine?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: The Masked Ferret on <06-18-14/0944:26>
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Dr. Meatgrinder on <06-19-14/0709:49>
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: ZeConster on <06-19-14/0859:56>
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <06-19-14/1001:17>
Is the below still your take on the question?

Page 116 of Run & Gun, it's one of the ammo-specific called shots.

The text of the rules mentions "base AP," but it's not clear to me exactly what goes into base AP (weapon, ammo, weapon + ammo).


Ahh.  Yeah, not sure yet, to be honest.  I haven't had the time to really go over Run & Gun, to be honest.  I'm still is serious "catch-up" mode, since I was largely MIA for several months due to health issues.  And Run & Gun is low on my priorities list, since it's not Missions Legal until Physical Street Date +30 Days.  If I get the chance, I'll take a peek in the next day or two though.

My gut reaction?  WHatever provides the lowest overall -AP.  But that's because I'm a bastard GM who likes to stick kit to his players ;)
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <06-20-14/0703:50>
Found the below on Dumpshock:

Quote
For any power that Boosts or Increases a skill or an attribute, either permanently or temporarily, any dice pool based on that magically boosted skill or attribute gets a penalty.  This includes boosts through spells and foci.

For Improved Reflexes, this would specifically apply to any Reaction based dice pools, since your Reaction is enhanced.

However, for the moment (And this may change when the official errata is released), since Initiative is not a Dice Pool, it is not effected by the penalty.

Any tests to "cast" or "activate" the ability (Such as with Attribute Boost) would be affected, as are any drain tests.

Plus keep in mind, penalty or not, if you end up in a Void or Flux (BGC 13+), you WILL take damage each turn if you have any magical effect active.

http://forums.dumpshock.com/index.php?act=findpost&hl=&pid=1252344

Also, re: mystic adepts:
Quote
You cannot buy any additional Power Points directly with karma after Chargen.  You must Initiate and take the Power Point metamagic option to gain any addition PP's.

http://forums.dumpshock.com/index.php?act=findpost&hl=&pid=1252233

And another:
Quote
Pure Adepts:  Get Magic Rating = Power Points inlcuding magic points bought after chargen, plus can take extra Power Points instead of initiation.  So an Initate Grade 1 who took the Power Point with 7 Magic ends up with 8 Power Points.

Mystic Adepts:  Do not automatically get any Power Points.  At Chargen they may purchase them for 5 karma each.  After Chargen, the only way they get them is to initiate and take the power point.

http://forums.dumpshock.com/index.php?act=findpost&hl=&pid=1252064
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <06-20-14/0716:05>
RE: Used Cyberware & Implanted Decks (typed that with the wrong vowel the first time ;))

Quote
There are two costs for implanted cyberdeck.  The deck itself, and the cyberware (Which is added to the decks price). You get the discount off the cyberware portion only. 

Not arguing this anymore.  if you're not playing Missions, do it however you like regardless of how the errata and faq come out for it.  But for Missions, that's the ruling.  Roll with it, please :)

Bull

http://forums.dumpshock.com/index.php?act=findpost&hl=&pid=1251959

Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <06-20-14/0846:49>
Will RG2: TARGET SIZE MODIFIERS, Run & Gun p108, be used?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <06-21-14/1655:22>
From Sail Away Sweet Sister: Personalized Grip

How much does it cost, what is its availability, and what slot (p50 Run & Gun) does it take if any?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <06-27-14/1755:40>
Will SRM use the rules from Run & Gun, p143, Fixin' All The Broken Drek?

During character creation, does a martial art style or technique cost the same as listed on p128 under Learning  Martial Arts?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <06-28-14/1103:32>
Can non-Mystic Adepts Initiate?  The way page 2 of the Errata under "MAGICAL SKILLS CLARIFICATION
(P. 142, MAGICAL SKILLS)" is worded it prevents them from getting the Arcana skill which is a requirement for Initiating.
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <06-30-14/1812:51>
Question on addiction test and Increase/Boost powers for the attributes involved (Body, Willpower, Logic): If it is a non-permanent buff (e.g. sustained spell or Attribute Boost), can the increased stat be used for the addiction test?  If it is a quickened Increase Attribute spell could the increased stat be used?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: tequila on <07-02-14/1311:35>
Hey Bull, now that Street Magic Grimoire (wow, that's going to take some getting used to...) has been released and will (eventually) see a street day, should we expect to see the Mission specific rules for background count replaced with the Street Grimoire rules (at some point)?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: ZeConster on <07-19-14/1800:37>
The book says this about trying to damage barriers:
Quote
Since barriers can’t dodge, the attack test is unopposed.
Since Direct combat spells aren't dodged but resisted, do barriers roll Structure to resist Direct combat spells, or are Direct combat spells (the Shatter/Powerbolt/Powerball family, to be exact) of such a nature that barriers don't resist them, meaning every hit on the Spellcasting check is a net hit?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Bull on <07-27-14/2320:00>
Just a note, I'll be working on this this week.  Any appropriate FAQ questions need to be in by Midnight EST, Wednesday, July 30.  I will hopefully have those together and posted the following week.
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: martinchaen on <07-28-14/0928:46>
Rigger-related questions:
How does Progressive Recoil affect drones/vehicles since all Gunnery actions are Complex Actions?
How do drones/vehicles equipped with both smartlinks and weapon(s) with smartgun systems interact with these systems, if at all? In other words, can Pilot programs gain the benefit of a smartlink (as part of a sensor array) if using a weapon equipped with a smartgun systems?
Furthermore, the same question but for jumped-in riggers with an implanted smartlink?
How will repair costs work in missions?
A single missions run doesn't pay nearly enough for the entire concept of drones and vehicles to be viable if the R&G "10% per condition monitor box" rule is used as is. If you only include answers to one of my questions on drones/vehicles, please let it be this one :)
How does spotting a small drone/vehicle using the Stealth autosoft work?
It would seem that a microdrone is better off just being itself (Threshold 4 Success Test for micro-sized object) as opposed to rolling Sneaking (opposed test using Pilot + Infiltration for a maximum of 9 dice, averaging just 2 hits). Should the size of an object apply some sort of perception modifier, and if so, what are they?
How does attributes for jumped-in riggers really work?
The updated version of the SR5 core book has replaced Agility for Gunnery with Logic, but Reaction is still used for Piloting while jumped in, and for some reason it seems Intuition is used for Sneaking instead of Agility. Does a jumped-in rigger still use Reaction + Intuition to defend, and does this count as a vehicle test for the purposes of RCCs and VCRs?
How does the +1 dice pool bonus from an RCC interact with the +2 bonus from Hot-Sim for the purposes of matrix and vehicle tests?
How does one reload a firearm that has been installed in a weapon mount?
The book doesn't mention anything about the weapons being converted to a belt feed mechanism, so while the standard and heavy mounts are stated to be able to hold up to 250 and 500 rounds of ammunition, respectively, there's no real mention of how the process of reloading would work.
How does one classify what is an "assault rifle or smaller sized weapon"?
The book doesn't make much mention of how one determines relative size of any of the fictional shotguns, sniper rifles, and/or exotic ranged weapons (such as the pain inducer) compared to the various assault rifles; it would be nice if this could be clarified (perhaps by stating weapon categories that are disallowed instead of using an arbitrary size category)

Misc:
How is the "base" AP value of a weapon calculated when using APDS rounds?
Example: Using this called shot with an Ares Alpha results in two possible AP calculations:
1. Ares Alpha has a base AP of -2, multiplied by up to x3 for a total of -6, plus the -4 for APDS, for a total of -10
2. Ares Alpha has a base AP of (-2 + -4 = -6), multiplied by up to x3 for a total of -18 (I'm fervently hoping this is not the case...)
How many dice do hydraulic jacks add to relevant tests?
The book states +1 total if wireless, as opposed to +1 per rating. Is this as intended?
How do cyberlimbs affect inherent limits, if at all?
How do cyberlimbs affect movement rate, if at all?
How does the requirement that Fresnel Fabric must be aligned to the signal source work?
Does the simple action "Stand Up" count as "movement" for the purposes of Interception attacks?
How does penetrating weapons interact with barriers?
In other words, do they bypass the Shooting Through Barriers rules on page 197? The example on page 198 seems to indicate that they do, in which case the Shooting Through Barriers section seem strangely superfluous.
How does toxins with multiple vectors affect a character with immunity or protection against one vector work?
Example: A PC who is wearing a gas mask (immunity to inhalation vector) is hit by CS Gas, which has both contact and inhalation vectors.

That's it for me, at least for now. I'll go through our houserule doc and see if there are any questions with outstanding official answers.
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Valkyrie on <07-28-14/1126:20>
Are the various qualities in the Assassin's Primer considered codes of honor and thus banned, or are they allowed?

What is the Mission's procedure for Initiatory Ordeals from Street Grimoire?

Do Adept Ways really cost 40 karma after chargen?

What can machine sprites help with?  What can they not help with?

Is there any Missions-specific consequence for high notoriety or public awareness?  In the 5th ed core book it just seems to be up to the GM.

I'm just going to second the question on Technomancer submersion - is it supposed to be 30 karma for the first grade, 60 for the 2nd, etc?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Southpaw on <07-28-14/1212:01>
How do drones defend in combat? It mentioned somewhere that an autosoft was used for defending against physical attacks (read: not  necessarily evading sensor lock-ons), but it never specified which one.
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Dr. Meatgrinder on <07-28-14/1733:53>
Is there any way to reduce Public Awareness in Missions (which almost seems to give it out automatically)?  Perhaps by getting a new identity/SIN or by spending a week (or a few weeks) of downtime specifically to lay low and get out of the spotlight (and do nothing else)?

It's mostly an issue of getting the same rep the table got if you got GM credit for the mission (I have GM credit for around half of my mission logs because I GM more than I play), but there's also the issue of getting the same rep the rest of the table gets when I play, even though my character runs around in stealth and a Chameleon Suit 90% of the time.
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: ZeConster on <07-28-14/1809:59>
Is there any way to reduce Public Awareness in Missions (which almost seems to give it out automatically)?
Are we talking about the same Missions? In the ones we've run, you'd have to mess up in order to gain any Public Awareness, since it's no longer linked to your Street Cred and Notoriety.



Question: do Magic and Adept powers ignore the Augmented Maximum rules unless a spell/power explicitly mentions it's restricted by the Augmented Maximum rules?
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Tarislar on <08-05-14/1248:45>
I realize I'm too late but I just saw this thought I'd chime in for next time at least.
Lot of questions I had are already in here.
Lets see what else.

1.  Is there any chance the limitation of on Code of Honor will be lifted from Missions if you are taking the examples?
My group has a couple people that were using it till pointed out they couldn't have it & feel not killing innocents is pretty easy to come into play, forcing them to use Gel rounds for example on their first strike.  Etc etc.

2.  If you have Natural Immunity to a certain manufactured Toxin, and its an addictive quality.  If you only use said toxin for your "Free" 1x dose.  Does it except you from Addiction tests as part of the "Negative Effects" or just the listed negative penalties of said toxin.

3.  Do you HAVE to use new spin off rule books?  For example if newer rules come into play, say R&G or Grimoire, must you use them or is it okay to stick with the Core Book only.

4.  Does Magic & Cyber stack to higher levels that are still below augmented Max?  Example.  Cyber/Bio Muscle Augmentations at Level 1-3 with Adept Increased Attribute at Level 1-3 stack up to potential Level 4.  Or is it whichever is higher?   I know some specifically say does not work with others but not all say that, that I'm aware of.
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Bull on <08-05-14/1759:28>
  • Does learning a new rank of a Skill Group take 1 month * New Rating or 2 Weeks * New Rating? The core rule book lists 2 different time frames.  (If it is a month, it will take forever to increase no skill groups, and very few people will ever do it. I have a character that it would hurt pretty bad, as well.)

This is actually Stealth Errata'd, apparently, as my newer PDF says x2 weeks in all locations, but this not included in the official Errata.  I'll include it for now since players relying only on the print book will not be aware of this.
Title: Re: Questions for Updated FAQ - Including all sourcebooks - June Edition
Post by: Bull on <08-05-14/1801:05>
Also, new rule for next time we do this:  Page References will be required, because goddamn trying to track down "it says different things in two different places" is a nightmare, especially when the newer PDF stealth fixed the problem.  So I just spent 20 minutes searching for a problem that didn't exist in my copy of the book! :)