Shadowrun

Shadowrun Play => Rules and such => Previous Editions => Topic started by: Aaron on (09:38:24/07-09-13)

Title: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (09:38:24/07-09-13)
We're putting together the FAQ for Shadowrun, 5th Edition. We've already been scraping questions from the various SR5 threads, but we could always use more questions, so if you have any questions about how the game works, please chime in!

While some questions might be answered in this thread, it's mainly for the collection of questions, so please bear with us if folks aren't able to answer right away.

And yeah, I know it's still a couple days from the PDF release, but this thread will still be open when it becomes available. Ditto for the dead tree version.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Automaton on (15:39:22/07-09-13)
Yes I have one. It is stated that Persona are never smaller then an adult dwarf and never bigger then an adult troll.

Does this mean that the persona of children allways look like completely out of proportion equivalents of their real selve?
An 8 year old the size of an adult dwarf?

What about sentient critters? if the matrix recognices real people and packs them in an persona to identify them as such, will a cat technocritter with the natural ability to enter the matrix look like an antromorph bipedal cat the size of at least a an adult dwarf?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (16:54:10/07-09-13)
Does this mean that the persona of children allways look like completely out of proportion equivalents of their real selve?
An 8 year old the size of an adult dwarf?

What about sentient critters? if the matrix recognices real people and packs them in an persona to identify them as such, will a cat technocritter with the natural ability to enter the matrix look like an antromorph bipedal cat the size of at least a an adult dwarf?

Yes, assuming the eight-year-old or technocritter is using an icon that looks like their physical forms. Users get to choose the sculpting of their own icons, or more likely buy them off the rack and customize them with built-in options. While I can't speak to technocritters, I have a strong suspicion that eight-year-olds will rarely use their own forms as their icons, partly for the same reason they're encouraged to not post pictures of themselves on public forums on the real Internet, but mostly because Batman. =i)

The iconography requirements are in the Matrix for both in-universe and game reasons. In the Sixth World the restrictions serve the same purpose that the W3C rules serve on the World Wide Web (which you are more than likely using now): usability. On this Web site, you know that the buttons on the top and bottom do something related to the text on them, that text that is underlined or in a different color than the rest is a link, and so forth. It's designed to make it easy to use, and it works so well that you probably spend no more time thinking about it while browsing than you do thinking about which end of a knife to grasp. It works the same for the CC's Matrix, too.

The game reason is because having to stop the game and roll dice to figure out the nature of every single icon you look at really slows the game down.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Automaton on (17:00:59/07-09-13)
Great answer thank you! It cleared that right up for me. :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Nal0n on (18:18:41/07-10-13)
Important Question here:
Will there be Drop Bears?  8)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mad Hamish on (02:14:53/07-11-13)
Important Question here:
Will there be Drop Bears?  8)

You know Australians play Shadowrun to experience an Idyllic setting far safer than our own country.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Black on (05:19:26/07-11-13)
Important Question here:
Will there be Drop Bears?  8)

You know Australians play Shadowrun to experience an Idyllic setting far safer than our own country.
So True!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Novocrane on (07:12:56/07-11-13)
Are there plans to bookmark the pdf?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Patrick Goodman on (09:17:48/07-11-13)
Important Question here:
Will there be Drop Bears?  8)
Not, I'm afraid, in the core book. But yes...yes, there will be Drop Bears.  8) (There is not an Evil GM smiley. I has a sad.)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DWC on (10:18:15/07-11-13)
Are there plans to bookmark the pdf?

There must be, because all the reviewers talk about the bookmarks.  It looks like CGL sent DriveThru the wrong file.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Automaton on (11:01:19/07-11-13)
I doubt that too, all of them have been so far. Why would anyone make the (very bad) choice not to bookmark it now.

I'll wait and see what the difference between the pdf I bought and downloaded earlier today, and the one that will be posted later today will be.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Timothy M. Patrick on (11:09:31/07-11-13)
Looking for a clarification with use of simple actions in a single action phase.
I can use a simple action to reckless cast a spell; I can also use a simple action to fire a SS or SA single shoot.
So can I cast and shoot in the same action phase?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ariketh on (11:54:54/07-11-13)
Looking for a clarification with use of simple actions in a single action phase.
I can use a simple action to reckless cast a spell; I can also use a simple action to fire a SS or SA single shoot.
So can I cast and shoot in the same action phase?

The rules seem clear, but I don't think that obviates the need for the question in the FAQ. From SR5 165: "... may not take any other attack actions in the same action phase."  So reckless cast levitate on self/ally, then shoot the BBG seems doable. Reckless cast fireball and shoot, not so much. But that is just my interpretation.

-Ariketh

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Automaton on (13:44:14/07-11-13)
Its really simple "You can only take one attack action in an action phase"

Just stick to that, and you got the rule right.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DoomFrog on (14:17:44/07-11-13)
I have 2 questions:

1) On pg 233, under PANs and WANs it says that a failed Sleaze action results in a device getting a mark on you, but not devices it is slaved too. Then on pg 236 it says that a failed Sleaze action results in a mark on you by the device and its owner. So if I am a decker and an enemy decker fails to Sleaze a device of mine that is slaved to my deck, do I the decker get a mark on them? Or do I only have a mark if I launch a matrix action through the device they attack?

2) On pg 293 the spell Control Thoughts and Mob Mind it says the caster must use a Standard Action to give commands. And on pg 238 the matrix action Control Device mentions that Standard and Complex actions require 3 marks. The question is are Standard actions the same as Complex actions?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (16:59:11/07-11-13)
Is the Improved Ability power restricted by the skill limit (both at chargen and afterwards)? Or could an adept with Aptitude in, say, Blades, eventually raise the skill itself to 13, and get Improved Ability 7 (Blades) for an effective skill Rating of 20?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:02:38/07-11-13)
1) On pg 233, under PANs and WANs it says that a failed Sleaze action results in a device getting a mark on you, but not devices it is slaved too. Then on pg 236 it says that a failed Sleaze action results in a mark on you by the device and its owner. So if I am a decker and an enemy decker fails to Sleaze a device of mine that is slaved to my deck, do I the decker get a mark on them? Or do I only have a mark if I launch a matrix action through the device they attack?
You would get a mark on the enemy decker.

Side note: a slaved device's master and its owner don't have to be one and the same.

Quote
2) On pg 293 the spell Control Thoughts and Mob Mind it says the caster must use a Standard Action to give commands. And on pg 238 the matrix action Control Device mentions that Standard and Complex actions require 3 marks. The question is are Standard actions the same as Complex actions?

Short answer: yes.

Long answer: Standard Actions used to be a thing in earlier versions of the game. When they were removed from the game, not all references to them were erased. I'll make sure both references are included in the errata. Thanks!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:08:06/07-11-13)
Is the Improved Ability power restricted by the skill limit (both at chargen and afterwards)? Or could an adept with Aptitude in, say, Blades, eventually raise the skill itself to 13, and get Improved Ability 7 (Blades) for an effective skill Rating of 20?

Yep.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xzylvador on (17:31:48/07-11-13)
Its really simple "You can only take one attack action in an action phase"

Just stick to that, and you got the rule right.

Sorry, but unless I'm missing something, that's not clear at all.
Is "Attack Action" a defined game term? Because I'm guessing not.
So casting levitate isn't an attack? But what If I use levitate to move a car over someone's head and then stop the sustain?
Building a magic wall isn't an attack... but maybe building it right in front of a fast moving vehicle or around a person in a Bad PlaceTM is pretty darned hostile.
There's plenty of non-attack utility spells that can be pretty harmful; leaving it up to the GM to figure out why you can float a car in the air and shoot a gun at the same time, but can't do that if you happen to be moving the floating the car into someone else isn't really good rule making, imo.

There's opposite examples too, by the way. Is an 'attack spell' used as a utility (say an ignite spell to light a candle, a destroy spell to open someone's cuffs or whatever) still an 'Attack Action'? But what if the candle was standing in a puddle of fuel? Heck, is firing a gun -always- an Attack Action? What if I just shoot in the air as a warning? Or like to light my BBQ with a flamer? Or rescue a bus full of orphans from suffocation by shooting the windows of their bus so the toxic vapors can escape the bus and they can breathe again?! Think of the children!! Etc etc etc.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (17:42:09/07-11-13)
Is the Improved Ability power restricted by the skill limit (both at chargen and afterwards)? Or could an adept with Aptitude in, say, Blades, eventually raise the skill itself to 13, and get Improved Ability 7 (Blades) for an effective skill Rating of 20?
Yep.
Uh... is that a "Yep" to the first part of the question (your effective skill rating after the adept power's bonus cannot go beyond the skill limit)?

Different question: since the Mounts glossary says "Projectile weapons can only take accessories designed for them specifically", does that mean projectile weapons can't use external smartgun systems (which use a Top or Under mount), only internal?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: tangmcgame on (21:00:09/07-11-13)
Not sure if this is the place for this, but:

1) Pg. 116.  Combat Mage is listed as Metatype: Human, but that picture is anything but.

2) Pg. 123.  Gunslinger Adept has the Adept Quality.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mad Hamish on (23:57:50/07-11-13)
tangmcgame, I think you want the Errata thread
http://forums.shadowruntabletop.com/index.php?topic=11363.msg212385;boardseen#new
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (00:22:19/07-12-13)
Uh... is that a "Yep" to the first part of the question (your effective skill rating after the adept power's bonus cannot go beyond the skill limit)?

The level of Improved Attribute cannot be greater either your current skill level x 0.5 or your Magic rating. If you have a skill rating of 13 and a Magic rating of 7 or higher, you can have Improved Ability 7.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Shinobi Killfist on (00:51:17/07-12-13)
Not sure if this is the place for this, but:

1) Pg. 116.  Combat Mage is listed as Metatype: Human, but that picture is anything but.

2) Pg. 123.  Gunslinger Adept has the Adept Quality.

1.  Well he does have distinctive style.  :)  Those horns are glued on, and the tusks are fake to. 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: tangmcgame on (00:58:39/07-12-13)
tangmcgame, I think you want the Errata thread
http://forums.shadowruntabletop.com/index.php?topic=11363.msg212385;boardseen#new

Thanks.  I'll repost it there where it belongs.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (06:50:20/07-12-13)
Vehicles mention that if the modified DV does not exceed the Armor, the attack is a bust. Should that include the AP value for the armor value comparison? i.e. is this a rulechange in comparison to 4e, or an errata-required?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (07:22:13/07-12-13)
Spirit summoning, p. 300. The test to summon a spirit is limited by the spirit Force.

It means that a skilled magician (Magic 5 & Summoning 5) can only get 1 hit when trying to summon a Force 1 spirit.
So there is 33% chances that the spirit also get a hit and the summoning is failed and there is 66% chances that the spirit gets no hit and the magician get only 1 service from a force 1 spirit.

Even worse, if the same magicien then decides to bind this Force 1 spirit, he can still only get 1 hit to his binding test, but the spirit has 44% of chances only to succed! (16/36 possibilities) and 56% to fail binding a force 1 spirit.

It seems very unlogical to me, it should be easier to summon a weaker spirit, not the other way around.
Did I miss something? is it an error? or is it the way it is intended to work and in that case I am curious about the explanation (be it in-game or game play reason, I can understand both)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (07:37:50/07-12-13)
Firing modes p178:
SS vs SA: Why firing one bullet per action phase in SA mode generates some recoil while firing one bullet per action phase in CC mode does not? My feeling is that SS weapons are slower to chamber the next round, making them unable to perform semi-automatic burst, but why does it prevent recoil?

Long Burst: which weapons can perform Long Burst? I feel that this mode is available to BF weapons but I cannot find a where it is stated (or even if it is correct)

Bursts & Multiple attacks: It is stated for Semi-automatic burst, Burst Fire, Long Burst and Full-auto that one can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst. Can you please detail how it shall be done. Here is my understanding (and questions):
   - the dice pool is splitted
   - only 1 burst is fired (i.e. ammo consumption unchanged)
   - what is the defense modifier applied to the targets? (full modifier or the modifier is also splitted)
   - it is stated p. 196 that the total number of attacks you can make in a single Action Phase is limited to one-half the attacker's Combat skill. I assume in that case it is also limited by the number of bullets (obvious but not stated)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:40:34/07-12-13)
Immunity refers to Hardened Armor for its working, then recaps it with a few shortened differences. I assume it works exactly like Hardened Armor but just to be sure:
1: Does Armor Piercing still apply against Immunity for determining whether a resistance test is required?
2: Does Armor Piercing still apply against Immunity for the automatic hits bonus on the resistance test?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (07:56:04/07-12-13)
Surprise:
If a surprise test is failed, the character lose 10 initiative points and is considered surprised until his next action phase (p192).
If Bob (initiative 9) manages to suprise Bill (initiative 22), then Bill's initiative drops to 12 and Bill is considered surprised until his action phase at 12. Therefore, even if Bill is surprised, he can act before Bob.

Is it how surprise is intended to work, or shall the surprised character lose his next action phase (i.e. do nothing during his action phase and lose 10 initiative)?

In order to clarify my question, here is my understanding of how the rules work:
   - Beginning of fight: Bob (init 9) surprises Bill (init 22), Bill initiative is reduced to 12.
   - Action phase 1: Bill acts at 12, then Bob acts at 9
   - Action phase 2: Bill acts at 2, no more actions for poor Bob

Here is how I would have expected it to work:
   - Beginning of fight: Bob (init 9) surprises Bill (init 22)
   - Action phase 1: Bill does notihing at 22 because he is surprised, then Bob acts at 9
   - Action phase 2: Bill acts at 12, no more actions for poor Bob
   - Action phase 3: Bill acts at 2
--> Bill and Bob still get the same number of action phases, but Bob is able to take advantage of having surprised Bill
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (08:05:40/07-12-13)
Interrupt actions
Quote from: SR5 p. 167
When a character uses an Interrupt Action, such as Full Defense, he takes an action out of turn, but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action. Interrupt Actions occur outside the normal course of the Combat Turn and do not cost the character their Action Phase (unless they reduce their Initiative Score below 0 with their actions).
(emphasize mine)

From the first bolded text, I understand that it is only possible to use an interrupt action if the initiative score of the character is greater (or equal?) to the cost of the interrupt action.
However, the second bolded sentence assumes it is possible for the initiative to drop below 0.

what is the correct understanding?
   - only possible to use an interrupt action if current initiative > interrupt action cost
   - only possible to use an interrupt action if current initiative > 0
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (08:43:58/07-12-13)
Do Counterspelling Dicepool Modifiers count on each Counterspelling, or only once on the Counterspelling+Modifiers pool that you then drain from whenever you spell-defend?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (08:59:52/07-12-13)
Spirit summoning, p. 300. The test to summon a spirit is limited by the spirit Force.

[...]

It seems very unlogical to me, it should be easier to summon a weaker spirit, not the other way around.
Did I miss something? is it an error? or is it the way it is intended to work and in that case I am curious about the explanation (be it in-game or game play reason, I can understand both)
While seeming unlogical, it could be explained some way. And one can use Reagents to replace the limit for Summoning. It does surprise me that this option is not available for Binding, requiring Edge to break the limit.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Warmachinez on (09:43:59/07-12-13)
I can'T see anywhere in the book if you fall unconsciouss once your stun monitor is filled. Has this consequence been removed?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (10:04:33/07-12-13)
I'll answer what I'm able to here. Anything else I either missed or need to take some time to track down answers.

Vehicles mention that if the modified DV does not exceed the Armor, the attack is a bust. Should that include the AP value for the armor value comparison? i.e. is this a rulechange in comparison to 4e, or an errata-required?

AP always applies before the vehicle armor (or Hardened Armor power) threshold is checked.

Did I miss something? is it an error? or is it the way it is intended to work and in that case I am curious about the explanation (be it in-game or game play reason, I can understand both)

Low-Force spirits are less useful and weaker in the physical world than those with higher Force. Their connection to the physical plane is more fragile than that of a more robust spirit. They're also kinda weak-minded (Mental attributes of 1 and all).

If you'd like to change the limit on the summoning of your Force 1 spirit, you can either use Edge or reagents for the summoning.

Firing modes p178:
SS vs SA: Why firing one bullet per action phase in SA mode generates some recoil while firing one bullet per action phase in CC mode does not? My feeling is that SS weapons are slower to chamber the next round, making them unable to perform semi-automatic burst, but why does it prevent recoil?

Partly because you do have a bit of extra time to recover from the single point of recoil it generates, and partly because we thought SS weapon users deserved a break.

Is it how surprise is intended to work, or shall the surprised character lose his next action phase (i.e. do nothing during his action phase and lose 10 initiative)?

Yes. Really, really fast people still have the possibility of recovering from a surprise fast enough to take action first.

Do Counterspelling Dicepool Modifiers count on each Counterspelling, or only once on the Counterspelling+Modifiers pool that you then drain from whenever you spell-defend?

Would you please rephrase this question? I'm not sure what you're asking, but spell defense is on p. 294 if that's helpful at all.

I can'T see anywhere in the book if you fall unconsciouss once your stun monitor is filled. Has this consequence been removed?

Nope, it's still in there, just not as prominently as it probably should be. Page 100.

I'm still working on the other questions.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (10:17:34/07-12-13)
Just want to add in...thanks for answering questions.  That doesn't get said enough.  (We are usually busy screaming about an answer we don't like instead.)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Patrick Goodman on (10:18:03/07-12-13)
1) Pg. 116.  Combat Mage is listed as Metatype: Human, but that picture is anything but.

1.  Well he does have distinctive style.  :)  Those horns are glued on, and the tusks are fake to.
Distinctive Style (Troll Poser), Physical Mask spell.

At least that's what I put in the proposed errata. :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (12:02:11/07-12-13)
Pretty sure I know this one, but want to make sure.

If your essence goes down (due to bio/cyberware) dropping your magic rating below half your number of spells, do you lose spells?

Example: Mage Priority C
Magic 3
Spells 5
Taking a datajack drops magic to 2.  You can't purchase spells over 2xmagic rating.  Does the character lose a spell (only getting 4) or is this rule intended to only prevent buying additional spells.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: tangmcgame on (12:18:19/07-12-13)
Asked this on Dumpshock, too.

Do Sorcery or Enchanting Aspected Magicians get their Magic x2 spells/rituals/preparations for free or is that just the max they can start with?

Rereading the entry, it appears they don't get these spells for free since the same bullet point is made for Magicians, which begs the question why be a Sorcery or Enchanting Aspected Magician at all?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (12:47:20/07-12-13)
Asked this on Dumpshock, too.

Do Sorcery or Enchanting Aspected Magicians get their Magic x2 spells/rituals/preparations for free or is that just the max they can start with?

Rereading the entry, it appears they don't get these spells for free since the same bullet point is made for Magicians, which begs the question why be a Sorcery or Enchanting Aspected Magician at all?

This was a flaw I actually pointed out recently.  Being an aspected mage actually penalizes for taking power limitations at priority C.  (At priority B, aspected magicians are equal to magicians at least in terms of the karma value of their bonuses.)  At priority D, obviously there isn't a comparison.  The obvious conclusion however is that nobody should ever play an aspected magician except at priority D, unless you are going to be a conjurer, and even that is debatable.  (Of course, then there is the question of why you would ever want to be a magician instead of a mystic adept, since Mystic Adept > Magician > Aspect).

I was planning to play an aspected sorcerer as my missions character, until I saw I could make the same character as a magician, ignore the fact I could summon or go astral, and I actually am a better sorcerer.  I went mage instead, even though I'll still play him as a sorcerer.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: GiraffeShaman on (13:06:05/07-12-13)
If someone has already jumped into a rigged device, you can't attempt to jump in until he vacates. (Pg. 241)  Can you force him to vacate via cybercombat and the like? Just jumping around to what interests me, so this may be an obvious question.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: tangmcgame on (13:37:07/07-12-13)
Asked this on Dumpshock, too.

Do Sorcery or Enchanting Aspected Magicians get their Magic x2 spells/rituals/preparations for free or is that just the max they can start with?

Rereading the entry, it appears they don't get these spells for free since the same bullet point is made for Magicians, which begs the question why be a Sorcery or Enchanting Aspected Magician at all?

This was a flaw I actually pointed out recently.  Being an aspected mage actually penalizes for taking power limitations at priority C.  (At priority B, aspected magicians are equal to magicians at least in terms of the karma value of their bonuses.)  At priority D, obviously there isn't a comparison.  The obvious conclusion however is that nobody should ever play an aspected magician except at priority D, unless you are going to be a conjurer, and even that is debatable.  (Of course, then there is the question of why you would ever want to be a magician instead of a mystic adept, since Mystic Adept > Magician > Aspect).

I was planning to play an aspected sorcerer as my missions character, until I saw I could make the same character as a magician, ignore the fact I could summon or go astral, and I actually am a better sorcerer.  I went mage instead, even though I'll still play him as a sorcerer.

Well, an equal karma expenditure doesn't mean equal efficacy.  If I buy Magician at priority B then I have everything I need to play that Magician effectively.  Sure, I can't do everything, but I've got some skills, spells, and a Magic trait.  It works "out of the box."  On top of that, it's not terribly difficult to bump Magic with special attribute points, and increasing regular skills is a far simpler task than raising group skills unless you're sporting a very high priority in Skills (which probably isn't likely with an Awakened character, though definitely possible) AND you can't specialize them except with karma.

Given everything else the Aspected Mage gives up, on top of the fact that it's costing you identical priority to a full Mage, I feel like it needs some pretty serious attention (at both B and C priority).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: lightknight on (13:41:32/07-12-13)
How do I purchase upgrades for Pilot rating for vehicles/drones.  Will it be the same cost as Agent software a la 4E?  Was it intentionally left out of the book for later supplement?  Did I miss a reference in some paragraph stating as much?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: GiraffeShaman on (14:05:33/07-12-13)
The Sneak program makes you immune to the physical location part of demiGOD convergence (but not the other parts of convergence) while it is running. (pg. 246) What about the Track program? Can this negate this feature of Sneak? And if so, don't demiGOD use it at times?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Veggiesama on (15:01:11/07-12-13)
Street Cred / Notoriety / Public Awareness

On p140, the table shows Street Cred as a positive dice pool modifier on social tests. On p372, Street Cred is applied as a positive Limit Modifier on certain social tests. Which is it, or is it both?

Notoriety has rules for how to raise it and reduce it, but there is no explanation for how it's used. Negative dice pool mod or limit mod, or both?

Public Awareness has a table showing what the ratings mean, but no rules for how it might be used in a dice roll (if at all). Also, I remember SR4 had some kind of formula for determining Public Awareness (wasn't it like (Street Cred + Notoriety) / 3 or something?), but no such formula is here. Is gaining public awareness now left entirely up to GM fiat?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (15:53:22/07-12-13)
If someone has already jumped into a rigged device, you can't attempt to jump in until he vacates. (Pg. 241)  Can you force him to vacate via cybercombat and the like? Just jumping around to what interests me, so this may be an obvious question.

Yes. There are actually several options when it comes to getting a jumped-in rigger out of a vehicle or drone.

How do I purchase upgrades for Pilot rating for vehicles/drones.  Will it be the same cost as Agent software a la 4E?  Was it intentionally left out of the book for later supplement?  Did I miss a reference in some paragraph stating as much?

Indeed, that has been left for a later source book.

The Sneak program makes you immune to the physical location part of demiGOD convergence (but not the other parts of convergence) while it is running. (pg. 246) What about the Track program? Can this negate this feature of Sneak? And if so, don't demiGOD use it at times?

The answers to your three questions are, in order, no, nope, and that's why. =i)

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: GiraffeShaman on (17:05:54/07-12-13)
GOD and GMen questions and a Grid question based on something that has come up at the other place.

1. Is GOD automated? Do they HAVE to boot the decker off, or could they say choose not to? One reason might be to give physical security time to nab the decker, such as BK at the bank who is quite close.

2. Do demiGODS or other off host security have a way to track a Decker who has the Sneak program up? How would they go about it and who would be involved?

3. Is it the most secure place to put a host on the Public Grid? (Due to the -2 modifier) If so, why don't the corps put their hosts there? Might they put black sites there for that reason?

4. How do G-Men track deckers down who have logged off? I'm sure this will be discussed in the Matrix book, but I'd like something to go off in the meantime for these types of situations. I'm interesting in Matrix methods and rules only. I'm aware they might use off Matrix means. Also, are they more likely to throw more resources into hunting a decker who hit a target on the Megacorp grids?

5. Are there any free floating patrolling spiders out there outside hosts? Does anything beyond GOD attempt to keep hacker gangs and vandals in line and the like?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (19:09:58/07-12-13)
A question on the proper splitting of dice pools for the multiple attack free action.

If Bob the troll has a pistols+agility pool of 10 dice and is using multiple attack to fire at two gangers with an Ares Predator in each hand. Ganger 1 is at medium range, ganger 2 is at Long  range and there is light fog. Bob does not have ambidexterity. Is the proper split.

A) 10  -1(Medium Range) - 2 (Long Range) -1 Fog -2 (Using Off Hand) =4 Dice and then split.
B) 10 -1 Fog= 9 Dice, split and then apply range and hand penalties to each pool seperately.
C) 10 -1 Fog -2 Off Hand= 7 Dice and then apply range penalties seperately.

A is how I currently read the rule, but either B or C could make sense.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ulysse Argos on (00:47:05/07-13-13)
I have a question, about Weapons, in the Gear Chapter.

Some Weapons have one Accuracy value, while others have two value, like 6 (8).

I didn't found why these two value, so can someone explain this to me ? Thanks.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (00:48:22/07-13-13)
I have a question, about Weapons, in the Gear Chapter.

Some Weapons have one Accuracy value, while others have two value, like 6 (8).

I didn't found why these two value, so can someone explain this to me ? Thanks.

I believe it means the weapon has a built in accessory that modifies the limit, like a smartlink or laser sight.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ulysse Argos on (02:18:21/07-13-13)

I believe it means the weapon has a built in accessory that modifies the limit, like a smartlink or laser sight.

Ok, yes, thank you :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ulysse Argos on (02:51:37/07-13-13)
Hey, i have some others questions :

- can a magician select a Ritual like Spells, in Character Creation ?

- why not Shapechange spell in the rules ? Maybe it is not the most useful spell of Shadowrun, but it was fun.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Thufar_Hawat on (08:20:44/07-13-13)
Firing modes p178:
SS vs SA: Why firing one bullet per action phase in SA mode generates some recoil while firing one bullet per action phase in CC mode does not? My feeling is that SS weapons are slower to chamber the next round, making them unable to perform semi-automatic burst, but why does it prevent recoil?

Long Burst: which weapons can perform Long Burst? I feel that this mode is available to BF weapons but I cannot find a where it is stated (or even if it is correct)

Bursts & Multiple attacks: It is stated for Semi-automatic burst, Burst Fire, Long Burst and Full-auto that one can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst. Can you please detail how it shall be done. Here is my understanding (and questions):
   - the dice pool is splitted
   - only 1 burst is fired (i.e. ammo consumption unchanged)
   - what is the defense modifier applied to the targets? (full modifier or the modifier is also splitted)
   - it is stated p. 196 that the total number of attacks you can make in a single Action Phase is limited to one-half the attacker's Combat skill. I assume in that case it is also limited by the number of bullets (obvious but not stated)

But also under the rules on pg196, its states that "this action represents both attacking multiple times from a single melee weapon and attacking with two different weapons (melee or firearms)". This contradicts the burst fire rules that state you can do multiple attacks with a single firearm.

Would be nice to tidy up the auto fire rules and multiple targets in general and give better examples as right now it seems a bit of a mess.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: r4nd0m on (09:23:20/07-13-13)
Addiction Tests p414
"Every time you use an addictive substance during (11
— Addiction Rating) weeks in a row, you need to make an
Addiction Test. The clock on this keeps ticking even if you
skip a week, but every week you go without indulging
reduces the Addiction Threshold by 1 (it returns to normal
when you use again). If the threshold hits 0, you’re off the
hook until you use the substance again. This means that
substances with high Addiction ratings (like kamikaze)
could get you hooked in a single dose."

So I take Kamikaze.  I assume i have to make an immediate addiction test, even though that isn't spelled out.  I pass at threshold 3.  Do I have to test the next week at a 2?  The week after at a 1?  Or do I only test at the lower threshold if I take it again?  If so then the threshold resetting when I take it seems weird.  Since it's a Rating 9, does that mean I only have to worry about it for (11-9 = ) 2 weeks?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Shinobi Killfist on (10:46:50/07-13-13)
Attacks like shock gloves, and touch spells.  Can I punch with them?  This was handled in a Faq in SR4, but I dont see it spelled out in 5e so it seems up in the air again.  Would this be a multi-attack if you can, how does that work in the case of the spell based attack?

Touch based indirect spells such as knockout, how does that work?  If I touched him he didn't really dodge it, does he get another reaction+intuition test to now dodge the spellcasting test, or do they eat the full damage?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: GiraffeShaman on (23:45:54/07-13-13)
Can you Initiate at character creation?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Sipowitz on (01:05:07/07-14-13)
Theses may have been asked somewhere else but I'll ask here.

Cash Reward says to calculate the highest dice pool of on any npc who will be directly opposing the players.  What happens if the players were able to bypass that particular npc?  Going to extremes seems like a run can net you aroundish 47k
Karma: doesn't the chart encourage players to antagonise every situation?  You get 2 karma for 'surviving the situation'.  Is 'surviving the situation' just shorthand?  Does this mean just surviving the whole run?  Is karma really low per run, i.e. surviving 2, completing all objectives 2, npc dp/6, +/- 2 depending on run type something like 3-11/run?
I'm not getting how much karma is supposed to be given out
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (03:55:45/07-14-13)
Can you Initiate at character creation?

Definitely a good question. After all, there is enough karma there for one Initiate grade (two if one takes maximum Negative Qualities).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (04:39:01/07-14-13)
Not a rules question, but definately something that should be in the FAQ:

Why was there no history section like in previous editions? And can we expect the history in a future book, for new people to the game
who do not have the benefit of Grognards to bring them up to speed?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (05:38:55/07-14-13)
Rules Clarification
In  a case where someone left their Corp in good standing, but were effectively let go due to politics(Example: Worked for Lone Star
in Seattle when the contract was handed to Knight Errant. Lone Star released said character to Knight Errant in the transition, and Knight
Errant decided not to retain the character because firing some Metahumans would make Brackhaven happy), do they have a National
SIN, or Corporate Limited SIN? I.E. Once you have a Corporate Limited SIN, if you leave the company, do you revert to the National SIN
or are you still considered a "citizen" of the Corp you formerly worked for?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (07:46:12/07-14-13)
Do SINners really pay their taxes on their illegal Shadowrun money?  Something just seems off about that.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: r4nd0m on (07:57:44/07-14-13)
If they're smart they do.  Look up Al Capone...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (09:13:46/07-14-13)
Do SINners really pay their taxes on their illegal Shadowrun money?  Something just seems off about that.

It makes me think a job of a Fixer now includes money laundering...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (09:15:26/07-14-13)
Capone failed to submit tax returns at all.  Had he filed returns on "legal" income, and covered up the illegal stuff, he probably would never have been convicted.

I'm just not sure putting down that you made 50k killing execs is a good data trail to hand over.

If you are getting paid in certified cred sticks, good luck to the corp trying to trace the money trail anyway.  Especially since you likely were doing all your work under various fake SINS.

I understand the play balance for the karma, but the mechanic itself seems wonky.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (09:32:57/07-14-13)
Capone failed to submit tax returns at all.  Had he filed returns on "legal" income, and covered up the illegal stuff, he probably would never have been convicted.

I'm just not sure putting down that you made 50k killing execs is a good data trail to hand over.

If you are getting paid in certified cred sticks, good luck to the corp trying to trace the money trail anyway.  Especially since you likely were doing all your work under various fake SINS.

I understand the play balance for the karma, but the mechanic itself seems wonky.

We can assume two things: 1) If you take a job for the Corp you have the SIN with, they know who you are, and so, you should pay them that
tax income. 2) Your lifestyle expenses and docwagon contracts and any vehicles you drive under your legitimate SIN are known expenses, and,
thus, you can assume that those are values that will be taxed.

We can also guess one thing: Do you want to risk the advantages that come with a SIN for forgetting to pay your taxes? I would believe that any runner is going to have their Fixer launder some of the money for them, so they can have a tax trail of "legitimate" income, and so...they will pay some taxes, just not ALL the taxes they should..
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Basic on (13:08:07/07-14-13)
Why is it that no SS and SA are now the same ?

I mean why can't a character fire two shots with a SA gun in the same action phase rather then having to use that SA burst ?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (13:32:09/07-14-13)
Why is it that no SS and SA are now the same ?

I mean why can't a character fire two shots with a SA gun in the same action phase rather then having to use that SA burst ?

They're not the same. SS doesn't track cumulative recoil, while SA gives the option of an SA burst. They are in fact completely distinct.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: GiraffeShaman on (16:12:49/07-14-13)
1. Public Awareness Pg. 372. Can you buy points off like with Noteriety? Do you get another point for committing a similar action? ie you fight HTR teams on two separate occasions. It seems like a runner's career could be ended rather fast using these rules as they are written, with no way to remove it, and if the same action can get multiple points. But maybe that was the intention.

2. Noteriety. Any suggestions for how to use it? The problem is there is no general guideline given, unlike Public Awareness which has a handy chart. I'm thinking they don't want us using 4th edition Noteriety rules, since they didn't include them.

I like how reputation was done by the way. It doesn't get too overwhelming like it does as a pool modifier.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (16:21:07/07-14-13)
Why is it that no SS and SA are now the same ?

I mean why can't a character fire two shots with a SA gun in the same action phase rather then having to use that SA burst ?

...  The SA burst IS firing two shots (same effective action consumption, even).  There is no attacking twice in a pass in SR5, plain and simple.  It's not that they can't fire twice, it's that the effect of doing so is different.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Madman on (17:08:41/07-14-13)
Question about Cyberware and Bioware Essence costs.

Do you still half the value of the lower item? If I have 4 points of cyberware, and 3 points of bioware, do I still only pay 1.5 for the bioware, for a total 5.5 essence loss, or is that now a total of 7 points, and impossible to do?

I've looked and looked, and now I'm wondering if this is how they've nerfed cyber characters.   :'(
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (17:41:13/07-14-13)
Question about Cyberware and Bioware Essence costs.

Do you still half the value of the lower item? If I have 4 points of cyberware, and 3 points of bioware, do I still only pay 1.5 for the bioware, for a total 5.5 essence loss, or is that now a total of 7 points, and impossible to do?

I've looked and looked, and now I'm wondering if this is how they've nerfed cyber characters.   :'(


That rule has indeed been removed, but it's important to note that Bioware essence costs have been reduced.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Madman on (18:01:14/07-14-13)
Question about Cyberware and Bioware Essence costs.

Do you still half the value of the lower item? If I have 4 points of cyberware, and 3 points of bioware, do I still only pay 1.5 for the bioware, for a total 5.5 essence loss, or is that now a total of 7 points, and impossible to do?

I've looked and looked, and now I'm wondering if this is how they've nerfed cyber characters.   :'(


That rule has indeed been removed, but it's important to note that Bioware essence costs have been reduced.


Actually, being new here, I'd hate to point out that you're wrong, but the essence cost of Bioware is all the same.

The monetary costs have changed on most items, some costing as much as 3 or 4 times as much as 4th edition. Very few items (bone density augmentation, orthoskin, platelet factories to name a few) have been reduced in cost, but generally everything is way more expensive.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: khaine1969 on (19:08:12/07-14-13)
I see the above entry stating that the pilot upgrade and other vehicle goodies are being saved for another release, however it does talk about autosofts in the section on riggers implying they are available. It states they can be purchased from level 1-6, however no prices are given in the rigger section or the gear listing.
Sssooo...how much are they?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (20:44:11/07-14-13)
P. 141/142, "Using Leadership" :
How long does the potential Initiative bonuses from the complex action "Rally" last. Until the next combat turn as per the "Changing Initiative" rules on P160, or until combat ends as there is no duration stated, or something else?

Martin
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mad Hamish on (20:56:11/07-14-13)
Actually, being new here, I'd hate to point out that you're wrong, but the essence cost of Bioware is all the same.

The monetary costs have changed on most items, some costing as much as 3 or 4 times as much as 4th edition. Very few items (bone density augmentation, orthoskin, platelet factories to name a few) have been reduced in cost, but generally everything is way more expensive.

The ones that have gone up a lot in price were probably pretty underpriced in 4th ed though (Suprathyroid, Muscle Toner, Muscle Augmentation etc) 
With the reductions in multipliers for higher grades it should be possible to have more augments at higher grades so it might at least come close to making up for the loss of 1/2 essence cost on the lower of bio & cyber.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Elizara Dane on (20:58:55/07-14-13)
Do SINners really pay their taxes on their illegal Shadowrun money?  Something just seems off about that.

Our group always played it like the SINner was living "off the grid". As in you paid cert. cred for all your lifestyle and you keep all your purchases under your SIN strictly legal and mundane unless you feel like living dangerously. Of course, the characters would also have Fake SINs as well because buying a gun legally then using that gun in illegal activity might not be the best idea. Also, if runs got messy or we had close encounters with law enforcement the GM would take into make some discreet rolls to see is the SINning character would be identified. Depending on the severity of the infraction the offending character would have to spend a little cash moving across town in a hurry or "lying low" and be unplayable for a run or two.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (21:00:16/07-14-13)
Question about Cyberware and Bioware Essence costs.

Do you still half the value of the lower item? If I have 4 points of cyberware, and 3 points of bioware, do I still only pay 1.5 for the bioware, for a total 5.5 essence loss, or is that now a total of 7 points, and impossible to do?

I've looked and looked, and now I'm wondering if this is how they've nerfed cyber characters.   :'(


That rule has indeed been removed, but it's important to note that Bioware essence costs have been reduced.


Actually, being new here, I'd hate to point out that you're wrong, but the essence cost of Bioware is all the same.

The monetary costs have changed on most items, some costing as much as 3 or 4 times as much as 4th edition. Very few items (bone density augmentation, orthoskin, platelet factories to name a few) have been reduced in cost, but generally everything is way more expensive.

Actually, I have to admit that on that one I hadn't taken the time to compare for myself, and was going off someone else's comments.  Still, it has to be noted that Delta grade has a MUCH smaller cost multiplier, so other than a sensible increase on the "must haves" (putting them into a more difficult to reach point for adepts and mages), most things became a lot cheaper to get in the better grades.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (21:13:38/07-14-13)
Do SINners really pay their taxes on their illegal Shadowrun money?  Something just seems off about that.

Our group always played it like the SINner was living "off the grid". As in you paid cert. cred for all your lifestyle and you keep all your purchases under your SIN strictly legal and mundane unless you feel like living dangerously. Of course, the characters would also have Fake SINs as well because buying a gun legally then using that gun in illegal activity might not be the best idea. Also, if runs got messy or we had close encounters with law enforcement the GM would take into make some discreet rolls to see is the SINning character would be identified. Depending on the severity of the infraction the offending character would have to spend a little cash moving across town in a hurry or "lying low" and be unplayable for a run or two.

As a game balance, we likely will use "taxes" as extra costs of covering up, laundering, etc.  Although then you have the issue of why it's 20% for a Limited Corp SINner and 10% for a born corp SINner.  The person in the system all their life would have the bigger trail to cover.  We'll still follow to keep the mechanics of the qualities as written, but it takes some glossing over the fluff to make sense of it.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: GiraffeShaman on (21:16:33/07-14-13)
Am I reading movement right? I can take all my movement on my first Action Phase? So if I have 3 Agility and I'm running, I can cover 12 meters in the 3 second Combat Turn. I can do all that in my first Action Phase? Or are we back to the crazy dividing up movement over the Turn?

Also, I can purposely divide up movement? Perhaps I for some reason don't want to be qualified as sprinting or running yet, but I want to get my full movement out of the whole 3 Seconds, so I decide to only move 6 meters for now, then do 6 later in the Combat Turn. Is that legal?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Dinendae on (22:43:34/07-14-13)
I think I'm pretty sure of the answer, but just to clarify: Special Attribute Points (gained when assigning a higher priority level to metatype) cannot be used to increase power points for a Mystic Adept, correct?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (00:27:21/07-15-13)
I think I'm pretty sure of the answer, but just to clarify: Special Attribute Points (gained when assigning a higher priority level to metatype) cannot be used to increase power points for a Mystic Adept, correct?

No they can't.  The only stated uses are for magic rating, resonance, or edge.  And mystic adepts don't get power points for magic rating.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: khaine1969 on (01:05:27/07-15-13)
Ok here's another rigger related question (still waiting for the answer to the first one) on page 269 it says RCCs can utilize programs like a cyberdeck (altho they're not comparable with each other), but the gear chart for the RCCs does not say how many programs each model can run at a time.
Soooo. How many programs..not autosofts with sharing...can each model run?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (03:38:37/07-15-13)
Thanks for your answer Aaron (well, it was on page 3 but I did not reconnect since  ;)).
It is appreciated, even if I do not buy your explanation about the limit on summoning/binding (at least I know this is intended).
Is there any chance to get answer for the other questions:

Quote from: Carmody
Interrupt actions
Quote from: SR5 p. 167
When a character uses an Interrupt Action, such as Full Defense, he takes an action out of turn, but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action. Interrupt Actions occur outside the normal course of the Combat Turn and do not cost the character their Action Phase (unless they reduce their Initiative Score below 0 with their actions).
(emphasize mine)

From the first bolded text, I understand that it is only possible to use an interrupt action if the initiative score of the character is greater (or equal?) to the cost of the interrupt action.
However, the second bolded sentence assumes it is possible for the initiative to drop below 0.

what is the correct understanding?
   - only possible to use an interrupt action if current initiative > interrupt action cost
   - only possible to use an interrupt action if current initiative > 0
Long Burst: which weapons can perform Long Burst? I feel that this mode is available to BF weapons but I cannot find a where it is stated (or even if it is correct)

Bursts & Multiple attacks: It is stated for Semi-automatic burst, Burst Fire, Long Burst and Full-auto that one can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst. Can you please detail how it shall be done. Here is my understanding (and questions):
   - the dice pool is splitted
   - only 1 burst is fired (i.e. ammo consumption unchanged)
   - what is the defense modifier applied to the targets? (full modifier or the modifier is also splitted)
   - it is stated p. 196 that the total number of attacks you can make in a single Action Phase is limited to one-half the attacker's Combat skill. I assume in that case it is also limited by the number of bullets (obvious but not stated)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Thufar_Hawat on (04:20:19/07-15-13)
Also on pg196 it states that multiple attacks can only be used with two firearms, contradicting the SA/burst/full auto fire rules.

Thanks for your answer Aaron (well, it was on page 3 but I did not reconnect since  ;)).
It is appreciated, even if I do not buy your explanation about the limit on summoning/binding (at least I know this is intended).
Is there any chance to get answer for the other questions:

Quote from: Carmody
Interrupt actions
Quote from: SR5 p. 167
When a character uses an Interrupt Action, such as Full Defense, he takes an action out of turn, but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action. Interrupt Actions occur outside the normal course of the Combat Turn and do not cost the character their Action Phase (unless they reduce their Initiative Score below 0 with their actions).
(emphasize mine)

From the first bolded text, I understand that it is only possible to use an interrupt action if the initiative score of the character is greater (or equal?) to the cost of the interrupt action.
However, the second bolded sentence assumes it is possible for the initiative to drop below 0.

what is the correct understanding?
   - only possible to use an interrupt action if current initiative > interrupt action cost
   - only possible to use an interrupt action if current initiative > 0
Long Burst: which weapons can perform Long Burst? I feel that this mode is available to BF weapons but I cannot find a where it is stated (or even if it is correct)

Bursts & Multiple attacks: It is stated for Semi-automatic burst, Burst Fire, Long Burst and Full-auto that one can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst. Can you please detail how it shall be done. Here is my understanding (and questions):
   - the dice pool is splitted
   - only 1 burst is fired (i.e. ammo consumption unchanged)
   - what is the defense modifier applied to the targets? (full modifier or the modifier is also splitted)
   - it is stated p. 196 that the total number of attacks you can make in a single Action Phase is limited to one-half the attacker's Combat skill. I assume in that case it is also limited by the number of bullets (obvious but not stated)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: quindraco on (09:50:11/07-15-13)
Its really simple "You can only take one attack action in an action phase"

Just stick to that, and you got the rule right.

Have we worked out what an attack action is yet?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Deverash on (10:35:46/07-15-13)
How do you cast an touch spell, say, Death Touch?

It's a Complex (or Simple if cast recklessly) to cast the spell, then another  Complex for the unarmed attack to touch someone.  How does that work?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Shinobi Killfist on (13:59:00/07-15-13)
How do you cast an touch spell, say, Death Touch?

It's a Complex (or Simple if cast recklessly) to cast the spell, then another  Complex for the unarmed attack to touch someone.  How does that work?

Indirect touch is even more confusing. Do they get 2 dodge tests one for the unarmed and one for the spell discharge?  Can you punch? Can you punch as a split pool multi attack. How do you split 2 different pools? 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Traumaron on (15:21:59/07-15-13)
Surprise:
If a surprise test is failed, the character lose 10 initiative points and is considered surprised until his next action phase (p192).
If Bob (initiative 9) manages to suprise Bill (initiative 22), then Bill's initiative drops to 12 and Bill is considered surprised until his action phase at 12. Therefore, even if Bill is surprised, he can act before Bob.

Is it how surprise is intended to work, or shall the surprised character lose his next action phase (i.e. do nothing during his action phase and lose 10 initiative)?

In order to clarify my question, here is my understanding of how the rules work:
   - Beginning of fight: Bob (init 9) surprises Bill (init 22), Bill initiative is reduced to 12.
   - Action phase 1: Bill acts at 12, then Bob acts at 9
   - Action phase 2: Bill acts at 2, no more actions for poor Bob

Here is how I would have expected it to work:
   - Beginning of fight: Bob (init 9) surprises Bill (init 22)
   - Action phase 1: Bill does notihing at 22 because he is surprised, then Bob acts at 9
   - Action phase 2: Bill acts at 12, no more actions for poor Bob
   - Action phase 3: Bill acts at 2
--> Bill and Bob still get the same number of action phases, but Bob is able to take advantage of having surprised Bill

First off all of the participants in the surprise take a Surprise Test of Reaction + Intuition (3).  If they were alerted they get +3 dice pool.  Once you determine who passes and doesn't, those who don't pass  get a -10 initiative and are considered surprised until their next Action Phase.  A surprised character doesn't get their Defense Test when attacked.  Beyond that they go in initiative order.

So in you example: Bill and Bob meet in an alley.  Maybe Bob succeeds on his Perception roll and hears Bill  Bob gets +3 dice since he was aware Bill was coming.  Bob passes his Surprise Test and Bill Fails.  Bill gets -10 initiative and can't make his Defense Test until his next Action Phase.

Action Phase 1: Bill goes on 12 and attacks Bob  (clears the loss of Defense Test) then Bob goes on 9.
Action Phase 2: Bill goes on 2.  Bob is at -1 so cant act.

If Bob had a 13 initiative it would go like this:
Action Phase 1: Bob goes on 13 and attacks Bill.  Bill gets no Defense Test since he is surprised.  Bill Goes on 12
Action Phase 2: Bob goes on 3 and attacks Bill.  Bob gets his Defense Test since he is no longer surprised.  Bill goes on 2.

In an Ambush situation, if the Ambusher is aware of the movements of the Ambushed, he is never surprised.  If he is not aware of the movements he gets +6 dice.  There is a paragraph that sums this up:

pg. 193 - "Note that if an ambushed character manages to come through the Initiative roll with a higher score than those that set the ambush, they can get the drop on their ambushes and act first"

So, it pays to have high reaction/intuition.  Even if you are "surprised" or ambushed you the likelihood you will fail the Surprise Test is pretty low with the +3 or +6 dice.

I think this is correct :)

 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (15:54:52/07-15-13)
Thanks Traumaron, this one has already been confirmed by Aaron  ;)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Traumaron on (18:01:23/07-15-13)
Thanks Traumaron, this one has already been confirmed by Aaron  ;)

Ahh I didn't see it.  No worries  :P
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (22:46:50/07-15-13)
When making an Alchemical Preparation of a Sustained Spell:
Is there a duration, or is the preparation sustained like normal?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Shade on (22:59:50/07-15-13)
Page 306:

"it lasts for (Potency) minutes (or in
the case of a permanent spell until it becomes permanent)."
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (02:15:07/07-16-13)
Page 306:

"it lasts for (Potency) minutes (or in
the case of a permanent spell until it becomes permanent)."

Gods..I feel stupid for missing that...then again, there is ALOT of stuff to digest. I missed seeing the Programs number on the
Cyberdeck chart the first five times I looked at it..and i was *LOOKING* for that information..
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (03:07:34/07-16-13)
Will Wired Reflexes Cyberware (or Improved Reflexes Adept Power, or Increase Reflexes Spell etc.) give you initiative while hacking in Augmented Reality?

On "Cracking the Matrix Spine" on p.231 the User Modes Table imply that you have your Physical Initiative and Physical Initiative Dice while hacking from Augmented Reality.
- If this is correct, will that not make improved reflex 3 physical adepts potentially the fastest hackers in the game?

However on "Step Eight: Final Calculations" on p.101 in the Final Calculations Table they imply that there might be a difference between "[Physical] Initiative" (which "Add appropriate attribute and Initiative Dice bonuses") and "Matrix AR Initiative".
- but if so, what happens to your initiative when you switch back n fourth between your meat body and your AR matrix operations...??


A followup on that. What is Technomancer initiative in AR? on p.251 it says:
Quote
You use your Mental and Matrix attributes when calculating your Initiative, and your Initiative Dice use the normal rules for AR or hot-sim VR use.
The text make it sound as if we actually don't use Reaction (which is a physical attribute) + Intuition when calculating Initiative used in AR??

I assume that the intention of the sentence was this:
Quote
Initiative and Initiative Dice while in AR follow normal [physical] Initiative rules. Initiative and Initiative Dice while in VR follow Matrix VR Initiative (Hot Sim) rules.




Regards
Xenon
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (10:38:49/07-16-13)
Semi-automatic vs Single Shot

I don't understand why when you fire a semi automatic weapon at the same rate of fire as a single shot weapon the semi automatic weapon adds recoil every action phase you fire it (progressive recoil) while the single shot weapon does not. If anything a single shot weapon would have more recoil when you fire it at the same rate of fire as a semi automatic weapon (as single fire weapons might come with bigger caliber / heavier bullets).

So with a STR of 6 and using a Colt Government 2066 semi automatic heavy pistol I would have 3 points of RC making the first shot unaffected as well as the 2nd shot and 3rd shot . But then something happens.  My 4th shot in this firefight  will get a -1 progressive recoil modifier and from there it will only get worse with an additional -1 per bullet i fire. My 6th bullet will have -3 on the roll due to progressive recoil even though I only fired it at single shot rate of fire.

If I instead had used a Ruger Super Warhawk single shot heavy pistol that not only deal more damage per shot it have also more armor penetration; I would never get any progress recoil modifier. Even if i only have STR 1 and fire one shot every action phase.

Is this really intended??


Would it not make more sense if instead of getting 1 free point anytime you start firing you now instead get 1 free point every action phase?

That way you don't build any recoil with single shot or semi automatic weapons (unless you use semi-automatic bursts) and you still build 1 point of progressive recoil if you dual wield or 2 points of progressive recoil if you use Semi-Automatic Burst or Burst Fire, 5 points of progressive recoil for Long Burst and simple action Full Auto and 9 points of progressive recoil if you fire complex action FA.


Actually, is it really intended that gas vent only compensate for the first 1-3 bullets and then they pretty much stop working and does nothing at all to every single bullet after the initial few...? Would it not make sense that gas vents of 2070+ would reduce the overall kick for all bullets...?

Could even see a scenario where no weapons cause any negative progressive recoil as long as you got enough strength and got enough recoil compensation in the forms of gas vent systems and stock etc. to reduce all the recoil from all bullets fired in an action phase. That only unmitigated recoil each action phase would carry over to the next. Where recoil compensation would "reset" each action phase (or at least every combat turn??). This could probably cut the "1 free point anytime you start firing".
- If not everyone will start to modify even light semi-automatic pistols with max rank(?!) gas vent systems. Just for shooting a single shot every action phase and not even use semi-automatic burst fire at all.


Thoughts on that?


Regards
Xenon
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Kadvis on (14:11:34/07-16-13)
AREA Combat Spells question.

I haven't seen anyone else ask this question, so maybe I'm just dense. But I really don't understand how indirect area combat spells work.

"Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for grenades (p. 181): a Spellcasting + Magic [Force] (3) Test with scatter of 2D6
meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.." pg 283.

Now I would think this means that if cast Fireball force 5 with and get  3 hits everyone in the area resists 5P -5AP with body + armor + fire resist, while if I get 1 hit  the spells scatters a few meters and everyone in the new area resists 5P -5AP with body + armor + fire resist. But in the side bar example on the same page the mage casts a force 7 Blast and gets 5 hits then the gangers roll reaction + intuition lowing his net hits and then resist damage with body+armor.  (the example doesn't mention anything about scatter or the threshold).

These seemingly conflicting rules leave me with several questions.

First off I am assuming that the caster only makes one roll to cast the spell.

1. Is the sidebar just wrong?
2. Is the rules text wrong?
3. Do these both some how work together?   If so, do the threshold dice count as hits for damage? ie. If a Mage gets 6 hits on a force 6 fireball  and the Ganger gets 3 hits on reaction + intuition does the ganger have to resist 9P (3 net hits) or  6P (0 net hits after threshold)?
4. What happens if the Ganger spends edge a gets 10 hits, does he have to resist 6P or is he now resisting 2P or 0P depending on how the threshold works?
5. Is everything I said wrong an it works some other way that I'm not getting?

Side note -- I have similar questions about defending against thrown grenades -- Basically is there any defense against a wireless/motion sense thrown grenade or do I just have to soak on average 10P AP -2  if anybody tries to throw a grenade at my feat even if they get 0 successes?

Thanks

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: GiraffeShaman on (14:17:55/07-16-13)
Quote
I don't understand why when you fire a semi automatic weapon at the same rate of fire as a single shot weapon the semi automatic weapon adds recoil every action phase you fire it (progressive recoil) while the single shot weapon does not. If anything a single shot weapon would have more recoil when you fire it at the same rate of fire as a semi automatic weapon (as single fire weapons might come with bigger caliber / heavier bullets).
We were told specifically that this was a bone tossed to SS users. I think Aaron posted that, but I may have the wrong staff member's name.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (17:25:07/07-16-13)
So my warhawk got a boost.. awesome
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (17:31:30/07-16-13)
Quote
I don't understand why when you fire a semi automatic weapon at the same rate of fire as a single shot weapon the semi automatic weapon adds recoil every action phase you fire it (progressive recoil) while the single shot weapon does not. If anything a single shot weapon would have more recoil when you fire it at the same rate of fire as a semi automatic weapon (as single fire weapons might come with bigger caliber / heavier bullets).
We were told specifically that this was a bone tossed to SS users. I think Aaron posted that, but I may have the wrong staff member's name.
WTB a single shot heavy pistol that have BF mode ;)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (18:13:48/07-16-13)
AREA Combat Spells question.

I haven't seen anyone else ask this question, so maybe I'm just dense. But I really don't understand how indirect area combat spells work.

"Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for grenades (p. 181): a Spellcasting + Magic [Force] (3) Test with scatter of 2D6
meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.." pg 283.

Now I would think this means that if cast Fireball force 5 with and get  3 hits everyone in the area resists 5P -5AP with body + armor + fire resist, while if I get 1 hit  the spells scatters a few meters and everyone in the new area resists 5P -5AP with body + armor + fire resist. But in the side bar example on the same page the mage casts a force 7 Blast and gets 5 hits then the gangers roll reaction + intuition lowing his net hits and then resist damage with body+armor.  (the example doesn't mention anything about scatter or the threshold).

These seemingly conflicting rules leave me with several questions.

First off I am assuming that the caster only makes one roll to cast the spell.

1. Is the sidebar just wrong?
2. Is the rules text wrong?
3. Do these both some how work together?   If so, do the threshold dice count as hits for damage? ie. If a Mage gets 6 hits on a force 6 fireball  and the Ganger gets 3 hits on reaction + intuition does the ganger have to resist 9P (3 net hits) or  6P (0 net hits after threshold)?
4. What happens if the Ganger spends edge a gets 10 hits, does he have to resist 6P or is he now resisting 2P or 0P depending on how the threshold works?
5. Is everything I said wrong an it works some other way that I'm not getting?

Side note -- I have similar questions about defending against thrown grenades -- Basically is there any defense against a wireless/motion sense thrown grenade or do I just have to soak on average 10P AP -2  if anybody tries to throw a grenade at my feat even if they get 0 successes?

Thanks

OK...here is how I understand things:

You roll your spellcasting test. If it was something other then an Indirect Combat Spell, then it would work as the main
rules  text. However, the Indirect Combat Spells rule trumps the Area Effect Spells rule(since the Area Effect Spells is
more general, and specific trumps general). So, for Indirect Combat Spells, you do the whole thing with the targets
rolling their Reaction+Intuition, and take the appropriate damage. The targets of the spell roll their body+armor because..
the spell is Indirect.

I am guessing it works like this because: Direct Combat Spells, Mass Mood, etc, etc don't have a directly visible effect
tied with their creation, and the caster can be off in their point of targeting, while Indirect Area spells have some sort of
precursor to the effect the Mage can use to adjust the point of detonation.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Genesis 137 on (23:56:03/07-16-13)
I haven't seen anywhere on the 5th ed. book that sound suppressors/silencers be used at the same time with gas vent systems as it was in previous editions. Is this an oversight from the book or now you can have your gas vent system working when firing an suppressed weapon?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: inca1980 on (00:19:03/07-17-13)
Two questions:
1. How do you handle multiple attacks with two different types of firearms that use two different dice pools?  Say I have a pistol in one hand and an SMG in the other (assume i'm ambidextrous).  Let's say my pistol skill is 3 and my automatics skill is 5 and my agility is 4.  So if it's my Action phase, I use a free to get Multiplie Attacks, then I use a simple to fire a Burst with my SMG (say I have RC 3).  Would I roll two attacks: the pistol with dicepool 7 and the SMG with the dicepool 9?  From the Multiple Attacks section it seems that you're always splitting dicepools to fire two different weapons or multiple times with the same weapon.

2.  If I take an Aim Simple action, does the Multiple Attacks Free Action destroy it even though it's basically part of the aimed attack? 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (02:30:20/07-17-13)
1. How do you handle multiple attacks with two different types of firearms that use two different dice pools?
Smallest pool is used for both attacks. Uncompensated recoil stack.

2.  If I take an Aim Simple action, does the Multiple Attacks Free Action destroy it even though it's basically part of the aimed attack?
The multiple attack free action must be combined with an attack action, but free actions during your action phase does not need to come as your first action...
- So i suppose you can use an aim simple action (or a ready weapon simple action) and then call a multiple attack free action if you still have a free action to spend - and combine it with a simple attack action.

I wonder if you can use a simple quickdraw action and then call a attack multiple attack free action followed by an attack action (since the attack action must follow "immediately" after the quickdraw...)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: inca1980 on (02:56:45/07-17-13)
That's the fourth edition rule, what page do you find it in SR5?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (03:07:33/07-17-13)
I wonder if you can use a simple quickdraw action and then call a attack multiple attack free action followed by an attack action (since the attack action must follow "immediately" after the quickdraw...)

Let us go through the following simple test here:
Does the quickdraw action result in an attack? Yes. Thus it counts as an attack.
What is the exact wording on the attacks prohibition in fire semi-auto? "but may not
take any other attack actions in the same Action Phase."
This does not have a stipulation of "further attack actions" but says "other attack actions."
This means that no, you may not use the "Fire Semi-Auto" action if you used the "Quickdraw"
action.

Now, I could be wrong..but this is how I interpret the rules.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (03:29:02/07-17-13)
That's the fourth edition rule, what page do you find it in SR5?
1)

I can't seem to find a reference about using the smaller dice pool. This might be a SR4 rule only, in that case i stand corrected (but it kinda make sense and will be fast to calculate during combat; the other option would be to calculate each pool individually but with all modifiers combined - and then split both pools individually and alternate which target(s) that get hit by which pool. You also need to make a judgement on the max number of attacks you can do).

p.196
Quote
Multiple Attacks
Characters sometimes want to really put on the hurting in a single Action Phase and can choose to attack more than once in a single Action Phase by using the Multiple Attacks Free Action. This action represents both attacking multiple times from a single melee weapon and attacking with two different weapons (firearms or melee). The attackerís dice pool is calculated with all modifiers (Wound, Environmental, Situational, and the full recoil of all attacks if itís a ranged attack) and then split as evenly as possible between all attacks, and each attack is handled separately. (Keep in mind as the dice pool gets smaller the chances of a glitch rise.) Edge spent on this test adds into the pool before it is divided.
The total number of attacks you can make in a single Action Phase is limited to one-half the attackerís Combat Skill.

2)

p.163
Quote
Free Actions
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are saying a word, dropping an object, gesturing, or walking. A character may take one Free Action during his own Action Phase or at some later point in the Initiative Pass. A character may only take a Free Action prior to his first Action Phase in the Initiative Pass if they are not surprised (see Surprise, p. 192). Only one Free Action is normally allowed per Initiative Pass, but multiple Free Actions could be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase). Free Actions generally require no Success Test, though special circumstances may warrant one.

p.164
Quote
Multiple Attacks
A character may use a Free Action to attack multiple targets in a single action (see Multiple Attacks, p. 196) by splitting their dice pool. This action must be combined with a Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (03:43:21/07-17-13)
Xenon, you are confusing Attacks with Attack Actions. You may only do one Attack Action. However, that Attack Actions can
do multiple attacks by splitting the dice pool.  If you do Quickdraw, that action involves making the Weapon Skill+ Reaction
(3) test, and then attacking with the weapon in the same action. That makes its an attack action. If you cannot do the
Multiple Attacks with a Quickdraw action, then you just have to do the Ready Weapon Simple action, followed by an Fire
(Semi-auto/Burst-fire) action enhanced with the Multiple Attacks action.

If you want to use the Fire (whatever) action, you cannot make any other attack actions in that Initiative Pass. Meaning before
or after.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (04:15:18/07-17-13)
My question was if you can combine the multiple attack free action with the quickdraw simple attack action.

I am aware that you cannot do two attack actions in an action phase. My question was not if i could do a quickdraw attack action and then do another attack action (with or without the multiple attacks free action).

- The quickdraw simple attack action let you draw a pistol and, as i read it, fire whatever firemode your pistol currently use. As a single action - so no complex 10 bullet full auto from your TMP machinepistol - but you could quickdraw your ruger super warhawk and combine it with a fire single shot as one simple attack action. Or your browning ultrapower and combine it with a fire semi automatic or fire semi automatic burst as one simple attack action. Or your slivergun and combine it with a fire burst fire as one simple attack action.

- The multiattack free action let you attack multiple targets when you combine it with a fire semi automatic burst-, fire burst fire- and fire full auto- attack action.


...If you cannot do the Multiple Attacks with a Quickdraw action...
So the answer to my question is that since Multiple Attacks free action does not allow for the Quick Draw Action (because it is not listed together with only Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action) you cannot use it together with the Quick Draw action.

With the Quick Draw Action you can still draw two weapons and fire them both, but since the Multiple Attack free action is not valid for the quick draw action so you can only fire both weapons on  the same target (with split pools - according to Quick Draw rules).

Thanks for helping me see things a bit more clearly :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: inca1980 on (10:10:39/07-17-13)
Question:  on pg. 136 where it describes using Stealth Skills it does not say that a limit is applied to Sneaking + Intuition nor the opposed roll.  Other skill descriptions explicitly state the limits involved and I can't find anything in the Skills section nor the section on limits to suggest to me that Sneaking + Intuition vs. Perception + Intuition has a limit. 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (10:25:33/07-17-13)
Question:  on pg. 136 where it describes using Stealth Skills it does not say that a limit is applied to Sneaking + Intuition nor the opposed roll.  Other skill descriptions explicitly state the limits involved and I can't find anything in the Skills section nor the section on limits to suggest to me that Sneaking + Intuition vs. Perception + Intuition has a limit.

Perception + Intuition [Mental] vs Sneaking + Agility

Quote
USING PERCEPTION
Perception Tests are for any situation involving basic senses (sight, hearing, smell, touch, or taste) where youíre looking for something that isnít obvious. Your gamemaster might call for you to make one, or you can call for a Perception Test by taking an Observe in Detail Simple Action to get a handle on whatís going down around you. Making the threshold on a Perception + Intuition [Mental] Test indicates that youíve noticed something subtle or important (or both)ónet hits determine how much detail you get. If someone is deliberately trying to hide from you, theyíll oppose your test with their own skill (Using Stealth Skills, p. 136).

edit. but you are right, i cant see any text about what limit he should use if he use Sneaking + Intuition instead of Perception, but since this is a perception test - just with another skill - and the attribute still being Intuition i think it is safe to say that it will be limited by [Mental]

Sneaking + Intuition [Mental] vs Sneaking + Agility

Agreed. Would not hurt if the text was more clear on this...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (18:42:31/07-17-13)
I'm sorry I haven't been keeping up with answers, folks. I have been copying down all the questions to be distilled into a FAQ to be answered and posted through more official channels than just me. Thanks for bearing with me.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (08:02:08/07-18-13)
Page 94 says the chargen limit for gear is Availability 12 and a device rating of 6 - however, on page 418, it says the chargen limit for gear is Availability 12 and a rating of 6. Given that the gear chapter makes a distinction between gear ratings and device ratings, which page is wrong? Because bows can have a rating of up to 10 without exceeding Availability 12, and the same applies for foam explosives, but in both cases, this is not a device rating, just gear rating, and the archetypes include a rating 7 and rating 8 bow (although to be fair, one character has rating 5 fake SINs and Licenses, which would be Availability 15, so there's already at least one mistake in there).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RelentlessImp on (09:26:44/07-18-13)
So, since the release of SR5, people I've talked to have been slightly confused by the rules, the layout, and just outright missing certain very important lines in the rules text because... well, I'm not really sure why. Is it the font? Size? Or are they just trying to hurry through? Well, whatever the case, I've decided to put together a little document highlighting things I've found people are commonly missing, from talking to friends and reading threads. So I present to you the Rules Clarification document; everyone's free to contribute.

Character Generation
Choose Your Metatype
Skills
Spend Your Resources
Spend Your Leftover Karma

The Matrix
Complex Forms

More to come as rules questions pop up.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ariketh on (13:23:09/07-18-13)
Page 94 says the chargen limit for gear is Availability 12 and a device rating of 6 - however, on page 418, it says the chargen limit for gear is Availability 12 and a rating of 6. Given that the gear chapter makes a distinction between gear ratings and device ratings, which page is wrong? Because bows can have a rating of up to 10 without exceeding Availability 12, and the same applies for foam explosives, but in both cases, this is not a device rating, just gear rating, and the archetypes include a rating 7 and rating 8 bow (although to be fair, one character has rating 5 fake SINs and Licenses, which would be Availability 15, so there's already at least one mistake in there).

I'm going to go with page 418 being wrong incomplete. I'm guessing a word was just dropped during editing.

Why? Page 98 repeats the limitations from page 94. (Right hand, top of the column on page 98 if you were wondering). On page 64 when discussing the alternate gameplay, both gear restrictions clearly mention device rating. So you have 3 (or 4 if you count each alternate gameplay entry separate) entries that refer to device rating limits and only one reference to a rating limit.

And think about this: The primary source of character creation limitations should be the character creation chapter. The 3 (or 4) entries that mention device rating limits are all in the character creation chapter. The errant entry is in the gear chapter; which focuses on gear before and after character creation. So page 418 is hardly a primary source for character creation.

That said, it's a good question.

-Ariketh
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Novocrane on (21:42:17/07-18-13)
Quote
Cyberskulls and Ėtorsos are included in the ďcyberlimbsĒ category, though they are in fact shells rather than full replacements (or actual limbs).

Do skulls and torsos count as limbs for tests that require "the coordination of several limbs"? (do they have their own strength and agility?)

Quote
Cyberlimbs cannot hold any bioware, nor any cyber-implants that take up Essence rather than Capacity.

Do skull replacements disallow everything from cybereyes to voice modulators that has no capacity rating? Does bodyware force an equivalent list for torsos? Are full body replacements entirely unable to take essence-based cyberware or bioware?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (08:36:53/07-19-13)
Sprinting example, p162: "He also gains the defensive benefits of Running Modifiers, specifically Sprinting (Ė4)"

The running modifiers p. 162 are not listed as part of the situationnal modifiers p. 176 (it is therefore easy to overlook it)
Furthermore, the bonus to defense when running (p. 190) is not listed in the running modifiers p. 162.
I assume both modifiers apply when firing at a running character: malus to attack and bonus to defense. Can you confirm?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (10:44:22/07-19-13)
Firearm modes, attacking multiple targets and dual wielding


The rules for multiple targets with burst firearms seem a bit... lacking.



1) Trying to figure out which combinations that are valid with different firearm fire modes. So far my list look like this:

Code: [Select]
Type  One hand attack             Action  Pool  Shots Dodge Notes
====  =========================== ======= ===== ===== ===== ==============================
Melee Melee Attack                Complex Full   N/A   -0   
Melee Melee Multi Attack          Complex Split  N/A    ?   Max skill/2 targets
SS    Single Shot                 Simple  Full    1    -0   No recoil
SA    Semi-Automatic              Simple  Full    1    -0 
SA    Semi-Automatic Burst        Complex Full    3    -2   
SA    Semi-Automatic Multi Burst  Complex Split   3     ?   Max skill/2 targets
BF    Burst Fire                  Simple  Full    3    -2   
BF    Long Burst                  Complex Full    6    -5   
BF    Long Multi Burst            Complex Split   6     ?   Max skill/2 targets
FA    Simple Full Auto            Simple  Full    6    -5   
FA    Simple Multi Full Auto      Complex Split   6     ?   Max skill/2 targets
FA    Complex Full Auto           Complex Full   10    -9   
FA    Complex Multi Full Auto     Complex Split  10     ?   Max skill/2 targets
FA    Suppressive Fire            Turn    Full   20    -0   Reaction+Edge to dodge

Code: [Select]
Type  Dual wield attack           Action  Pool  Shots Dodge Notes
====  =========================== ======= ===== ===== ===== ==============================
Melee Melee Attack                Complex Split  N/A   -0   Hit target twice
SS    Single Shot                 Simple  Split  1+1   -0   Hit target twice, recoil apply
SA    Semi-Automatic              Simple  Split  1+1   -0   Hit target twice
SA    Semi-Automatic Burst        Simple  Split  3+3   -2   Hit target twice
BF    Burst                       Simple  Split  3+3   -5   Hit target twice
BF    Long Burst                  Complex Split  6+6   -5   Hit target twice
FA    Full Auto                   Simple  Split  6+6   -5   Hit target twice
FA    Long Full Auto              Complex Split 10+10  -9   Hit target twice

Question: Is the above list correct, so far...?


2) You get number of bullets -1 as dodge modifier when someone use burst or full auto attack against you (-0 for 1 bullet simple action single shot or simple action semi-automatic, -2 dodge for 3 bullets complex action semi-automatic burst or simple action burst fire, -5 for 6 bullet complex action long burst or simple action full auto and -9 for 10 bullets complex action full auto)

Question: What is the dodge modifier when attacker use the "attack multiple targets"-free action to hit up to skill / 2 targets?


3) Rules state you can attack skill/2 targets when you take a multiattack free action together with a fire-mode that fire 3,6 or 10 bullets. With a theoretical skill of 13 this would mean I could attack up to 7 targets.

Question: Is it possible to attack up to 7 targets with a Semi-Automatic Burst complex action that only fire 3 bullets...?



4) Rules state that you can attack the same target twice if you dual wield, but I can't see anything explicit if you can or can not attack attack multiple targets while you dual wield two firearms.

Question: Can you attack multiple targets if you dual wield?
- And if so, do you attack each target twice? Do you split your pool again...?


5) Dual wield give you the option to attack a single target twice. It also give you the option to only use one of your two wielded weapons. I can't find any rules about getting lower recoil compensation when you dual wield but only use one of the weapons compared of holding only one weapon with support from two hands.

Question: When you dual wield firearms, would it not make sense that you get the STR/4 recoil compensation split between both weapons...?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (13:03:19/07-19-13)
When raising Attributes with the leftover Karma, do increases provide you with free points for Knowledge/Language Skills or Contacts? So if I take 5 Intuition and 1 Logic, then use 25 karma to raise Logic to 3, do I get (5+1)*2 or (5+3)*2 Knowledge/Language points?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (13:33:18/07-19-13)
When raising Attributes with the leftover Karma, do increases provide you with free points for Knowledge/Language Skills or Contacts? So if I take 5 Intuition and 1 Logic, then use 25 karma to raise Logic to 3, do I get (5+1)*2 or (5+3)*2 Knowledge/Language points?
Pretty sure it does not.

Reason for that is that in SR5, unlike SR4, you need to develop your character step by step. Step 2 assign your attributes. You must spend all attributes in this step. You cannot save any attributes. The attributes give you points for knowledge and language skill that you spend in step 5. In step 5 you must spend all your knowledge and language points. You cannot save any points.
- Unlikely that spending karma in step 7 will give you more points to spend in step 5...

But it isn't explicit mentioned in the rule book. Good question for the FAQ.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (14:23:06/07-19-13)
We know there are some basic exceptions to the steps though.  For example, aptitude gets taken out of order so that you can take a 7th point in a skill at the skill phase, even though aptitude technically shouldn't be selected by the steps until the karma phase.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (14:26:00/07-19-13)
Qualities (like Aptitude) are  Step 4
Skills are Step 5
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (14:29:06/07-19-13)
When raising Attributes with the leftover Karma, do increases provide you with free points for Knowledge/Language Skills or Contacts? So if I take 5 Intuition and 1 Logic, then use 25 karma to raise Logic to 3, do I get (5+1)*2 or (5+3)*2 Knowledge/Language points?
Pretty sure it does not.

Reason for that is that in SR5, unlike SR4, you need to develop your character step by step. Step 2 assign your attributes. You must spend all attributes in this step. You cannot save any attributes. The attributes give you points for knowledge and language skill that you spend in step 5. In step 5 you must spend all your knowledge and language points. You cannot save any points.
- Unlikely that spending karma in step 7 will give you more points to spend in step 5...

But it isn't explicit mentioned in the rule book. Good question for the FAQ.

By using your strange logic, one would not be allowed to go ahead and get the gear they want before doing anything else (a common tactic--from what I've seen--in all editions of the game to help one determine just how much in Resources they actually need to spend for).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (14:30:16/07-19-13)
Qualities (like Aptitude) are  Step 4
Skills are Step 5
But attributes are Step 2, so a strict order would require you to spend 25-55 Karma (depending on your normal max) in Step 7 if you take Exceptional Attribute and want to start with the Exceptional attribute hardcapped, instead of a single Attribute Point.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Elizara Dane on (14:54:27/07-19-13)
Qualities (like Aptitude) are  Step 4
Skills are Step 5
But attributes are Step 2, so a strict order would require you to spend 25-55 Karma (depending on your normal max) in Step 7 if you take Exceptional Attribute and want to start with the Exceptional attribute hardcapped, instead of a single Attribute Point.

I was asking myself the question of if the priority allocations steps are all "you spend these points now or never, then go to next step" then I realized that you choose magic or resonance after choosing metatype and the rules state that special point garnered from metatype choice may be spent on Edge, Magic or Resonance (the latter two having not had their step and thus don't exist on the character). Then, on P.66 "...(the player may purchase either Lucky or Exceptional Attribute, but not both). Even if one of these qualities is purchased, the player must still spend the attribute points/Karma to raise the attribute to that new limit. With Exceptional Attribute, you can end up with a maximum Magic or Resonance rating of 7 when starting the game (before initiation or submersion)". Again, a rule that references spending points out of phase.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (15:12:34/07-19-13)
Some points need to be spend before you move on (physical attributes, mental attributes, skill points... might be more)

Some points do not (special attributes might one example (you just need to spend it before chargen is over but does not HAVE to spend it during step 2), karma can carry over to after chargen, some of unspent money can flow over as starting cash... might be more)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Elizara Dane on (15:42:46/07-19-13)
Some points need to be spend before you move on (physical attributes, mental attributes, skill points... might be more)

Some points do not (special attributes might one example (you just need to spend it before chargen is over but does not HAVE to spend it during step 2), karma can carry over to after chargen, some of unspent money can flow over as starting cash... might be more)

P.66 "A character must spend all attribute points during character creation". There is mention that these points have to be spent in a particular phase of creation.

P.88 "All skill and skill group points must be spent at the time of character creation."

It looks like points are all fluid up until the character hits the table. This makes some sense because raising a stat from, lets say 6, to a 7 is prohibitively expensive karma-wise.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (15:50:31/07-19-13)
..mm
if so, then we might be back to the original question
will spending karma on logic at end of chargen raise your number of points for knowledge skills ;)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Elizara Dane on (16:01:01/07-19-13)
..mm
if so, then we might be back to the original question
will spending karma on logic at end of chargen raise your number of points for knowledge skills ;)

Based on the evidence I would have to vote yes. It looks like all pools of points are fluid up until the moment a characters first game starts. Of course, one could just as easily say "I lower X stat by 1 and raise Logic by 1 using my points allocated to my attribute pool" then go raise X stat with karma instead  ;D
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (17:27:47/07-19-13)
Action phase (p. 163): it is stated that if a character does not cover the whole declared distance the movement penalties still apply. Does the movement bonuses to defense still apply also?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ghoulfodder on (20:18:03/07-19-13)
When raising Attributes with the leftover Karma, do increases provide you with free points for Knowledge/Language Skills or Contacts? So if I take 5 Intuition and 1 Logic, then use 25 karma to raise Logic to 3, do I get (5+1)*2 or (5+3)*2 Knowledge/Language points?
Pretty sure it does not.

Reason for that is that in SR5, unlike SR4, you need to develop your character step by step. Step 2 assign your attributes. You must spend all attributes in this step. You cannot save any attributes. The attributes give you points for knowledge and language skill that you spend in step 5. In step 5 you must spend all your knowledge and language points. You cannot save any points.
- Unlikely that spending karma in step 7 will give you more points to spend in step 5...

But it isn't explicit mentioned in the rule book. Good question for the FAQ.

By using your strange logic, one would not be allowed to go ahead and get the gear they want before doing anything else (a common tactic--from what I've seen--in all editions of the game to help one determine just how much in Resources they actually need to spend for).

You can plan it obviously, but it's pretty clear the intent is you follow the process step by step for what you can do. Working out free skill points for Knowledge skills and allocating them comes before finishing touches. Therefore it's logical that  raising your Logic or Intuition with Karma doesn't affect your free skill points.

Either way it's hardly game breaking though, so if you wanna raise it and get your extra couple of skill points I don't see why you shouldn't just go ahead and knock yourself out, providing your GM and the rest of the players don't have a problem with it.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (21:14:07/07-19-13)
Biggest counterexample in the book for this "you must build your character 1 Step at a time, in that specific order" theory: Rob gives his character 11 Strength in Step 2 because he plans to take the Exceptional Attribute (Strength) Positive Quality in Step 4. And no, the "the gamemaster has given Rob permission to take this quality at character creation" bit doesn't mean the GM allowed him to sequence-break: it's there because the description of Exceptional Attribute states it requires express GM permission.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Typhus on (02:52:21/07-21-13)
Here's ones I struggled to find at first with the chargen section:

 - You also get Cha X 3 in more Karma just for contacts, but you can't spend it elsewhere
 - You can only max one stat at chargen
 - Knowledge skills are (INT + LOG) x 2 in free Knowledge Skill points.
 - Max of +4 on cyber boosts to any one attribute with gear
 - You only get one attack action per pass, Simple or otherwise.
 
Neat stuff:

* Cold damage can be used to outright shatter armor.
* There are no limits on defense checks or soak rolls.
* Mana Bolt/Stun Bolt are no longer king of casting.  I recommend Control Actions/Thoughts so far as the Go-To Troll Stopper spells now.

Things I am finding pretty silly:

* Trauma patches are somehow wireless. Somehow it releases chemicals *better* that way?
--Fun fact: If it's online, that also means you can hack a trauma patch, if you wanted to.  Or at least brick it. 
* Area spells use Grenade scatter rules to land instead of hitting where you aimed them now.

Things that would have helped:

* A picture that illustrates how grids, hosts, icons and systems and personas, etc. all come together.  Even one would have been great.  All that text and not one single image of what it looks like to be on a grid.  Oversight?
 
* A master character creation chart.  Every rule in one place on one page. 

* All chargen rules broken out in tables or highlighted somehow.  Compare to the older 1 and 2e rulebooks to see my point.  A similar feel to the pages would have been well received. 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:13:26/07-21-13)
- Max of +4 on cyber boosts to any one attribute with gear
Intended: Max of +4 on any attribute from any source unless explicitly stated otherwise (Wireless Wired Reflexes + Reaction Enhancers).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (05:19:02/07-21-13)
Defense checks that include a skill still have limit. For example of you use Dodge you add gymnastics dice but also get a physical limit.

+4 to attributes is not limited to cyber boosts. It is an universal limit to augment attributes (drugs, magic, powers...) that can be ignored of a boost explicit state so. Like reaction enhancers vs wired reflexes.
edit. as Michael already said
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (12:01:18/07-21-13)
I approve of this thread. It shall be sticky.

*NOTE* If you post in this thread, it's to list a clarification of a rule ONLY (and preferably with a link to said clarification like Imp did). This is NOT a place for questions (see the Errata/FAQ threads).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: khaine1969 on (16:34:54/07-21-13)
Defense checks that include a skill still have limit. For example of you use Dodge you add gymnastics dice but also get a physical limit.

+4 to attributes is not limited to cyber boosts. It is an universal limit to augment attributes (drugs, magic, powers...) that can be ignored of a boost explicit state so. Like reaction enhancers vs wired reflexes.
edit. as Michael already said
the first topic is not a clarification, and I'm pretty sure is dead wrong anyway..
Consider this example
I have reflexes 5 and intuition 5 and some one shoots as me...I roll 10 defense dice and can keep all of them, but if your statement is true and I chose to dodge and add my gymnastics dice, not only do I take a -5 hit on my initiative, but the hits are now limited by physical meaning I get to keep less? I seriously doubt that is how that's intended to work.
This is the problem with an open thread allowing any member to "clarify" the rules, if they're wrong or don't know what they're talking about, then it misleads and confuses everyone. It should be left to questions, that are then answered by the devs and people who count as an official ruling
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Typhus on (19:08:36/07-21-13)
I had the idea right in my head, just worded it inaccurately.  Was up too late.  Thanks for clarifying.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (20:23:11/07-21-13)
the first topic is not a clarification, and I'm pretty sure is dead wrong anyway..


It's correct. See p 191 and 192 under Active Defenses. The text spells it out clearly. When adding a skill to your defense roll you add the appropriate limit. Whether you would rather roll fewer dice with no limit or more dice with the physical limit is a tactical choice.

Quote
Dodge
Any character, armed or unarmed, looking for a quick,
short-term boost to his melee defense can use a Dodge
Interrupt Action against an attack at any point in a Combat
Turn, so long as the character is not surprised (see
Surprise, p. 192). A Dodge action allows the character
to roll Reaction + Intuition + Gymnastics [Physical]
as
his Defense test. Note that since a skill is introduced to
the Defense Test, a limit is introduced as well.
This boost only deducts 5 from his Initiative Score,
but it only lasts for a single Defense Test.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: khaine1969 on (00:07:26/07-22-13)
one of us had to be wrong...just illustrates my point...clarifications to the rules should not be posted by just anybody who cares to throw in their 2 cents, it should be left to those who can make official rulings.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: mtfeeney = Baron on (00:54:19/07-22-13)
The people with that power don't post here.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (03:54:24/07-22-13)
From the discussion thread on "best guns in SR5," Does an internal Smartgun system count as an
"accessory" for limits on what guns can have?(as in, can a Hold Out Pistol have an Internal Smartgun
System put on it?)

Also: this thread really should be stickied if iot is really being used to generate the Official FAQ.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:44:29/07-22-13)
Regarding Attribute Boost: It says the boosted stat only applies to dicepools, not to your Physical limit and Initiative ratings. This list is not exhaustive on what it lists, leading to a few questions.

Q: Is Attribute Boost meant to only apply to dicepools period, or is it meant to not apply to your Physical Limit and Initiative Ratings period? In other words, is what it affects the limiting factor, or what it does not affect?

To illustrate:
Body: Does Attribute Boost let you get temporary extra hitboxes?
Strength: Does Damage Value increase, or does a melee fighter always have to depend on Improved Physical Attribute to reach his maximum damage?
Strength: What about Carrying Limits? Can you use Attribute Boost to temporarily raise your lifting/above/carrying baseline (Strength x 15/5/10 kg) or does it only boost the test-dice on being able to handle more than the baseline?

----------------------------------------

Counterspelling Foci: These add their Force to your spell defense pool. The rules also state only one focus may add its Force to a dicepool for any given test. Spell Defense, however, is a pool that can be divided over multiple tests.

Q: How does having multiple counterspelling foci types active work for Spell Defense?

Detailed scenario:
Say I have Counterspelling 4, a Counterspelling Focus (Manipulation) Force 3 and a Counterspelling Focus (Combat) Force 2. There's now multiple possible explanations for Spell Defense.
1: Each Focus applies extra dice to the Spell Defense only to be used against type X magic.
1a: Foci of the same type can all be added but you cannot use more than one of each on the same defense test.
2: I must, when forming my Spell Defense pool, determine which of the Foci to add to it.
3: I must, when using my Spell Defense pool, determine whether to add dice from one of the Foci, thus limiting my Spell Defense pool to only get a boost from that Focus this Combat Turn.

Say a Manabolt is tossed at my Street Samurai. I cover him with 3 Counterspelling dice. In case 1 my Pool is now (4-1)+3m+(2-2)c = 3+3m. In case 2 I'd have to determine in advance which of the two to use, so would either have 1 die left + 3 dice against manipulation, or 3 dice left. In case 3 I could add the Combat Focus now and have 3 left, or not add it and have 1 left (+ the option to add one of the foci next time).

If multiple Foci can be added and only 1 can add to each test, we get the interesting case where I might be allowed to add 2 Foci of the same type and use 2 Counterspelling Foci (Combat) Force 2. I could use Focus A against the manabolt and add 1 die from my general spell defense pool, leaving me with 3 dice + the second anti-combat focus unused this Combat Turn. I would not be allowed to add dice from the second focus because I can only add dice from 1 Focus to each test.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (08:05:52/07-22-13)
one of us had to be wrong...just illustrates my point...clarifications to the rules should not be posted by just anybody who cares to throw in their 2 cents, it should be left to those who can make official rulings.
I'm glad Michael Chandra broke off the discussion to the other thread (http://forums.shadowruntabletop.com/index.php?topic=11786.msg217291#msg217291). If you feel it needs discussion, don't post it here, but discuss it elsewhere. This thread will be for posts that have a source to back them up. In the case of the adding gymnastics imposes a limit, there is a source to back it up, so it's good.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (09:46:47/07-22-13)
How does defense against grenades work?
Bull stated here (http://forums.shadowruntabletop.com/index.php?topic=11290.msg208685#msg208685) that there is no defense roll against grenades.
The rules as I understand them (http://forums.shadowruntabletop.com/index.php?topic=11789.0) explain that there is some defense roll.
It needs to be clarified, and eventually errated
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: GiraffeShaman on (21:03:51/07-22-13)
From another thread, it seems like this is an important one, as it seems to confirm you get defense against grenades...

Page 189 Shadowrun 5th Edition

Defense Modifier Table:  Targeted by area-effect attack Ė2

This defense modifier makes it should like you can use defense against an area effect attack.

(It's also on pg. 190)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: lonewolf1210 on (05:10:35/07-23-13)
I asked this question in 2 other threads, and noone has been able to answer it, although I believe it is quite important:

- Does a rigger who is jumped into a drone and fires a mounted weapon which has smartlink get the boni from smartlink?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (09:13:33/07-23-13)
If a GM lets you Substitute a Stealth skill for Perception, what Limit is used? Still [Mental]?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: quindraco on (09:23:05/07-23-13)
Pn page 445, Audio Enhancements are listed as having a maximum rating of 3.  On page 444, Vision Enhancements do not list a maximum rating.  Do they have a maximum rating?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Unahim on (09:39:03/07-23-13)
Is Submersion intended to have a cost of 10 x (rating x 3), while Initiation is 10 + (rating x 3)? That seems kinda steep.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (12:00:38/07-23-13)
When an edged diceroll results in, or is accompanied by, a secondary test, are you unable to edge the second test?

For example, if I cast a Spell with Edge, can I edge the Drain Resistance test? When I edge and still roll a critical glitch with Explosive rounds, am I uncapable of edging the resulting damage soak test? If I summon a Sprite/Spirit with the help of Edge, can I then Edge the Fading/Drain test?

Related: If you multicast, are you allowed to Edge only 1 of the Drain tests?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (12:29:12/07-23-13)
Long list of required clarification regarding firing modes, sorry if some of them have already been asked:

The information is spread over many sections and some points remains unclear to me (maybe I missed somthing). I would greatly appreciate if Catalyst could confirm my understanding on the following points and fill the holes:

- SS weapons:
            - can fire 1 round per Simple Action, maximum 1 attack action per Action phase (p. 165 & 178). no cumulative recoil (p. 176).
            - It is possible to use Multiple Attacks free action to fire 2 SS weapons in a single Simple Action (by spliting the dice pool)  if the character have one SS weapon readied in each hand (p. 165 & 178). In that case cumulative recoil applies (p. 176).
   
- SA weapons:
            - can fire 1 round per Simple Action, maximum 1 attack action per Action phase (p. 165 & 178). cumulative recoil applies (p. 175)
            - It is possible to use Multiple Attacks free action to fire 2 SA weapons in a single Simple Action (by spliting the dice pool) if the character have one SA weapon readied in each hand (p. 165 & 179).
            - SA weapons can also fire 1 semi-automatic burst (3 rounds) in one Complex Action (p. 167 & 179).
            - Semi-automatic bursts can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst (p. 167 & 179). Note that p. 167 this ability is limited to short and medium range, whereas no such limitation is stated p. 179. Does the range limitation applies? How does shooting several targets with a single burst work? (maximum number of targets, number of bullets, defense modifier...)
            - A character who has one readied SA weapon in each hand can use Multiple Attacks Free Action to fire a semi-automatic burst with each weapon (p. 167). in p. 179 the description of semi-automatic bursts does not list this option, whereas it is done for SA mode just above. Is this option possible? How does it combine with shooting several targets with a single burst?

- BF weapons:
            - can fire 3 rounds in a Simple Action, maximum 1 attack action per Action phase (p. 165 & 179)
            - It is possible to use Multiple Attacks free action to fire 2 BF weapons in a single Simple Action (by spliting the dice pool) if the character have one BF weapon readied in each hand (p. 165). in p. 179 the description of Burst Fire does not list this option, whereas it is done for SA mode just above. Is this option possible? How does it combine with shooting several targets with a single burst?
            - BF weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst (p. 179). Note that p. 165 this ability is not listed. Does this ability exist? Does the range limitation of SA-burst applies? How does shooting several targets with a single burst work? (maximum number of targets, number of bullets, defense modifier...)

- Long Burst:
            - the description p. 179 seems to indicate that this is a second firing mode for BF weapons. (just quickly firing in Burst Fire mode). Can you confirm? if not can you elaborate?
            - Long bursts can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst (p. 167 & 179). Note that p. 167 this ability is limited to short and medium range, whereas no such limitation is stated p. 179. Does the range limitation applies? How does shooting several targets with a single burst work? (maximum number of targets, number of bullets, defense modifier...)
            - A character who has one readied LB weapon in each hand can use Multiple Attacks Free Action to fire a semi-automatic burst with each weapon (p. 167). in p. 179 the description of semi-automatic bursts does not list this option, whereas it is done for SA mode just above. Is this option possible? How does it combine with shooting several targets with a single burst?

- Full Auto weapons:
            - can fire 6 bullets in a Simple Action, maximum 1 attack action per Action phase (p. 165 & 179)
            - It is possible to use Multiple Attacks free action to fire 2 FA weapons in a single Simple Action (by spliting the dice pool) if the character have one FA weapon readied in each hand (p. 165). in p. 179 the description of FA does not list this option, whereas it is done for SA mode just above. Is this option possible? How does it combine with shooting several targets with a single burst?
            - FA weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst with a Simple Action (p. 179). Note that p. 165 this ability is not listed. Does this ability exist? Does the range limitation of SA-burst applies? How does shooting several targets with a single burst work? (maximum number of targets, number of bullets, defense modifier...)
            - FA weapons can fire 10 bullets in a Complex Action (p. 167 & 179)
            - It is possible to use Multiple Attacks free action to fire 2 FA weapons in a single Complex Action (by spliting the dice pool) if the character have one FA weapon readied in each hand (p. 167). in p. 179 the description of FA does not list this option, whereas it is done for SA mode just above. Is this option possible? How does it combine with shooting several targets with a single burst?
            - FA weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst with a Complex Action (p. 179). Note that p. 167 this ability is not listed. Does this ability exist? Does the range limitation of SA-burst applies? How does shooting several targets with a single burst work? (maximum number of targets, number of bullets, defense modifier...)

- Supressive Fire: The description p. 179 seems to mean that only FA weapons can perform suppressive fire (which was also the case in SR4) but it is not stated clearly. Can you please confirm this assumption?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ghoulfodder on (13:05:33/07-23-13)
Biggest counterexample in the book for this "you must build your character 1 Step at a time, in that specific order" theory: Rob gives his character 11 Strength in Step 2 because he plans to take the Exceptional Attribute (Strength) Positive Quality in Step 4. And no, the "the gamemaster has given Rob permission to take this quality at character creation" bit doesn't mean the GM allowed him to sequence-break: it's there because the description of Exceptional Attribute states it requires express GM permission.
Having re-read it the other day I'd like to retract and revise my opinion.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (13:31:37/07-23-13)
From the Clarifications thread:

Quote from: Daedalus
Here is one we came across during gameplay last weekend.
Paralyzing howl effects a rigger jumped into his drone (riggers meat body was in range of the howl). Can he still operate the drone? All of his matrix attributes are still above 0.
If he was not jumped in already, could he do so?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (13:34:12/07-23-13)
As stated before, questions should go to the FAQ (http://forums.shadowruntabletop.com/index.php?topic=11514.0;topicseen) thread. I moved Daedalus' question there, but future questions will simply be removed from this thread.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (18:37:09/07-23-13)
Here is one:
If you use more Reagents  then Force in the making of an Alchemical Preparation, can your final potency exceed the Force
of the spell prepared? (By strict reading of RAW, this is the case, since the drams of reagents you use replaces the Force
for the Limits, and the preparation roll is opposed Alchemy+magic[Force/drams of reagents] vs the Force of the Spell being
prepared, net hits becoming the Potency of the preparation)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (23:56:35/07-23-13)
This one I can answer on the quick:

Here is one:
If you use more Reagents  then Force in the making of an Alchemical Preparation, can your final potency exceed the Force
of the spell prepared? (By strict reading of RAW, this is the case, since the drams of reagents you use replaces the Force
for the Limits, and the preparation roll is opposed Alchemy+magic[Force/drams of reagents] vs the Force of the Spell being
prepared, net hits becoming the Potency of the preparation)

Yes, it's possible to end up with a preparation with a Potency higher than Force by spending reagents.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Typhus on (00:50:14/07-24-13)
Why does an off-hand task equate to the same degree of difficulty reflected by suffering 6 boxes of damage?
-2 dice for off-handedness?  My hand is slightly less dexterous, not shattered.  What gives? 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Redwulfe on (01:05:12/07-24-13)
Not probably that big of a deal and don't know if this has been said yet either. Encumbrance rules use the weight of the equipment verses your carrying capacity but I don't see weight listed for anything except explosives. GM is just making stuff up right now but thought it would be nice to have on the tables or in the book.

Red
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: quindraco on (11:40:28/07-24-13)
What does addiction rating actually do?

Page 414 says you take an addiction test every time you take an addictive substance during 11-Addiction Rating weeks in a row, but also says that substances with a high rating can get you hooked in a single dose.  Assuming, then, that you take a test on the first dose, let's look at Kamikaze (rating 9, meaning 2 weeks).  You'd roll a test on first taking it, then if you went 3 weeks before taking it again, you'd roll again, because no rule says you don't.  But you also roll if you take it a second time immediately.  So when does addiction rating actually come into play or affect gameplay?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (12:03:38/07-24-13)
What does addiction rating actually do?

Page 414 says you take an addiction test every time you take an addictive substance during 11-Addiction Rating weeks in a row, but also says that substances with a high rating can get you hooked in a single dose.  Assuming, then, that you take a test on the first dose, let's look at Kamikaze (rating 9, meaning 2 weeks).  You'd roll a test on first taking it, then if you went 3 weeks before taking it again, you'd roll again, because no rule says you don't.  But you also roll if you take it a second time immediately.  So when does addiction rating actually come into play or affect gameplay?
I posted my interpretation of this in a different topic (http://forums.shadowruntabletop.com/index.php?topic=11594.msg214573#msg214573): by "in a single dose", they mean that with a high enough Addiction Rating (specifically, if Addiction Rating + Addiction Threshold >= 11), the Threshold won't go down to 0 before you're supposed to do your first test, so even if you only use it once, you'll have to do an Addiction Test at some point, and therefore risk becoming addicted. Nothing in the rules suggests you have to make an Addiction Test immediately.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Elizara Dane on (12:13:04/07-24-13)
Why does an off-hand task equate to the same degree of difficulty reflected by suffering 6 boxes of damage?
-2 dice for off-handedness?  My hand is slightly less dexterous, not shattered.  What gives?

The -2 really represents "my offhand is much less trained and I lack the proper coordination to properly perform actions that would otherwise be completely second nature to my dominant hand". This makes sense because a fully enabled smart link device can show you where to point and thus alleviate your lack of skill with a total modifier of -0 while your main hand benefits more because you've trained with it.

Likewise, when you do get to the -2 due to injury your main hand is now shaky because you've been fragging shot and the offhand is now both uncoordinated and in pain and is represented by -4.

TL;DR: Wound modifiers are a general way of explaining injury in a fictional setting. Talk to anyone that has been shot (with or without protection) and most will tell you they wouldn't be shooting let alone standing afterwards.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (00:03:55/07-26-13)
p 298 Circle of Healing

Is any health spell considered a "healing spell" for purposes of Circle of healing or only spells that heal damage? if the more restrictive definition is correct would spells that cure disease be considered "healing spells."
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Psikerlord on (00:37:34/07-26-13)
I'm sorry I haven't been keeping up with answers, folks. I have been copying down all the questions to be distilled into a FAQ to be answered and posted through more official channels than just me. Thanks for bearing with me.
We appreciate all your hard work Aaron  :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Psikerlord on (00:49:26/07-26-13)
Can i just throw this out there... currently grenades seem pretty damn deadly. If there is no defence roll, only a soak damage roll, could the devs consider slipping something into the interrupt "active defence" actions that helps mitigate grenades and spell AoE damage?

Eg: "Incoming!"
Interrupt action. -5 initiative. An AoE is about to hit and you dive out of harms way like a boss. Gain gymnastics or willpower or something to your soak roll for the AoE damage.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: quindraco on (01:09:20/07-26-13)
What does addiction rating actually do?

Page 414 says you take an addiction test every time you take an addictive substance during 11-Addiction Rating weeks in a row, but also says that substances with a high rating can get you hooked in a single dose.  Assuming, then, that you take a test on the first dose, let's look at Kamikaze (rating 9, meaning 2 weeks).  You'd roll a test on first taking it, then if you went 3 weeks before taking it again, you'd roll again, because no rule says you don't.  But you also roll if you take it a second time immediately.  So when does addiction rating actually come into play or affect gameplay?
I posted my interpretation of this in a different topic (http://forums.shadowruntabletop.com/index.php?topic=11594.msg214573#msg214573): by "in a single dose", they mean that with a high enough Addiction Rating (specifically, if Addiction Rating + Addiction Threshold >= 11), the Threshold won't go down to 0 before you're supposed to do your first test, so even if you only use it once, you'll have to do an Addiction Test at some point, and therefore risk becoming addicted. Nothing in the rules suggests you have to make an Addiction Test immediately.

If you don't take it immediately, when would you take it?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (08:50:38/07-26-13)
What does addiction rating actually do?

Page 414 says you take an addiction test every time you take an addictive substance during 11-Addiction Rating weeks in a row, but also says that substances with a high rating can get you hooked in a single dose.  Assuming, then, that you take a test on the first dose, let's look at Kamikaze (rating 9, meaning 2 weeks).  You'd roll a test on first taking it, then if you went 3 weeks before taking it again, you'd roll again, because no rule says you don't.  But you also roll if you take it a second time immediately.  So when does addiction rating actually come into play or affect gameplay?
I posted my interpretation of this in a different topic (http://forums.shadowruntabletop.com/index.php?topic=11594.msg214573#msg214573): by "in a single dose", they mean that with a high enough Addiction Rating (specifically, if Addiction Rating + Addiction Threshold >= 11), the Threshold won't go down to 0 before you're supposed to do your first test, so even if you only use it once, you'll have to do an Addiction Test at some point, and therefore risk becoming addicted. Nothing in the rules suggests you have to make an Addiction Test immediately.
If you don't take it immediately, when would you take it?
At the end of a week, where the time you used the drug for the first time counts as somewhere in week 1 (start, end, middle - depending on what your GM rules, I guess). The rules say you have to test when "you use an addictive substance during (11 ó Addiction Rating) weeks in a row" (emphasis mine).
Actually, I posted a step-by-step guide in the Rules forum (http://forums.shadowruntabletop.com/index.php?topic=11865.msg218628#msg218628) yesterday, which I hope explains things properly.

Actually, I have a different question: with Focus Addiction, the you can have as much as [Magic x 5] Force worth of foci bonded (spread over at most [Magic] different foci), which means it's entirely possible for the "total Force of all active foci" to be 11 or higher. At that point, how often do you really make the tests? Just every single week (so you assume the Addiction Rating caps at 10)?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (09:27:00/07-26-13)
(Don't think the first magic rating worth of force focus count towards addiction)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: quindraco on (10:19:33/07-26-13)
What does addiction rating actually do?

Page 414 says you take an addiction test every time you take an addictive substance during 11-Addiction Rating weeks in a row, but also says that substances with a high rating can get you hooked in a single dose.  Assuming, then, that you take a test on the first dose, let's look at Kamikaze (rating 9, meaning 2 weeks).  You'd roll a test on first taking it, then if you went 3 weeks before taking it again, you'd roll again, because no rule says you don't.  But you also roll if you take it a second time immediately.  So when does addiction rating actually come into play or affect gameplay?
I posted my interpretation of this in a different topic (http://forums.shadowruntabletop.com/index.php?topic=11594.msg214573#msg214573): by "in a single dose", they mean that with a high enough Addiction Rating (specifically, if Addiction Rating + Addiction Threshold >= 11), the Threshold won't go down to 0 before you're supposed to do your first test, so even if you only use it once, you'll have to do an Addiction Test at some point, and therefore risk becoming addicted. Nothing in the rules suggests you have to make an Addiction Test immediately.
If you don't take it immediately, when would you take it?
At the end of a week, where the time you used the drug for the first time counts as somewhere in week 1 (start, end, middle - depending on what your GM rules, I guess). The rules say you have to test when "you use an addictive substance during (11 ó Addiction Rating) weeks in a row" (emphasis mine).
Actually, I posted a step-by-step guide in the Rules forum (http://forums.shadowruntabletop.com/index.php?topic=11865.msg218628#msg218628) yesterday, which I hope explains things properly.

Actually, I have a different question: with Focus Addiction, the you can have as much as [Magic x 5] Force worth of foci bonded (spread over at most [Magic] different foci), which means it's entirely possible for the "total Force of all active foci" to be 11 or higher. At that point, how often do you really make the tests? Just every single week (so you assume the Addiction Rating caps at 10)?

That's an interesting interpretation, but makes several assumptions where I don't see the rules basis - for example, when you fail an addiction test, moving up to the next addiction level, I don't see any rules basis for dropping the process until the next dose.  That's just an example; your process is readily understandable and I can see where you're coming from, but I see a number of house rules in place, and I was hoping to find out what was intended by the devs.

Another question, since we're discussing foci:  unlike other drugs, your focus addiction can easily have a different addiction rating on a minute by minute basis.  How do you resolve it?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (10:48:29/07-26-13)
That's an interesting interpretation, but makes several assumptions where I don't see the rules basis - for example, when you fail an addiction test, moving up to the next addiction level, I don't see any rules basis for dropping the process until the next dose.  That's just an example; your process is readily understandable and I can see where you're coming from, but I see a number of house rules in place, and I was hoping to find out what was intended by the devs.
I can see why you might think my assumption that if you fail the Addiction Test and get (more) hooked, you don't have to make another until you use again, is a "house rule", but "a number of" house rules? Please explain in the other topic.

As for your Focus Addiction Rating: just use the highest used.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: trunglefever on (19:26:31/07-26-13)
My friend is converting a rigger from 4E to 5E and for autosofts, it says "A drone has a number of slots to use for autosofts and cyberprograms equal to half its Device Rating, rounded up." The only area that is listed that has a drone device rating is on p.421 that lists drones as rating 2.

Is there any other page that includes this information or are all drones just...average?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Typhus on (00:00:31/07-27-13)
Why does an off-hand task equate to the same degree of difficulty reflected by suffering 6 boxes of damage?
-2 dice for off-handedness?  My hand is slightly less dexterous, not shattered.  What gives?

The -2 really represents "my offhand is much less trained and I lack the proper coordination to properly perform actions that would otherwise be completely second nature to my dominant hand". This makes sense because a fully enabled smart link device can show you where to point and thus alleviate your lack of skill with a total modifier of -0 while your main hand benefits more because you've trained with it.

Likewise, when you do get to the -2 due to injury your main hand is now shaky because you've been fragging shot and the offhand is now both uncoordinated and in pain and is represented by -4.

TL;DR: Wound modifiers are a general way of explaining injury in a fictional setting. Talk to anyone that has been shot (with or without protection) and most will tell you they wouldn't be shooting let alone standing afterwards.

Sorry, friend, you missed my point entirely.  My question is about why the degree of penalty is the same as 6 boxes of damage, when reality doesn't match that degree of difficulty by comparison.  Incidentally, I have played rpgs for about 20 years, and am familiar with all the obvious concepts. I agree that if anything, damage mods should come up to reflect reality better.  They kept the damage mods the same as in 1e, but the dice pools they effect have doubled.  Needs a tweak I think.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (00:26:40/07-27-13)
My friend is converting a rigger from 4E to 5E and for autosofts, it says "A drone has a number of slots to use for autosofts and cyberprograms equal to half its Device Rating, rounded up." The only area that is listed that has a drone device rating is on p.421 that lists drones as rating 2.

Is there any other page that includes this information or are all drones just...average?

If your drone is armed, you can probably convince your GM that your drone is a security or even military device, bumping the DR up to 3 or 4.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (15:05:36/07-27-13)
p309 Would the Adept power attribute boost add to unarmed damage if applied to Strength?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (16:23:03/07-27-13)
Customization of Cyberlimbs
Can be used to increase basic cyberlimbs to match (but not exceed) your STR and/or AGI
p.456 You can have your cyberlimb tailored and customized to your frame and musculature

If your STR and/or AGI exceed natural maximum (from other cyberware, exceptional attribute quality, adept powers etc.)
- then you can still only customize basic cyberlimb up to your natural maximum for that attribute.
p.456 If either of your limbís attributes are increased beyond your natural maximum for that attribute, you canít use the cyberlimb

Trolls (and to some extent Orks) buying customized cyberlimbs at chargen might need to verify that total availability from base cyberlimb and customization does not exceed 12 (table on p.457)

You can enhance your cyberlimb beyond the customization to your frame and musculature and even beyond your natural maximum. This is done with cyberlimb enhancements (1-3 ranks each, they cost capacity and nuyen. Table on p.457)

The 3rd rank of armor have availability 15 (so you can only get max +2 enhanced armor per cyberlimb during chargen).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (19:08:45/07-27-13)
p309 Would the Adept power attribute boost add to unarmed damage if applied to Strength?
Nothing. It only adds dice to dice pools involving Strength.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (19:21:21/07-27-13)
p.456 Customization of cyberlimb state that: Should this be read as;

A) You can improve your cyberlimb to [but not beyond] your value for that attribute
- and not beyond your natural maximum for that attribute
(in case your value for that attribute is augmented beyond natural maximum with for example exceptional attribute)

or

B) You can improve your cyberlimb to [but not beyond] your natural maximum for that attribute
(the first sentence and your value for that attribute having no impact at all on how much you can customize the cyberlimb).



Points for A)
"You can have your cyberlimb tailored and customized to your frame and musculature" is not the same as "You can have your cyberlimb tailored and customized beyond your frame and musculature" nor is it the same as "You can have your cyberlimb tailored and customized to your maximum natural frame and musculature".


Points for B)
Street Samurai Archetype have a strength 11 cyberlimb but he only got 5 strength (implying custom cyberlimb beyond 5, all the way up to maximum natural of 8, followed by +3 enhancement).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (19:29:53/07-27-13)
Buying back Magic rating

If i have 5 Magic (max magic 6 and essence 6.0) and install a data jack, then I will get 4 Magic (max magic 5).

In SR4 it would cost 25 Karma to get up from 4 Magic to 5 Magic (max magic 5).
However, in SR5 I can't find a rule for this. Have it changed.....?

Will it cost me:

A) 25 Karma

or

B) 30 Karma
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (00:34:27/07-28-13)
Shock gloves. first questions, do you receive the +2 for touch attacks with them? if so, or if not more likely, if I -punch- someone, why can I not do my STR damage then the stun damage? I still HIT them with a punch, + the stun. same for any stun baton.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (00:39:18/07-28-13)
Shock gloves. first questions, do you receive the +2 for touch attacks with them? if so, or if not more likely, if I -punch- someone, why can I not do my STR damage then the stun damage? I still HIT them with a punch, + the stun. same for any stun baton.

Well, for one thing, trying to double dip on damage like that would, by most definitions, cross the border into munchkinism.  Secondly, shockgloves and stun batons are built to be less-lethal weapons - they're specifically designed to AVOID the kind of injury that would deal Physical damage.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (00:43:11/07-28-13)
Shock gloves. first questions, do you receive the +2 for touch attacks with them? if so, or if not more likely, if I -punch- someone, why can I not do my STR damage then the stun damage? I still HIT them with a punch, + the stun. same for any stun baton.

Well, for one thing, trying to double dip on damage like that would, by most definitions, cross the border into munchkinism.  Secondly, shockgloves and stun batons are built to be less-lethal weapons - they're specifically designed to AVOID the kind of injury that would deal Physical damage.

Ok, not trying to get it, just asking, common sense states it would still have the power of the punch behind it. main thing is do they get the +2 for touch attacks. If you have to actually -hit- them then my second question holds more sway.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (00:55:10/07-28-13)
Sure, the force of the punch is there, but given the insulation in place so that the gloves don't shock the hell out of YOU, it's not gonna do a great job of transferring to the opponent.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: The Madadh on (09:27:11/07-28-13)
Can the benefits of Image Magnification be explicitly explained? In the gear section it refers you (incorrectly) to pg 177 (should be 178), wherein the description of using Image Magnification refers you to the gear section. Am I just missing it?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (09:56:16/07-28-13)
Can the benefits of Image Magnification be explicitly explained? In the gear section it refers you (incorrectly) to pg 177 (should be 178), wherein the description of using Image Magnification refers you to the gear section. Am I just missing it?

It reduces the range conditions by one category, as stated in the environmental compensation table p. 175
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (10:21:47/07-28-13)
Can the benefits of Image Magnification be explicitly explained? In the gear section it refers you (incorrectly) to pg 177 (should be 178), wherein the description of using Image Magnification refers you to the gear section. Am I just missing it?

It reduces the range conditions by one category, as stated in the environmental compensation table p. 175
(and cost you a simple Take Aim action as per p.166 and the example on p.176).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: lonewolf1210 on (08:55:44/07-29-13)
Since cultivated bioware must be made for each recipient specifically, you cannot buy "used" cutlivated bioware.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:08:25/07-30-13)
With Cyberlimbs, does your Augmented Maximum limit their effectiveness in play? E.g., if you have 5 natural Strength and a Cyberlimb with 11 Strength, do you use 11 or 5+4=9, meaning you won't unlock their full potential until you raise your natural Strength to 7?

Edit: When a gas is both Inhalation and Contact (e.g. Pepper Punch), what protection, if any, does a Gas Mask provide if you only have a Gas Mask? Does it provide Immunity, reduce the effect or not help at all? And what happens if you combine a Gas Mask with Chemical Protection against such a gas?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:46:09/07-30-13)
As I understand it if you are playing missions this is fine, it doesn't say this is errata...
The Missions FAQ is trying to get the most important errata in there before the errata themselves are released. Developers have stated several times that only the lifestyle increases of +100% and +20% are meant to be the case. It's not in the rules yet, but it has been stated that it should have been and likely it will be.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: quindraco on (09:59:04/07-30-13)
Page 310:  Kinesics adds +1 to resist assensing and truthfulness tests.  Assensing has no listed resist, and I don't know what a truthfulness test is - the power ALSO applies to resisting Judge Intent, separately, so that can't be it.  How do these two aspects of Kinesics come up in practice?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: The Madadh on (13:33:35/07-30-13)
Can the benefits of Image Magnification be explicitly explained? In the gear section it refers you (incorrectly) to pg 177 (should be 178), wherein the description of using Image Magnification refers you to the gear section. Am I just missing it?

It reduces the range conditions by one category, as stated in the environmental compensation table p. 175

There it is. Thanks.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Palladion on (00:06:29/07-31-13)
Quote
Unconsciousness: When all of the available boxes in a track (Physical or Stun) are filled in, the character immediately falls unconscious and drops to the ground. If the Stun track is filled in, the character is merely knocked out. If the Physical track is filled in, however, the character is near death and will die unless stabilized.

There is no explicit reference to this in the Combat or Damage sections, but several implied references, SR5 100,137, 460, etc., as well as the Quick-Start Rules 12 (quoted above).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (06:50:00/07-31-13)
Adepts can take a Power Point as metamagic-replacement at Initiation, and can take Qi Foci. Can Mystic Adepts?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: lightknight on (09:46:38/07-31-13)
My friend is converting a rigger from 4E to 5E and for autosofts, it says "A drone has a number of slots to use for autosofts and cyberprograms equal to half its Device Rating, rounded up." The only area that is listed that has a drone device rating is on p.421 that lists drones as rating 2.

Is there any other page that includes this information or are all drones just...average?

pg. 269 "The Device Rating of a drone is the same as its Pilot
Rating, meaning all of its Matrix attributes are equal to
the Pilot Rating."


Wouldn't it have been nifty if they had given us a way to increase pilot ratings in the main book.  As is, I hope your rigger friend likes the many weak drone army method of rigging, or has the ability to resist a lot of biofeedback when all the drones get blowed up real good with him rigging.  My latest SR char is a rigger and I consider my 4E character unconvertible to 5e as it stands.  I could do it, but it wouldn't be the same char in personality, equipment, etc.  I've progressed through the stages anger, sadness, acceptance.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: The Masked Ferret on (10:11:52/07-31-13)
Wouldn't it have been nifty if they had given us a way to increase pilot ratings in the main book.  As is, I hope your rigger friend likes the many weak drone army method of rigging, or has the ability to resist a lot of biofeedback when all the drones get blowed up real good with him rigging.  My latest SR char is a rigger and I consider my 4E character unconvertible to 5e as it stands.  I could do it, but it wouldn't be the same char in personality, equipment, etc.  I've progressed through the stages anger, sadness, acceptance.

So that means that you are on the 'Waiting for Rigger book to come out' stage?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Lucean on (14:09:51/07-31-13)
Availability rules:

Is it really intended, that you have to seriously invest into bonus-dice for your fixer, when trying to get new gear?
The example fixer has a Dicepool of 14 for Negotiation, which means, that he can't even reliably get a 6R item, not even speaking of 12R, what you can start with.

Does every character now need a fixer that is an elven social adept with maximized skill, improved ability (negotiation) to even have the chance for some of those nice 18R+ stuff?

To explain: Availability tests are success tests with the availability as threshold and not extended, like in 4E.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (14:14:38/07-31-13)
Availability rules:

Is it really intended, that you have to seriously invest into bonus-dice for your fixer, when trying to get new gear?
The example fixer has a Dicepool of 14 for Negotiation, which means, that he can't even reliably get a 6R item, not even speaking of 12R, what you can start with.

Does every character now need a fixer that is an elven social adept with maximized skill, improved ability (negotiation) to even have the chance for some of those nice 18R+ stuff?

To explain: Availability tests are success tests with the availability as threshold and not extended, like in 4E.

As an opposed roll availability tests have no threshold. 14 dice will reliably beat 6 dice in an opposed test.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Palladion on (14:26:02/07-31-13)
Availability rules:

Is it really intended, that you have to seriously invest into bonus-dice for your fixer, when trying to get new gear?
The example fixer has a Dicepool of 14 for Negotiation, which means, that he can't even reliably get a 6R item, not even speaking of 12R, what you can start with.

Does every character now need a fixer that is an elven social adept with maximized skill, improved ability (negotiation) to even have the chance for some of those nice 18R+ stuff?

To explain: Availability tests are success tests with the availability as threshold and not extended, like in 4E.

Contacts use Connection as bonus dice for Swag tests, "...they're better at it than you are..." (SR5 388).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Lucean on (14:31:54/07-31-13)
Edited for dumbness ...

So I even wrote "opposed test" without realizing the whole thing ...
Ok, that makes my social adept capable of organizing stuff for the group again, without spending PP on negotiation.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (14:33:12/07-31-13)
To explain: Availability tests are success tests with the availability as threshold and not extended, like in 4E.

As an opposed roll availability tests have no threshold. 14 dice will reliably beat 6 dice in an opposed test.

I am noticing that alot of people, myself included initially, are making this error, Crunch.

To explain to everyone, and hope this really does get put in the FAQ to clear up this glaring miconception by people:
Step 1) The Fixer/character rolls the dice for their test(Charisma+Negotiation[+Fixer's Connection level if a Fixer])
Step 2) The GM Rolls a number of dice equal to the items availability.
Step 3) Compare the number of hits. If Step 1 has more hits then Step 2, you get the item.

That is what an Opposed Test means.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (14:34:56/07-31-13)
So we have a new contradiction.

Hardly new, and it may not be a contradiction. As written Connection will act as a bonust to both limit and die pool. 

The part you seem to be missing is that AVAILABILITY NO LONGER ACTS AS A THRESHOLD. It's an opposed pool versus pool roll.

Slipped by a calmer explanation.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Palladion on (14:44:03/07-31-13)
Hardly new, and it may not be a contradiction. As written Connection will act as a bonust to both limit and die pool. 

The part you seem to be missing is that AVAILABILITY NO LONGER ACTS AS A THRESHOLD. It's an opposed pool versus pool roll.

Slipped by a calmer explanation.

As Crunch said: Opposed Test Negotiation + Charisma (+ Connection) [Social (+ Connection)] vs. Availability (as a dice pool roll).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (16:41:20/07-31-13)
In the Called shot section (p. 195) the description of Shake Up gives two examples where the target is not hit: "These shots
represent the intentional shot past the ear or skipping rounds off the ground"
and then the rule wise description of the effect clearly states that the normal damages apply...
Is it a mistake or only poorly choosen examples?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ImaginalDisc on (01:57:38/08-01-13)
OK, this has to have bee asked already, but I don't see clear errata.

What the hell is up with Trolls. Dwarfs, and the high cost of living?

Page 94 says:

Quote
When a character factors in racial modifiers for gear
costs (trolls have a 50 percent gear and Lifestyle cost
increase, dwarfs have a 10 percent increase in gear
costs)

The chart on page 66 says:

Quote
Dwarf Racial: +2 dice for pathogen and toxin resistance, +20% increased Lifestyle cost

And:

Quote
Troll Racial: Thermographic Vision, +1 Reach, +1 dermal armor, +100% increased Lifestyle costs

Aside from having obviously forgotten about dwarf themosence, what's the final word of God on lifestyle/gear cost increases by metatype? Gear cost increases add up very quickly in regards to bioware and cyberware.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (06:39:15/08-01-13)
Thermographic Visions should be added to Page 66, for the rest page 66 is the only correct source. All others are remnants from different versions that writers have confirmed as obsolete.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:46:46/08-01-13)
+ Connection dice is likely an error, submitted to the Errata topic and asked for the Missions FAQ.

-------------

The various sources for extra Initiative dice state they cannot be combined with other technological or magical increases to Initiative. Only Wired Reflexes, Synaptic Boosters and Reaction Enhancers state they are incompatible with augmentations boosting Reaction.

Q: Does this mean that the Increased Reflexes Spell and Improved Reflexes Adept Power work fine together with the Increase Reaction Spell and Improved Reaction Adept Power?
Q: If so, does the extra Reaction from these other sources still provide an extra Initiative, meaning that you simply do not get extra bonus dice but can still get higher Initiative from compatible stat-increasing sources?
Q: Is it intended that Synaptic Boosters do not combine with Suprathyroid Gland*, capping Bioware Reaction boosts to +3 rather than +4? Or are they simply meant not to stack with magical/drug/cyberware increases?
Q: Do drugs count as a Technological increase to Initiative, meaning their bonus Initiative dice do not stack with magical Initiative dice sources?

*: At 140k and 0.7 essence, while letting you get Muscle Toner and Augmentation at 1 level less, the Suprathyroid Gland effectively costs 77k, 0.3 essence and +25% Lifestyle costs for 1 Body and 1 Reaction.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (08:06:14/08-01-13)
Q: Does this mean that the Increased Reflexes Spell and Improved Reflexes Adept Power work fine together with the Increase Reaction Spell and Improved Reaction Adept Power?
I don't see why they shouldn't.
(but you can't use it to exceed the +4 augmentation limit for attributes)

On the same note;
Adrenaline Boost give initiative.
Wired Reflexes and Improved Reflexes both state they can't be combined with other technological or magical increases to initiative. The description for the spell Increase Reflexes does not explicit say this.

Q: Does this mean a Mystic Adept can combine both Adrenaline Boost Adept Power and Increase Reflexes spell?
(as long as you don't exceed a total of 5d6 as this is the limit for initiative dice)


Q: Do drugs count as a Technological increase to Initiative, meaning their bonus Initiative dice do not stack with magical Initiative dice sources?
Even if "Drugs" would count as Technological" (i doubt that, unless maybe it was some sort of nanobot drug), it would still stack(*) with the Increase the Reflexes spell - as the Increase Reflexes spell seem to stack with drugs, technological and even magic (as long as the magic is not another application of the Increase Reflexes spell).

(*)as long as you don't exceed a total of 5d6 as this is the limit for initiative dice.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ImaginalDisc on (22:50:18/08-01-13)
Thermographic Visions should be added to Page 66, for the rest page 66 is the only correct source. All others are remnants from different versions that writers have confirmed as obsolete.

Just to be clear, that means neither dwarfs nor trolls pay extra for gear?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:58:55/08-02-13)
Correct. All they pay is additional Lifestyle costs.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (08:08:02/08-02-13)
Q: If you cast a Force X spell and break the limit with Edge or Reagents, scoring Y hits, can a Force X sustaining Focus maintain it or should it be Force Y? If the second, can you drop some hits in case you rolled too many? e.g. you roll 8 hits and want to use a Force 6 Sustaining Focus, can you drop 2 hits, still suffer Physical Drain if your Magic is less than 8, but keep it in the Focus?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (17:44:50/08-02-13)
Vehicle crashes rules (p. 201) states that in case of crash, the passengers must resist damages equal to the vehicle Body.
Does it mean that if a GMC Banshee (body 20) crashes against a Jackrabbit (body 8), the passengers of the Banshee will face 20P damages wheras the passengers of the Ford will only face 8P damage?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (18:23:34/08-02-13)
Does the Multiple Attacks free action allow you to attack one target twice in a single action phase, or is it always applied as attacking multiple targets at the same time?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (20:17:12/08-02-13)
Q: How much does it cost to repair?

Q: Can you use Alchemy to put spells (activating on touch) on ammunition, e.g. grenades, bullets and throwing knives?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MagusRogue on (20:55:10/08-02-13)
Posted this one over on the Shadowrun boards as potential errata, but was suggested to add to FAQ instead, so posting here (even though I think it's way off and wrong).

pg. 251, Threading, second paragraph, last line, reads "You can choose a Level up to three times your Resonance rating." I'm thinking this needs to be two times your Resonance rating." for one, going up to 3 times is insta-glib on yourself. Also, it flies in the face of other set traditions in the magic and stuff. Magic spells can only have a Level up to Magic x 2, Summoning Spirits is Magic x 2. Other limits (when multiplied) are x 2. Heck, even later on on page 254, Compiling a Sprite has a level limit of Resonance x 2. So, I'm thinking a Threading Level max of Resonance x 3 is both error and overkill, to be honest.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ImaginalDisc on (23:59:18/08-02-13)
Correct. All they pay is additional Lifestyle costs.
[/quote

Thanks. :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (00:06:07/08-03-13)
Q: If you cast a Force X spell and break the limit with Edge or Reagents, scoring Y hits, can a Force X sustaining Focus maintain it or should it be Force Y? If the second, can you drop some hits in case you rolled too many? e.g. you roll 8 hits and want to use a Force 6 Sustaining Focus, can you drop 2 hits, still suffer Physical Drain if your Magic is less than 8, but keep it in the Focus?

Force X.

Vehicle crashes rules (p. 201) states that in case of crash, the passengers must resist damages equal to the vehicle Body.
Does it mean that if a GMC Banshee (body 20) crashes against a Jackrabbit (body 8), the passengers of the Banshee will face 20P damages wheras the passengers of the Ford will only face 8P damage?

I'll check on this and either post the answer here or try to get it into the official FAQ.

Does the Multiple Attacks free action allow you to attack one target twice in a single action phase, or is it always applied as attacking multiple targets at the same time?

Multiple targets at the same time, not one target twice.

Q: How much does it cost to repair?

That's a good question that isn't covered by the core rules. Check with your GM. If you'd like a suggestion, my personal advice would be that the cost would be the number of boxes of damage you're fixing divided by the total number of boxes on the Condition Monitor, then multiplied by the price of the thing you're fixing.

Quote
Q: Can you use Alchemy to put spells (activating on touch) on ammunition, e.g. grenades, bullets and throwing knives?

Yes, but there's an errata in the pipe that specifies that damaging a lynchpin also destroys the preparation. Firing a bullet out of a gun would mess up your preparation, but the knives might work.

Posted this one over on the Shadowrun boards as potential errata, but was suggested to add to FAQ instead, so posting here (even though I think it's way off and wrong).

pg. 251, Threading, second paragraph, last line, reads "You can choose a Level up to three times your Resonance rating." I'm thinking this needs to be two times your Resonance rating." for one, going up to 3 times is insta-glib on yourself. Also, it flies in the face of other set traditions in the magic and stuff. Magic spells can only have a Level up to Magic x 2, Summoning Spirits is Magic x 2. Other limits (when multiplied) are x 2. Heck, even later on on page 254, Compiling a Sprite has a level limit of Resonance x 2. So, I'm thinking a Threading Level max of Resonance x 3 is both error and overkill, to be honest.

Threading may be similar to spellcasting, but it's not the same thing. Between Patrick and I, we'll make sure this gets brought up in the internal errata discussion.



Thanks everyone! Keep on asking questions as you think of them!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MacAnu on (00:11:08/08-03-13)
If a technomancer performs a Resonance action, do normal people in the Matrix who can see the technomancer's persona know that he did something (like twitchy fingers and incantations for mages)?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: KarmaInferno on (00:17:03/08-03-13)
The gear chart for missiles on pg435 indicates they act as Rockets except with higher Availability and additional cost for the Sensor. However, nowhere in the rocket/missile section of the Combat chapter (pg181) does it indicate how to use that Sensor, or how missiles differ from rockets at all.

There's some stuff on Sensor Targeting on page 184, but it seems to be for vehicles. Are you also supposed to roll an Sensor Targeting test when firing man-portable missiles, using those vehicle rules?



-k
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MagusRogue on (00:26:05/08-03-13)
Posted this one over on the Shadowrun boards as potential errata, but was suggested to add to FAQ instead, so posting here (even though I think it's way off and wrong).

pg. 251, Threading, second paragraph, last line, reads "You can choose a Level up to three times your Resonance rating." I'm thinking this needs to be two times your Resonance rating." for one, going up to 3 times is insta-glib on yourself. Also, it flies in the face of other set traditions in the magic and stuff. Magic spells can only have a Level up to Magic x 2, Summoning Spirits is Magic x 2. Other limits (when multiplied) are x 2. Heck, even later on on page 254, Compiling a Sprite has a level limit of Resonance x 2. So, I'm thinking a Threading Level max of Resonance x 3 is both error and overkill, to be honest.

Threading may be similar to spellcasting, but it's not the same thing. Between Patrick and I, we'll make sure this gets brought up in the internal errata discussion.

Thanks Aaron!!! Yeah I understand its not the same thing, but the Limits should still remain the same. Besides, this potentially breaks the game, as I could cast a Level 18 Data Spike while running a Biofeedback Echo and kill... well, most anyone, and all it takes is one Submersion. Even without the Echo, that's an insane limit, one that's definately and EASILY obtainable by starting pcs, and far more than other limits by far. Yeah sure then I get to be rolling with 18P damage from Fading.... and that's another thing as well. If the Level limit is Resonance x 3, but the Physical marker is Resonance (like Magic), then thats going to have serious self-fragging capabilities.... Just wanted you guys to seriously think this one over, as Resonance x 3 is incredibly excessive.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Novocrane on (03:00:57/08-03-13)
How do Sensor Arrays and the Sensor Function slots within them work? Should the number of slots equal the rating of the array?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (03:11:03/08-03-13)
Does the Multiple Attacks free action allow you to attack one target twice in a single action phase, or is it always applied as attacking multiple targets at the same time?

Multiple targets at the same time, not one target twice.

If it always applies as attacking multiple targets, then how do you explain throwing weapons...?

Quote
Throw Weapon p.166
A character may throw a ready throwing weapon (see Ready Weapon, p. 165) by taking a Simple Action. The character may not take any other attack actions in the same Action Phase. Multiple readied throwing weapons can be thrown at a target within Short or Medium range by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (03:43:46/08-03-13)
The Wireless Bonus rule state that all devices need to be wireless ON, meshed into your wireless personal area network and have access to the Matrix as a whole.

Q: Can there be a case when you need access to DNI to take advantage of a wireless bonus?
Q: Can there be a case when you need access to AR to take advantage of a wireless bonus?

http://forums.shadowruntabletop.com/index.php?topic=11881.msg221529#msg221529
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (04:06:34/08-03-13)
In this thread http://forums.shadowruntabletop.com/index.php?topic=11992.0 we more or less came to the conclusion that the only fire mode that let you attack multiple enemies with a single firearm are SA-Burst, Long-BF and FA in Suppressive Fire.

Q: Can you confirm that to hit multiple targets with FA-mode you need to use Suppressive Fire?
(that you can not use Simple FA or Complex FA to attack multiple targets - unless you dual wield).

Q: Can you confirm that to hit multiple targets with BF-mode you need to use Long-BF
(that you can not use BF [that spit out 3 bullets in 0.1 - 0.2 seconds] to attack multiple targets - unless you dual wield).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (04:17:04/08-03-13)
In the Dual Wield thread  http://forums.shadowruntabletop.com/index.php?topic=11965.0 we still have a few questions left unanswered

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (08:50:31/08-03-13)
Does the Multiple Attacks free action allow you to attack one target twice in a single action phase, or is it always applied as attacking multiple targets at the same time?

Multiple targets at the same time, not one target twice.

If it always applies as attacking multiple targets, then how do you explain throwing weapons...?


My guess is that it's a special rule that applies to throwing weapons, since the rule you quoted is in the section on throwing weapons and not in the general rule for multiple attacks. I'll check with Da Boss to make sure, though.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (08:53:01/08-03-13)
Q: How much does it cost to repair?
That's a good question that isn't covered by the core rules. Check with your GM. If you'd like a suggestion, my personal advice would be that the cost would be the number of boxes of damage you're fixing divided by the total number of boxes on the Condition Monitor, then multiplied by the price of the thing you're fixing.
That's a slightly harsh change (even if not official) compared to 4th edition: in SR4A+Arsenal, where vehicles had (8 + Body/2) boxes (so that's 16 for a Bulldog, 10 for a Large drone), repairing cost 1% of the base price per box - compared to that, this is basically x4 to x5 for the heaviest vehicles, x10 or more for the drones. While I do admit it seemed a bit strange that things with less Body were less expensive to repair (compared to their base price) when 100% wrecked , paying about 26 days of a Low Lifestyle to fix a single point of damage to your Bulldog (instead of about 5), or about 40 days to fix a single point of damage to your Steel Lynx (instead of about 4), seems a bit too harsh.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (09:01:10/08-03-13)
If a technomancer performs a Resonance action, do normal people in the Matrix who can see the technomancer's persona know that he did something (like twitchy fingers and incantations for mages)?

Good question. The rules don't at all noticing technomancy. I imagine that the Matrix doesn't know how to render technomancy, but whether that makes it more subtle or more obvious is a question for your GM. We probably won't know for certain until the Matrix source book is released.

The gear chart for missiles on pg435 indicates they act as Rockets except with higher Availability and additional cost for the Sensor. However, nowhere in the rocket/missile section of the Combat chapter (pg181) does it indicate how to use that Sensor, or how missiles differ from rockets at all.

There's some stuff on Sensor Targeting on page 184, but it seems to be for vehicles. Are you also supposed to roll an Sensor Targeting test when firing man-portable missiles, using those vehicle rules?

You can use Sensor targeting when firing a missile.


Threading may be similar to spellcasting, but it's not the same thing. Between Patrick and I, we'll make sure this gets brought up in the internal errata discussion.

Thanks Aaron!!! Yeah I understand its not the same thing, but the Limits should still remain the same. Besides, this potentially breaks the game, as I could cast a Level 18 Data Spike while running a Biofeedback Echo and kill... well, most anyone, and all it takes is one Submersion. Even without the Echo, that's an insane limit, one that's definately and EASILY obtainable by starting pcs, and far more than other limits by far. Yeah sure then I get to be rolling with 18P damage from Fading.... and that's another thing as well. If the Level limit is Resonance x 3, but the Physical marker is Resonance (like Magic), then thats going to have serious self-fragging capabilities.... Just wanted you guys to seriously think this one over, as Resonance x 3 is incredibly excessive.

Forgive me for pointing this out, but technomacners can't "cast" Data Spike. Data Spike is a Matrix Action. I think you're thinking of Resonance Spike, and Level doesn't factor into the effect of that complex form except as a limit. Also, the Biofeedback Echo acts as a program, and the rules don't allow for programs to affect complex forms. Until there's a complex form for biofeedback damage, you don't have to worry.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (09:16:43/08-03-13)
How do Sensor Arrays and the Sensor Function slots within them work? Should the number of slots equal the rating of the array?

The sensor array housing can hold up to eight sensors, each of which have the rating of the sensor array (p. 445).

The Wireless Bonus rule state that all devices need to be wireless ON, meshed into your wireless personal area network and have access to the Matrix as a whole.

Q: Can there be a case when you need access to DNI to take advantage of a wireless bonus?
Q: Can there be a case when you need access to AR to take advantage of a wireless bonus?

Devices don't need to be meshed into your personal area network to have their wireless bonuses. They just need to be "meshed," a Sixth World slang term meaning "connected to the Matrix" (p. 216). So the answers to your questions are no and no, respectively.

[spoiler]
Sidenote: I've been finding that, for the most part among those who have posted about the Matrix rules, the better one understood the SR4 Matrix rules, the harder a time one has understanding the SR5 Matrix rules. Since this is probably due to the number of concepts that were not carried over from one edition to the next, I think we did a disservice to some players. If I could travel back in time, I'd add a sidebar that said something like "WARNING: forget everything you know about the SR4 Matrix rules. It won't help."
[/spoiler]

In this thread http://forums.shadowruntabletop.com/index.php?topic=11992.0 we more or less came to the conclusion that the only fire mode that let you attack multiple enemies with a single firearm are SA-Burst, Long-BF and FA in Suppressive Fire.

Q: Can you confirm that to hit multiple targets with FA-mode you need to use Suppressive Fire?
(that you can not use Simple FA or Complex FA to attack multiple targets - unless you dual wield).

Q: Can you confirm that to hit multiple targets with BF-mode you need to use Long-BF
(that you can not use BF [that spit out 3 bullets in 0.1 - 0.2 seconds] to attack multiple targets - unless you dual wield).

I'm not sure that conclusion is supported by the rules. The descriptions of fire modes on p. 179 indicate that Semi-Auto Burst, Burst Fire, Long Burst, and Full Auto modes all can use the multiple attacks option. I'll check the errata to see if multiple attacks with a firearm presupposes a Complex Action.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (09:21:03/08-03-13)
So knowledge of the SR4 Matrix is a downside for understanding the SR5 Matrix? I haven't checked the Matrix section yet but it's good to know it will be really easy for me to understand. :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MagusRogue on (12:11:44/08-03-13)
Thanks Aaron!!! Yeah I understand its not the same thing, but the Limits should still remain the same. Besides, this potentially breaks the game, as I could cast a Level 18 Data Spike while running a Biofeedback Echo and kill... well, most anyone, and all it takes is one Submersion. Even without the Echo, that's an insane limit, one that's definately and EASILY obtainable by starting pcs, and far more than other limits by far. Yeah sure then I get to be rolling with 18P damage from Fading.... and that's another thing as well. If the Level limit is Resonance x 3, but the Physical marker is Resonance (like Magic), then thats going to have serious self-fragging capabilities.... Just wanted you guys to seriously think this one over, as Resonance x 3 is incredibly excessive.

Forgive me for pointing this out, but technomacners can't "cast" Data Spike. Data Spike is a Matrix Action. I think you're thinking of Resonance Spike, and Level doesn't factor into the effect of that complex form except as a limit. Also, the Biofeedback Echo acts as a program, and the rules don't allow for programs to affect complex forms. Until there's a complex form for biofeedback damage, you don't have to worry.

Yeah I was thinking Resonance Spike, my bad. Still a 18 damage limit on Resonance Spike is pretty dang nasty... And I wasn't aware that the Resonance [Program] Echo didn't allow the programs to be used with Complex Forms.... Well that's not so bad, but I still would like some thought on it. Some of the Complex Forms could easily be abused with Resoance x 3, and there's also the severe Fading issues. Thanks for the consideration!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (18:13:36/08-03-13)
My guess is that it's a special rule that applies to throwing weapons, since the rule you quoted is in the section on throwing weapons and not in the general rule for multiple attacks. I'll check with Da Boss to make sure, though.

What I really wanted to know is what happens when you dual wield two firearms ;)

If a [another] game let you dual wield, the "norm" use to be that you can fire both weapons at the same target.
Some games also let you hit two individual targets, once with each weapon - but that is normally an edge case.

Since you are allowed to hit one target multiple times with throwing weapons it felt natural that you were allowed to hit one target twice if you dual wield two firearms in addition to hitting two individual targets, once with each weapon.




Devices don't need to be meshed into ...
I was thinking about Change Linked Device Mode on p.163 (and Eject Smartgun Clip on p.164) that both quite specific mention you need DNI to take advantage of various action economy wireless bonuses including, but not limited to smartgun firemode.

If you don't need DNI - how DO you take advantage of the various action economy wireless bonuses that let you do things with a free action (probably the Change Linked Device Mode Free Action) instead of the [manual or AR] simple action Change Device Mode.... Thought only technomancers could influence the matrix directly with their mind without using some sort of DNI :)

...that some wireless bonus would require DNI - in addition to have access to the matrix
 



I'm not sure that conclusion is supported by the rules. The descriptions of fire modes on p. 179 indicate that Semi-Auto Burst, Burst Fire, Long Burst, and Full Auto modes all can use the multiple attacks option. I'll check the errata to see if multiple attacks with a firearm presupposes a Complex Action.
Yes, we had (have) a long discussion about this earlier today in the linked thread.
Seem as if there are different rules on different pages that say different things and/or that there are rules missing.

P.179 State that you can use BF weapons to fire at multiple targets with the same burst, Long Burst weapons to fire at multiple targets with the same burst. Full auto weapons to fire at multiple targets with the same burst.
P.179 Also state that you can use suppressive fire for a combination of controlled and fully automatic bursts focused over a narrow area and directed at anything that moves. Suppressive fire is explained in detail, but it does not actually state which weapons that can use it (only that it cost 20 bullets over the cause of a full combat turn).
P.165/167 State that you can dual wield SS, SA, BF, Long BF, simple FA and complex FA to do multiple attacks.
P.165/167 State that you can use a single firearm for a SA burst or a Long Burst to attack multiple targets within Short or Medium range (but it does not state that you can use a single firearm in BF, simple FA or complex FA to fire at multiple targets)
P.164 State that you can do multiple attacks when combined with Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.
P.196 State that you can take Multiple Attacks with a single melee weapon and when dual wielding firearms or melee (but it does not state that you can use a single firearm or throwing weapons to take the multiple attacks free action).
P.196 Also state you are limited to weapon skill / 2 targets.

Q If p.179 is correct - where are the rules at p.165/167 describing number of targets, stray shots between targets, how far away targets can stand, what their defense modifier will be, does it act like a cone spray, if so size of cone, do targets need to stay at close or medium range like the complex action description for SA-Burst and Long Burst on p.167. what happen when you use 3 bullet burst and have automatic skill of 7+ and according to p.196 can attack 4 targets. How do you even split an individual BF on different targets (tap trigger once and it fire 3 bullets in 0.1 to 0.2 seconds...)

Q If p.165/167 is correct (and you can only attack multiple targets with SA burst, Long BF and suppressive fire) why does p.179 state you can attack multiple targets with BF, simple FA and complex FA (or is p.179 talking about attacking with SA Burst, BF, Long BF, simple FA and complex FA while you dual wield...? That would actually make most rules fall in place and make a lot of sense from a real life perspective - but in that case the wording on p.179 is very bad).

Q If p.196 is correct (and you can only take the Multiple Attack Free Action if you have a single melee weapon or dual wield melee or firearms) then why does p.167 state you can use SA Burst and Long Burst to attack multiple targets when you wield only one firearm and p.179 that state you can attack multiple targets with SA Burst, BF, Long BF, simple FA and complex FA.

Q Do you need a weapon with FA mode to use Suppressive fire. p.179 only mention you need [up to] 20 bullets...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (20:29:37/08-03-13)
Do you get. +2 when making an attack with shock gloves?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Dracain on (23:22:23/08-03-13)
A spell "attached" to a sustaining focus becomes "unattached" and disappears when the focus is turned off, which means every time someone because unconscious, the spell disappears and needs to be recast upon waking.  So a Mage who wants their aug spells up at all times will need to recast every morning. 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Sichr on (03:52:30/08-04-13)
I got a question about character conversion:
When transfering points for skills like Shadowing or Dodge, what to do with specialization? Skill transfers to karma in Rating x 2 ratio, but specializations have nothing like that mentioned. Any clue?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:45:36/08-04-13)
As Dracain pointed out elsewhere, Page 318 mentions Foci deactivate on unconsciousness.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (06:44:35/08-04-13)
Do you get. +2 when making an attack with shock gloves?
You do as long as the intention of the attack is simply to make contact.
The action is described under Touch-Only Attack p.187

Also when just making contact is enough the attacker, not the defender, win on a tie.
Touch-Only Attack p.187 and Grazing Hit p.173
(Shock gloves were given as a specific example)



You will not get +2 if you got go all out with a punch with the intention of dealing full unarmed damage.

The real question then is rather what happens damage wise.
Will you deal only unarmed damage. Only shock damage. Will they stack.
I don't have a rule supported answer for that :(
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Novocrane on (08:44:27/08-04-13)
How do Sensor Arrays and the Sensor Function slots within them work? Should the number of slots equal the rating of the array?

The sensor array housing can hold up to eight sensors, each of which have the rating of the sensor array (p. 445).
Perhaps I should have asked, "What reason is there to take less than the maximum of eight sensor functions in a sensor array?"
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (16:10:26/08-04-13)
First Aid: why is the fact that a character wears a full-body armor handled by dividing by 2 the net effect of first aid?
Quote from: SR5 p. 205/206
divide the net effect in half (rounded up) if the victim being treated is wearing any kind of full-body armor in order to represent the difficulty of treating the patient through armor
Why such an exception to the usual rules? it would have been simpler to add 1 row to the Healing modifiers table with a dice pool penalty rather than a very specific and unusual rule.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: KarmaInferno on (18:39:47/08-04-13)
Does firing a SA grenade launcher in Semi Auto Burst mode impose only the standard SAB -2 defense penalty, or does the Multiple Simultaneous Blasts explosives rule also apply, which would add half the DV of each subsequent grenade to the first?



-k
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (22:03:11/08-04-13)
How does a Technomancer grabbing Resonance [Virtual Machine] via Submersion work, if at all? Can they suddenly buy and load programs into those slots? Do they spontaneously grow programs to fill the slots, like they do for other purchases of Resonance [Program]?

How does a Technomancer grabbing Resonance [Configurator] via Submersion work, if at all? Would this allow a Technomancer the limited ability to reconfigure their living persona like a deck?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (03:23:04/08-05-13)
I got a question that requires some introductionary talk first, to make absolutely clear where this is coming from.

There's a significant difference between Compiling/Registering Sprites and Summoning/Binding Spirits. The rules on Sprites make clear you can only have one compiled, when registering the sprite no longer counts for your limit of 1 compiled at a time and it will stay with you until it's out of tasks, though you can make it go standby for a task. In other words, you can be accompanied at any time by (likely limited as written in chargen) registered Sprites and 1 unregistered Sprite.

On the other hand, there's Spirits. You can only have 1 spirit summoned at a time, a summoned unbound spirit will disappear on dusk, dawn or when you run out of services. With Binding, you compel it to long-term services. This states you can have up to Charisma spirits, and you can call/dismiss them with a Simple Action. However, nowhere does it state you can have more than 1 spirit, bound or unbound, active at the same time. In fact, the way things are phrased with things such as the Spirit-Summoner Link and Spirit Range, they do not acknowledge in any way having more than one active at a time.

Q: Can you have only 1 spirit, no matter whether bound or unbound, active at any time?

In all fairness, this seems rather balanced, especially since you can switch spirit in 2 Simple Actions and they're rather powerful. And the significant phrasing differences between Registering Sprites and Binding Spirits appears to heavily imply this conclusion.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (03:58:37/08-05-13)
Crack File Complex Action

p.238 state that this is a Hacking + Logic [Attack] v. Protection Rating x 2
Table on  p.244 state that this can be both an Attack Action and a Sleaze Action.


Q: Can you do a Crack File action using a Sleaze Action instead of an Attack Action



If so, comparing Brute Force and Hacking on the Fly indicate that a Sleaze version of the Crack File action should be a Hacking + Logic [Sleaze] v. Protection Rating x 2




Since a successful [Attack] will always alert the owner that the file is under attack I personally feel there should also be a way to Sleaze your way through the protection as well... Ghost in the machine and all that ;)

Also, BK example on p.224 seem to indicate that he first failed a Sleaze Action when trying to crack the file protection (something went wrong and the host automatically got a Mark on his Persona, p.231 and p.236). On p.225 he again tries to break the protection but this time it seem as if he is using an Attack Action (that fails and he is hit by Matrix Damage - just like you would when failing an attack action, p.231). The third attempt seems to be another attack action; This time he is successful - but successful attack actions always make the target aware (p.236) and the host start searching for him again.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carz on (13:02:32/08-05-13)
Pulse Storm CF (pg 252) is listed as Duration: I (instant).
I'm wondering it is should be a Sustained CF, or if it should have listed an amount of time it lasts, like Transcendent Grid does.

Otherwise, an instant duration CF that hits a target with noise only for that instant isn't very useful.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Lusis on (20:02:49/08-05-13)
Character Generation
Choose Your Metatype
  • An entry of Human (1), Dwarf (3), and Elf (5) all mean the same thing; you have that metatype, and the number in parentheses is how many points you have to spend on Special Attributes. Special Attributes are Edge, Resonance, and Magic. (Page 65, right column, second paragraph)

So is it them possible to have a Magic above 6 (or Essence) at Chargen?[/list]
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MaxKojote on (20:08:21/08-05-13)
Exceptional Attribute now can apply to Resonance and Magic.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: BlackJaw on (14:16:36/08-06-13)
How separate do devices have to be to get their own icons in the matrix and/or count as a single slaved device?

Does a Gun with attached external Smartgun count as a single icon/device or is it a seperate icon for for the gun and the smartgun? 

Do cyber-eyes count as a single device with all the features of augmentations installed into their capacity, or does the smartlink, vision enhancement, and flarecomp each have it's own icon separate from the cyber-eyes themselves?  For that mater, if I install those augmentations directly into my actual real flesh and blood eyes, do they each get their own icon or do my eyes as a whole have an icon now?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (23:18:19/08-06-13)
Quote from: Xenon link=topic=11514.msg222545#msg222545
Q: Can you do a Crack File action using a Sleaze Action instead of an Attack Action

No.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (23:30:19/08-06-13)
p.456 Customization of cyberlimb state that:
  • "You can have your cyberlimb tailored and customized to your frame and musculature"
  • You can not customize your cyberlimb "beyond your natural maximum for that attribute"
Should this be read as;

A) You can improve your cyberlimb to [but not beyond] your value for that attribute
- and not beyond your natural maximum for that attribute
(in case your value for that attribute is augmented beyond natural maximum with for example exceptional attribute)

or

B) You can improve your cyberlimb to [but not beyond] your natural maximum for that attribute
(the first sentence and your value for that attribute having no impact at all on how much you can customize the cyberlimb).



Points for A)
"You can have your cyberlimb tailored and customized to your frame and musculature" is not the same as "You can have your cyberlimb tailored and customized beyond your frame and musculature" nor is it the same as "You can have your cyberlimb tailored and customized to your maximum natural frame and musculature".


Points for B)
Street Samurai Archetype have a strength 11 cyberlimb but he only got 5 strength (implying custom cyberlimb beyond 5, all the way up to maximum natural of 8, followed by +3 enhancement).

This is one I'm really looking for an answer for so i know when i run a one off in a week and a half
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Orci on (02:42:45/08-07-13)
Quote from: Xenon link=topic=11514.msg222545#msg222545
Q: Can you do a Crack File action using a Sleaze Action instead of an Attack Action

No.
One can just hope this answer is wrong ... Otherwise there is now way to do any kind of file access without being detected.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Kincaid on (10:09:14/08-07-13)
This is probably more along the lines of errata, but the skill "Infiltration" shows up a number of times in the book (notably pp. 362-63), but there is no longer a skill with this name.  Presumably all of these references should be Sneaking.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (10:29:52/08-07-13)
This is probably more along the lines of errata, but the skill "Infiltration" shows up a number of times in the book (notably pp. 362-63), but there is no longer a skill with this name.  Presumably all of these references should be Sneaking.
That would be an errata item. I copied it over there.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Kincaid on (11:08:41/08-07-13)
Quote from: Xenon link=topic=11514.msg222545#msg222545
Q: Can you do a Crack File action using a Sleaze Action instead of an Attack Action

No.
One can just hope this answer is wrong ... Otherwise there is now way to do any kind of file access without being detected.

The host will just know that someone is somewhere, but nothing beyond that.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Orci on (16:27:34/08-07-13)
Quote
If you succeed with an Attack action, your target becomes aware that it is under attack by another icon, but it doesnít automatically spot you.

So your target is the file, how does it and its owner not know what file you changed?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Psikerlord on (23:05:04/08-07-13)
Yeah i would think as soon as you attack something in particular, the host/owner knows exactly what you targeted. the warning would be something along the lines of "secret file xxx is being attacked!". Is my guess. Which is why you ought to be able to sleaze to break file protection. 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (06:15:53/08-08-13)
During your turn, can you use Simple Actions to perform Free Actions?

For example, can you use up your 1 Free Action when an enemy mage targets you and you declare Spell Defense, then use your two Simple Actions for Reckless Spellcasting and dropping Prone afterwards? Or drop prone before your turn to avoid Suppressive Fire, then Call A Shot and Fire during your turn?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (07:39:41/08-08-13)
During your turn, can you use Simple Actions to perform Free Actions?

For example, can you use up your 1 Free Action when an enemy mage targets you and you declare Spell Defense, then use your two Simple Actions for Reckless Spellcasting and dropping Prone afterwards? Or drop prone before your turn to avoid Suppressive Fire, then Call A Shot and Fire during your turn?
(not 100% answer to your question but....)
Counterspell can be taken as an interrupt action (p.294)
Drop Prone can be taken as an interrupt action (Hit the Dirt p.168)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:42:35/08-08-13)
I am aware, I know you can sacrifice 5 Initiative if you do not have a Free Action available. The question is whether, during and only during your own turn, you can trade in a Simple Action to perform a Free Action during your turn. These are simply two examples where you might want to do that.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (09:11:10/08-08-13)
On the forums there seem to be some confusion about grenades and how aoe work. For once I think the rules are pretty straight forward, but I think it is best to post it here anyway. The actual question is:

Q: Do defenders get to roll against an AoE?


This is how I read the existing rules:
[spoiler]
The chapter Projectiles on p.181 state that "Ranged combat rules also apply to bows and throwing weapons. Some special rules also apply".

A) Ranged combat rules apply
B) There might also be special rules in addition to normal ranged combat rules.


A Ranged Combat rules use the basic combat sequence from p.173
1) Declare
2) Attack
3) Defend
4) Apply Effect

Where  Step 2) is "The attacker rolls Combat Skill + Attribute +/- modifiers [Limit]"

And Step 3) is "The defender roll Reaction + Intuition +/- modifiers..." and "...Compare the results to the hits of the attacker. If the attacker scores more hits than the defender, the attack hits the target. Note the net hits (the number of hits that exceed the defenderís hits) and move on to the second step..." (followed by rules how to calculate modified armor value, modified damage value and final damage).

One specific defending modifier is Targeted by an Area-Effect Attack p.190
Dodging explosions is not as easy as it seems in the movies. Apply a Ė2 modifier when trying to defend against weapons like spells, grenades, rockets, or missiles with a blast or area effect.


B Under Throwing Weapons there is a subcategory for Grenades.
Grenades on p.181 have a special rule that state: Three hits on the test means no scatter, but it is still possible to hit the target if the scatter roll is low and the thrower got some hits.
- There is a chance you hit the target even if you don't get 3 hits (not net hits)
- The scatter roll need to be low (or target might be outside of blast radius)
- You need to have at least one hit (as you need to exceed the defenderís hits in step 3)


A) Ranged combat rules apply
B) There might also be special rules in addition to normal ranged combat rules.

A + B gives:

1) Declare
2) Attack + Check for Scatter
3) Defend
4) Apply

In the specific example of throwing a grenade step 2) would translate to:
Attacker roll Throwing Weapons + Agility [Physical]
Specific grenade rule state that if you get less than 3 hits (not net hits) there is a risk that the grenade scatter.

And step 3) would translate into
Defender roll reaction + intuition - 2 (for grenade being an aoe effect)
And then you ...Compare the results to the hits of the attacker. If the attacker scores more hits than the defender, the attack hits the target...

My answer to the question would be: Yes, defenders get to roll against an AoE per normal combat rules with a -2 aoe modifier
[/spoiler]
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (09:32:38/08-08-13)
I am aware, I know you can sacrifice 5 Initiative if you do not have a Free Action available. The question is whether, during and only during your own turn, you can trade in a Simple Action to perform a Free Action during your turn. These are simply two examples where you might want to do that.
There are some free actions that have simple action counterparts.

For example, you can change the fire mode on an assault rifle from SA to FA with a free action (in this case the Change Linked Device Mode) by sending a mental command via DNI. There are not rules that let you send this mental command via DNI as a simple action. And there are no rules that explicit say you can't do it either (hence your question i guess). But in this case you can take the simple action Change Gun Mode and manually switch your assault rifle from SA to FA.

Most things you can do with free actions such as Change Linked Device Mode and Eject Smartgun Clip can be done with a simple action, such as Change Gun Mode or Change Device Mode. At least as long as there is a manual "switch" you can interact with instead of the mental switch used in the free action. Other actions such as Drop Object can be done as a Simple action with Pick up/Put down object.


Also, some free actions can be allowed to be taken more than once if GMs allows it. I think the examples they used were Speak Phrase or Gesture while running at the same time.



If you can take (other) multiple free actions as simple actions instead is still a valid question though. Interested in hearing the answer.


My gut feeling answer to the question is No
Why?
Because the:
- Limit of 1 free action act as a tactical limit (so you can't both run and attack multiple targets at the same time)
- Free actions you can take as a simple action have a simple action you can pick.
- Free actions that you might need when you already used your free action have an interrupt action you can use.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (09:55:37/08-08-13)
I'd rather not get into a debate in the topic meant for the official FAQ. However, note that one of my examples involved using a free action before your own action phase, namely dropping prone when someone starts with suppressive and wanting to call a shot after that.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (12:04:48/08-08-13)
On the forums there seem to be some confusion about grenades and how aoe work. For once I think the rules are pretty straight forward, but I think it is best to post it here anyway. The actual question is:

Q: Do defenders get to roll against an AoE?

No for dodging, yes for damage resistance (excluding direct combat spells, of course).

For grenades specifically, if the guy shooting at you is using a motion sensor trigger, then you get to dodge normally because she's trying to hit you. As a side note, the motion sensor on grenades is a full-stop (or mostly-full-stop) kind of detector, so just grazing your target or skipping a grenade off of the ground won't set it off in this triggering mode.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (12:09:44/08-08-13)
No for dodging, yes for damage resistance (excluding direct combat spells, of course).



Q.What about Indirect AOE Combat Spells like Blast? The example has some gangers rolling dodge

While i'm at it

Q At Char Gen can you buy a Custom Cyberlimb that has Attributes OVER your current natural Rating, without using Enhancements. (An Elf With AGI 4 buying a Custom Limb with AGI 6)

Q What happens when you roll under 3 hits on an AOE Indirect combat spell but still more hits then the defender (if they can defend). Does this all ways make the damage to resist drop to Force?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (14:54:36/08-08-13)
No for dodging
Did you read the spoiler...? :)

If this is really true(?!) then we need an errata to correct the following:
1) clarification on p.181 that defenders does not get to roll dodge in step 3 of the combat sequence on p.173
2) table on p.477 is wrong
3) combat spell rules on p.283 regarding indirect aoe spells are wrong
4) example on p.283 is wrong
5) table on p.189 is wrong
6) damage and passengers on p.205 need clarification
7) defender modification on p.190 is wrong

It also make grenades really really powerful.

Dealing more damage than a sniper rifle (even before confined space mods) and all you only need is 3 hits (not net hits) on your throw to always land and detonate the grenade within 1m of your target.

Or 3 hits with a semi-automatic burst using an ArmTech MGL-12 for a staggering 24P (before confined space mods) and -4AP and can be used up to 500m. No way of avoiding the blast, even with an interrupt action or full defense and over 20 dice since you don't get to roll them. On average your target will die even with 40+ dice when resisting damage. Best of all.... Anyone can do that right out of chargen. All you need is to invest 6 points in heavy weapons,  get an agility of 3+ and spend 7,000• for the weapon, an airbust link, an imaging scope and some grenades. gg.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (16:30:56/08-08-13)
Q.What about Indirect AOE Combat Spells like Blast? The example has some gangers rolling dodge

Also no. Which example are you looking at?

Quote
Q At Char Gen can you buy a Custom Cyberlimb that has Attributes OVER your current natural Rating, without using Enhancements. (An Elf With AGI 4 buying a Custom Limb with AGI 6)

Yes.

Quote
Q What happens when you roll under 3 hits on an AOE Indirect combat spell but still more hits then the defender (if they can defend). Does this all ways make the damage to resist drop to Force?

You miss by a certain distance. 2D6 meters, if I remember. There is no defender roll; it's a Success Test.

Did you read the spoiler...? :)

Yes. The modifier is an error leftover from SR4.

Quote
If this is really true(?!) then we need an errata to correct the following:
1) clarification on p.181 that defenders does not get to roll dodge in step 3 of the combat sequence on p.173
2) table on p.477 is wrong
3) combat spell rules on p.283 regarding indirect aoe spells are wrong
4) example on p.283 is wrong
5) table on p.189 is wrong
6) damage and passengers on p.205 need clarification
7) defender modification on p.190 is wrong

That looks like a familiar set of errata. If you can hold on until after Gen Con, you'll get a more official answer, but until then it's only us lowly freelancers that have any time to offer help.

Quote
It also make grenades really really powerful.

Dealing more damage than a sniper rifle (even before confined space mods) and all you only need is 3 hits (not net hits) on your throw to always land and detonate the grenade within 1m of your target.

Indeed, grenades are dangerous weapons. The modern grenade is advertised with a five-meter kill radius and a casualty radius of fifteen meters. Although you're not factoring in range penalties, which come up a lot for all but the strongest throwers.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (16:58:18/08-08-13)
Also no. Which example are you looking at?
Probably p.283

That looks like a familiar set of errata. If you can hold on until after Gen Con, you'll get a more official answer, but until then it's only us lowly freelancers that have any time to offer help.
Fair enough. I might have some apology to do in that other thread after Gen Con then :D
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (18:15:25/08-08-13)
Also no. Which example are you looking at?
Probably p.283


Got it in one Xenon, yeah Aaron it was this one. Also Thank you very much for all the answers, much appreciated!

[spoiler]
Quote
One of the gangers has cornered Rikki the Rat
Shaman, so Rikki has no choice but to throw down
some mojo on him. Since thereís only one, he casts
Mana Bolt at Force 4. With Magic 5 and Spellcasting
4, Rikki gets 4 hits while the ganger with his Willpower
3 manages to get 1 hit. This means that the ganger
takes 3 points of Stun damage (equal to Rikkiís net hits
since this is a Direct Combat spell). The ganger gets
no resistance and no dodge.
The second ganger has caught up with the first,
and Rikki must step up his game. Rikki switches to
Blast at Force 7. A risky maneuver for, but he wants
to end things quickly so he can curl up and hide. He
rolls a miraculous 5 hits. This is an Indirect Combat
spell, so its damage will be equal to Force 7 + Rikkiís
net hits. Ganger 1 is a little out of it and only gets 2 hits.
The second ganger is quicker with 4 hits. The three
net hits make the total damage hitting the first ganger
10, while the second must attempt to absorb 8 points
of damage. Both are wearing armor jackets (12), but
with such a high Force, the AP of the spell reduces
the jacketís protection to 5. Both gangers have Body
5, so they each roll 10 dice to resist damage. Ganger
1 rolls 3 hits and takes a total of 7 boxes of Stun damage.
Combined with the Mana Bolt, he is knocked out.
Ganger 2 rolls better with 5 hits and only takes 3 boxes
of stun. Ganger 2 figures itís not worth taking on Rikki
on his own and runs off to get help. Rikki hurts more
from casting that spell than from being punched by the
gangers, as his nose is bleeding from taking 4 boxes of
Stun damage from the drain.
[/spoiler]
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (04:27:00/08-09-13)
If you are not allowed to defend against AoE;

Q Will indirect AoE spells increase DV with number of hits*?

instead of increasing DV with number of net hits* - as the rule currently state




(*) As long as the magician get more than 3 hits (not net hits).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:25:07/08-09-13)
So to be clear:

- You put 3 wireless High explosive grenades in your grenade launcher.
- You subscribe each grenade to a different member of the team.
- The grenade launcher has no range penalty within 50 meters, -1 within 100.
- You fire a Short Burst as Complex Action, firing all 3 grenades.
- You make a Heavy Weapons + Agility (3) test with the other modifiers.
- Defenders do not get to make any defensive action until their own turn.
- No penalties apply from targets Running/Sprinting, Cover or Total Defense because you target a location, not a moving person.
- After 5 meters, the grenades are armed.
- If you succesfully make the test, the grenades land at the right spot.
- Each member uses their Free Action to detonate 'their' grenade simultaneously.
- The AP becomes the best and becomes 1 better per extra explosion.
- The blast adds half the value of all lowest DVs to the highest DV for 1 combined value.
- 3x 16/-2 becomes 16+8+8/-2-1-1 = 32P/-4 damage.
- If a hacker hacks one of the commlinks in advance, he can let one of the 3 explode earlier, after it has travelled 5 meters and gets armed. He needs 1 Mark to perform that Free Action.
- A jammer would create a negative dice pool modifier, but there is no die-roll involved in triggering the grenades, so it has no effect.

Are all these steps correct?

Q: Can you change the wireless mode of multiple identical devices in one go with an identical command? E.g. turn off multiple cameras, eject multiple clips, explode multiple wireless grenades?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (08:38:26/08-09-13)
Except that there are a couple-three ways for a hacker to mess things up, and that the wireless link is a wireless bonus and can be blocked with enough noise, Operation Grenade Ballet is a go.

As to the multiple command thing ... um ... maybe? Strictly by the rules, probably not, but it sounds like the kind of thing I'd handwave as a GM.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (09:28:29/08-09-13)
Or just get an airburst link that will have all 3 nades detonating at the same combat initiative score (=multiple simultaneous blasts).

But in this scenario you really want to protect your launcher and your individual grenades with a strong firewall plus high intuition, willpower and logic as there are quite a few ways to tackle this from the Matrix (get a mark on the grenade owner's commlink and use that to spoof a detonate command to the grenade mid air, get two marks on the launcher and control it to fire a grenade while just hanging on the back of the troll, get a mark on individual grenades and then delay an action and use it to command the grenade to explode while in mid-air, brick the entire grenade launcher....)

A decker can also temporary turn his deck into a jammer and you can also buy jammers in the gear section. seem as if the Wireless data jack provide 1 point of noise reduction, but besides that it seem as if the only way to counter a jammer is by using a RCC set for noice reduction rather than sharing and if you have a RCC you can also compensate for noise on the fly taking a complex action electronic warfare test to reduce noise even further.

As long as you can generate more than 2 noise after noise compensation around the grenade (device rating 2) or around the launcher (also device rating 2) then the grenade can not be detonated wireless.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (11:06:48/08-09-13)
The grenade launcher wouldn't need to be wireless, though, either the launcher or the grenades have to be.

So any high-profile target will always be protected with jamming to prevent wireless triggering of explosives of any kind, runners should always carry jammers if they lack a decker, and that takes care of getting grenades tossed at you that explode before you get a chance to move away, unless they're fired after you're out of passes and then you're SoL.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (11:43:43/08-09-13)
(Grenades that use the Built-in timer does not explode at the end of the combat turn. They explode in the next combat turn on the same initiative score as when it was thrown, minus 10 - So you still have time to move away. But built in timed grenades are great to combine with suppressive fire to shape the battlefield and to create no-win situations for your opponents).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: jamesfirecat on (23:57:42/08-09-13)
Actually, here is the real no win situation for how you use grenades super effectively if wireless is not an option.


Runner A shoots spread grenades on time fuses and they land where he wants them to after holding his action so that he goes after the target at target's iniative score minus one.


Runner B shoots the target with S&S ammo.

S&S shots which deal a box of physical or stun drops five from the targets initiative score.

Target does not get to act again before grenades go off.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MagusRogue on (01:20:09/08-10-13)
Q. Why does Uncouth (and possibly other negative qualities) affect Intimidate? Being rude and impulsive should have no affect on how intimidating you are; in fact, it probably should make a better case for you being more intimidating, not less.

Q. I know this isn't a real question but could it be possible to find the rules on Augmented Attribute Maximums easier to find, say perhaps on the Metatype Table? It took me an hour to find it until I got to page 94 and dug in the text. It's mentioned in TON of places, but finding the actual rules was incredibly difficult.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (01:24:46/08-10-13)
Q. Why does Uncouth (and possibly other negative qualities) affect Intimidate? Being rude and impulsive should have no affect on how intimidating you are; in fact, it probably should make a better case for you being more intimidating, not less.

Having come across a few people who are completely and totally inept at it, let me just say that intimidation is a far more subtle thing than that.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (01:28:38/08-10-13)
Q. Why does Uncouth (and possibly other negative qualities) affect Intimidate? Being rude and impulsive should have no affect on how intimidating you are; in fact, it probably should make a better case for you being more intimidating, not less.

Having come across a few people who are completely and totally inept at it, let me just say that intimidation is a far more subtle thing than that.

It can be, but that would be for someone who isn't normally that imposing to intimidate someone. If the big Uncouth Troll snarls at you and hefts his Troll-sized combat axe, that's pretty darn intimidating and not at all subtle.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MagusRogue on (01:29:27/08-10-13)
Like All4BigGuns said. Being rude should not keep you from being able to frighten people off.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (01:32:52/08-10-13)
I've always assumed that intimidate covered both being frightening, and getting the desired result by being frightening.

Getting shot because the guard is afraid of you is not a succesful intimidate check.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (01:41:12/08-10-13)
Q. Why does Uncouth (and possibly other negative qualities) affect Intimidate? Being rude and impulsive should have no affect on how intimidating you are; in fact, it probably should make a better case for you being more intimidating, not less.

Having come across a few people who are completely and totally inept at it, let me just say that intimidation is a far more subtle thing than that.

It can be, but that would be for someone who isn't normally that imposing to intimidate someone. If the big Uncouth Troll snarls at you and hefts his Troll-sized combat axe, that's pretty darn intimidating and not at all subtle.

Not intimidating, per se - imposing, sure.  Something you need to be careful how you deal with, sure.  But a non-intimidated person is going to respond to that in any number of ways, which may not be the specific thing the troll wants - they might secretly signal for help, they might shoot you, they might run away instead of handing over their valuables, etc.

Besides, Uncouth isn't just about being rude - it's about being unaware of how to achieve a desired effect upon another person, so your intimidation attempt boils down to "I'm big and I'm an asshole", which is usually (in my subjective and incomplete experience) funny rather than intimidating.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Critias on (02:23:34/08-10-13)
Someone with Uncouth isn't just ill-mannered, they "have trouble interacting with others."  Maybe they don't even understand what would be intimidating to someone, maybe they stumble over their words so they look like a baby having a tantrum instead of being scary, maybe they don't pick up on social cues and try to intimidate the weasel of a gang instead of the gang leader, maybe all kinds of stuff.

They can still stand there and be a menacing presence for someone else to make an Intimidation test (the fast-talker who always knows what to say and how to say it just thumbs over his shoulder to a hulking brute looming behind him), they can still offset the Uncouth penalty (and no doubt a low Charisma, and no doubt a not-too-great skill) with modifiers for being big and scary...but...well...if you want to be good at making people do what you want (which is what Intimidation checks are for), don't take the Negative Quality that boils down to "you're terrible at making people do what you want."
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (02:25:57/08-10-13)
They can still stand there and be a menacing presence for someone else to make an Intimidation test (the fast-talker who always knows what to say and how to say it just thumbs over his shoulder to a hulking brute looming behind him)

"We have a Hulk", basically.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MacAnu on (05:38:55/08-10-13)
See Thog (http://www.giantitp.com/comics/oots0788.html) in OotS (http://www.giantitp.com/comics/oots0388.html) for the "strong but not intimidating" archetype.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Psikerlord on (06:01:01/08-10-13)
Actually, here is the real no win situation for how you use grenades super effectively if wireless is not an option.


Runner A shoots spread grenades on time fuses and they land where he wants them to after holding his action so that he goes after the target at targets iniative score minus one.


Runner B shoots the target with S&S ammo.

S&S shots which deal a box of physical or stun drops five from the targets initiative score.

Target does not get to act again before grenades go off.
not technically an option, but could be houseruled. more realistic, but do u really want more realistic grenades...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: shinryu on (07:08:48/08-10-13)
jamming is also beaten via using motion-sensor/impact fusing. if i read the rules correctly, if you hit versus a standard defense roll, you do damage (plus hits!), and you only worry about scatter if you miss totally (in which case you might still hit your target). i would argue a direct hit should be treated as other explosions and halve armor, but that's a side point.

to insure hittingness + chunky salsa effect, use with MGL-12 for super happy murder time fun time. nothing quite like an SA burst that does 24P damage, -4 AP and -4 to dodge. nearly as good as a guided missile and much cheaper too. more humane runners may prefer to lay down a trio of flashbangs for 15S AP -6  instead.

actual question: what does the suppression effect affect? does it include defense rolls? there's a really nasty tactic of laying down suppressive and then having other shooters pick off the targets if that's the case.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: jamesfirecat on (13:50:42/08-10-13)
Actually, here is the real no win situation for how you use grenades super effectively if wireless is not an option.


Runner A shoots spread grenades on time fuses and they land where he wants them to after holding his action so that he goes after the target at targets iniative score minus one.


Runner B shoots the target with S&S ammo.

S&S shots which deal a box of physical or stun drops five from the targets initiative score.

Target does not get to act again before grenades go off.
not technically an option, but could be houseruled. more realistic, but do u really want more realistic grenades...

Why isn't it an option, did I misread/misunderstand the rules somewhere with this plan?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: jamesfirecat on (14:01:17/08-10-13)
jamming is also beaten via using motion-sensor/impact fusing. if i read the rules correctly, if you hit versus a standard defense roll, you do damage (plus hits!), and you only worry about scatter if you miss totally (in which case you might still hit your target). i would argue a direct hit should be treated as other explosions and halve armor, but that's a side point.

to insure hittingness + chunky salsa effect, use with MGL-12 for super happy murder time fun time. nothing quite like an SA burst that does 24P damage, -4 AP and -4 to dodge. nearly as good as a guided missile and much cheaper too. more humane runners may prefer to lay down a trio of flashbangs for 15S AP -6  instead.

actual question: what does the suppression effect affect? does it include defense rolls? there's a really nasty tactic of laying down suppressive and then having other shooters pick off the targets if that's the case.


Adding to this' does suppressive fire decrease the pool used to avoid being hit by suppressive fire, and does it still take away form someone's pool if they decide not try and dodge the suppressive fire but just take their hits from it?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (17:57:05/08-10-13)
Actually, here is the real no win situation for how you use grenades super effectively if wireless is not an option.

Runner A shoots spread grenades on time fuses and they land where he wants them to after holding his action so that he goes after the target at targets iniative score minus one.

Runner B shoots the target with S&S ammo.
S&S shots which deal a box of physical or stun drops five from the targets initiative score.

Target does not get to act again before grenades go off.
not technically an option, but could be houseruled. more realistic, but do u really want more realistic grenades...
Why isn't it an option, did I misread/misunderstand the rules somewhere with this plan?
I think timer grenades only detonate in the next Combat Turn (not next Initiative Pass), and with 10 less Initiative than the score you had when you fired them, so that leaves a lot of time for the target to escape even if hit with SnS ammo.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (17:12:37/08-11-13)
Since "A spiritís physical form is metahuman-sized or smaller and very obviously ethereal" when materialized, is it possible to make a materialized spirit wear normal armor? If so, does the armor rating add to their Immunity to determine whether an attack injures them, or does it solely affect their damage soak dice pool?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DWC on (17:38:10/08-11-13)
Suppressive Fire lists the penalty as being to skill checks, so I can't imagine it applies to defense tests or any other dual stat test.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Slithery D on (18:14:45/08-11-13)
Since "A spiritís physical form is metahuman-sized or smaller and very obviously ethereal" when materialized, is it possible to make a materialized spirit wear normal armor? If so, does the armor rating add to their Immunity to determine whether an attack injures them, or does it solely affect their damage soak dice pool?

For God's sake, neither! Even if Immunity isn't technically "armor" don't let it stack: spirits are hardly in need of more damage resistance.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (18:19:22/08-11-13)
Since "A spiritís physical form is metahuman-sized or smaller and very obviously ethereal" when materialized, is it possible to make a materialized spirit wear normal armor? If so, does the armor rating add to their Immunity to determine whether an attack injures them, or does it solely affect their damage soak dice pool?
For God's sake, neither! Even if Immunity isn't technically "armor" don't let it stack: spirits are hardly in need of more damage resistance.
Aw, but I wanted to summon a Spirit of Man, make it wear a duster and give it a Ruger Super Warhawk, and make it say "This town ain't big enough for the both of us". :(
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (02:14:03/08-12-13)
Getting this back on topic by actually asking a question for the FAQ....

Running Silent says that you resist being spotted with Logic + Sleaze. So does running silent count as a Sleaze action, and thus start your overwatch score?

Also, only cyberdecks have a Sleaze attribute, so how do commlinks and other devices that are running silent resist being spotted?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:21:08/08-12-13)
This wasn't my idea but a good point was raised that it isn't stated explicitly in the rules.

Q: If you put multiple Audio Enhancements Rating * in earbuds+headsets, or multiple Vision Enhancements Rating * in contacts and glasses, do their effects stack?
For example, if I got an Audio Enhancement Rating 3 and an Audio
Enhancement Rating 2 equipped, do I get +3 to my limits (and with wireless to my dicepool), or +5?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: The Masked Ferret on (11:05:56/08-12-13)
This wasn't my idea but a good point was raised that it isn't stated explicitly in the rules.

Q: If you put multiple Audio Enhancements Rating * in earbuds+headsets, or multiple Vision Enhancements Rating * in contacts and glasses, do their effects stack?
For example, if I got an Audio Enhancement Rating 3 and an Audio
Enhancement Rating 2 equipped, do I get +3 to my limits (and with wireless to my dicepool), or +5?

I would say no. Audio Enhancement Rating 3 + Audio Enhancement Rating 2 != Audio Enhancement Rating 5. Audio Enhancement is Max rating 3. (pg. 445)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (11:12:09/08-12-13)
Well that's also what I would say myself, but I'm asking so we get an official ruling to hold against people suggesting it should be fine. :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mirikon on (11:42:42/08-12-13)
No official ruling needed. Just beat those people with the phone book until they stop being stupid.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: The Masked Ferret on (11:46:58/08-12-13)
No official ruling needed. Just beat those people with the phone book until they stop being stupid.

But I might damage my phone book!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (11:52:11/08-12-13)
Don't be ridiculous. We don't know the damage of a phonebook. Just wait for the physical book to arrive and use that, we know the official damage code for that puppy.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mirikon on (12:48:24/08-12-13)
I dunno. A Metro Atlanta phone book I think would have a pretty hefty DV.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (13:40:50/08-12-13)
No official ruling needed. Just beat those people with the phone book until they stop being stupid.
But I might damage my phone book!
Get two food trays from a cafeteria, and use those.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: The Masked Ferret on (14:55:12/08-12-13)
No official ruling needed. Just beat those people with the phone book until they stop being stupid.
But I might damage my phone book!
Get two food trays from a cafeteria, and use those.

Sounds like a street level run to me - Johnson says that he wants you to steal 2 trays from a corp cafeteria. Two specific trays. The white ones. With the old corp logo. He will pay you in pizza.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Tagami on (16:03:54/08-12-13)
This wasn't my idea but a good point was raised that it isn't stated explicitly in the rules.

Q: If you put multiple Audio Enhancements Rating * in earbuds+headsets, or multiple Vision Enhancements Rating * in contacts and glasses, do their effects stack?
For example, if I got an Audio Enhancement Rating 3 and an Audio
Enhancement Rating 2 equipped, do I get +3 to my limits (and with wireless to my dicepool), or +5?

I would say no. Audio Enhancement Rating 3 + Audio Enhancement Rating 2 != Audio Enhancement Rating 5. Audio Enhancement is Max rating 3. (pg. 445)

RAW per SR5, pg 445 one sensor is max rating 3. The question at hand is what happens when you feed the output of one sensor (say headphones with Audio Enhance rating 2) into another (earbuds Audio Enhance rating 3).

It's not unheard of, in RL. (http://en.wikipedia.org/wiki/Preamplifier). I guess it depends on RAI (what rating really represents? signal clarity or volume?).

Even though everyone thinks this is a phonebook case, I disagree on that. It merely allows more creativity for the players if allowed, or clarifies the intended use of the equipment.

I would like also to remind you that this could be vital info for riggers, since they could potentially rig sensor setups for ambushes and safehouses with relative ease on the cheap (I guess that would be an INT+Hardware check) and then use that for ultra long range eavesdropping (add directional mic, tada!). Even better, running around with a spy-van trying to pick up info on corp-sec from the parking lot across the facility sounds very trenchcoaty to me (a part of SR I love to bits).

Again, it's not unheard of for people to try to get info from as far away as possible using arrays of equipment. (http://www.space.com/16000-spy-satellites-space-telescopes-nasa.html Go read about the capabilities of those babies NASA got. They were the spare/obsolete ones).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Shade on (20:21:49/08-12-13)
Quote
It's not unheard of, in RL. (http://en.wikipedia.org/wiki/Preamplifier). I guess it depends on RAI (what rating really represents? signal clarity or volume?).

I think you are not abstracting the rules enough, personally. If the book says the max rating is 3, I interpret that to mean that 3 includes every conceivable way of improving the quality AND volume available to state-of-the-art technology. Ratings are intended as a tool to allow bonuses using technology with an eye to game balance. They are HIGHLY abstract. Consider a max rating ANYTHING to be the equivalent of what, say, the CIA or covert ops teams would be using. Including combinations of different technologies, et al.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Sir_Prometheus on (13:52:51/08-13-13)
p309 Would the Adept power attribute boost add to unarmed damage if applied to Strength?
Nothing. It only adds dice to dice pools involving Strength.

Hi Aaron, I appreciate you answering our questions, but I very much dislike this answer specifically.

Strength is used for a few athletics type tests, but I think it's safe to say that damage is the main point of the strength attribute.  I get the idea behind nerfing critical strike -- in 4e you could pretty easily get small humans that could punch a tank.  But attribute boost isn't really the same sort of thing and is not subject to the same abuses (it takes an action, it has limited duration and drain) and if an adept boosts her strength.....well, they're going to hit harder.

It's also not how I would have parsed the rule itself....my assumption is that they were making boosts not affect limits and the like so that these didn't have to be recalculated on the fly.  I.e. it was an ease of play rather than a game balance issue.

In the end, strength boost that doesn't affect damage just seems fairly pointless.  I think you'll also see a lot of unarmed adepts that wind up getting bioware or cyberware to compensate, and that just seems un-fluffy. 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (14:17:16/08-13-13)
Spell Shaping allows you to create 1-meter-radius spherical "bubbles" within an area spell's area of effect that is unaffected by the spell: if you don't get the 3 hits needed, and your spell scatters, does the bubble (which will typically be used to protect you or your allies from the blast) scatter with it?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (15:07:50/08-13-13)
If I use to multiple attack action for SS weapons, then I don't use it anymore, does the recoil still progress? or only when I use said multiple attack action?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (18:06:43/08-13-13)
Getting this back on topic by actually asking a question for the FAQ....

Running Silent says that you resist being spotted with Logic + Sleaze. So does running silent count as a Sleaze action, and thus start your overwatch score?

Also, only cyberdecks have a Sleaze attribute, so how do commlinks and other devices that are running silent resist being spotted?

No, a defense test isn't an action.

They add their Sleaze attribute of zero to the dice pool. =i)

Hi Aaron, I appreciate you answering our questions, but I very much dislike this answer specifically.

Strength is used for a few athletics type tests, but I think it's safe to say that damage is the main point of the strength attribute.  I get the idea behind nerfing critical strike -- in 4e you could pretty easily get small humans that could punch a tank.  But attribute boost isn't really the same sort of thing and is not subject to the same abuses (it takes an action, it has limited duration and drain) and if an adept boosts her strength.....well, they're going to hit harder.

It's also not how I would have parsed the rule itself....my assumption is that they were making boosts not affect limits and the like so that these didn't have to be recalculated on the fly.  I.e. it was an ease of play rather than a game balance issue.

In the end, strength boost that doesn't affect damage just seems fairly pointless.  I think you'll also see a lot of unarmed adepts that wind up getting bioware or cyberware to compensate, and that just seems un-fluffy. 

I understand where you're coming from. My answer hinges entirely on the text of the power, which includes the words "This only affects your dice pools," and I don't think melee damage is a dice pool. It's possible that the errata could change this, but in the meantime, I can only really go by the book.

Spell Shaping allows you to create 1-meter-radius spherical "bubbles" within an area spell's area of effect that is unaffected by the spell: if you don't get the 3 hits needed, and your spell scatters, does the bubble (which will typically be used to protect you or your allies from the blast) scatter with it?

Since you have to declare your use of spell shaping when you cast the spell, plus the bubble is created within the area of your spell and not independent of it, I think the bubbles scatter with the area of effect. Of course, this only applies to area indirect combat spells, since all other spells are targeted with more precision.

If I use to multiple attack action for SS weapons, then I don't use it anymore, does the recoil still progress? or only when I use said multiple attack action?

I'm not sure what you mean. The SS fire mode description (p. 178) doesn't seem to allow for multiple attacks. Am I misunderstanding your question?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (18:12:41/08-13-13)
He's talking about dualwielding, where it mentions that this is the only way an SS weapon can face recoil.

Q: Arcana is a non-default skill, but Initiation is Arcana+Intuition (not +Logic). How does initiating works for someone without Arcana? Does it have a default penalty of -1, is it just 2 different bonuses so simply Intuition+0, is it not allowed? And how should an Adept reach high initiation levels without Arcana and limited extended tests, or is that simply not intended?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (19:43:26/08-13-13)
yes, when duel wielding, and using multiple attack actions.

Single Shots
Single Shot (SS) weapons have the disadvantage of
not being able to fire multiple rounds in a single Action
Phase, but they have the advantage of not suffering
from cumulative recoil when fired in single shot
mode. It is assumed to be taking time to chamber the
next round or otherwise make the SS weapon ready to
fire again; this pause between shots means characters
using these weapons do not suffer from progressive
recoil. Recoil penalties apply when using the Multiple
Attacks Action.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (22:43:13/08-13-13)
Are you allowed to take Attack or Sleaze actions with commlinks if you spend Edge on the dice roll to Push the Limit?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (22:50:11/08-13-13)
Saw someone assuming that was legal in another thread (char creation) and the idea seems utterly ridiculous.  Would love to get it official though.  That player had enough other issues I didn't even want to start to get into, I just left the thread instead of ranting.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: lurkeroutthere on (23:11:44/08-13-13)
Two fun facts:

1) Search function is fun and easy.

2) Just because an answer from the book isn't the one you want doesn't mean it needs clarification. But i will gladly wait if someone can find anything more difinitive then what I found. If Aaron or others chime in as something completely reversing the book. Well that will be both unexpected and unfortunate as it would stand in opposition to what I understand was one of the stated goals of the matrix rewrite, that is to say making skills and attributes matter again over programs and gear.

Also i'm going to default to one of my very basic stock answers on this. I find it extremely humorous that Shadowrun supports elves, magic, dragons, space flight, virtual reality, and underwater arcologies as basic understandings of the setting., but the idea that someone could accomplish "hacks" with skill, brains and a touch of luck instead of specialized hardware is the part that's "utterly ridiculous" to you?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (23:14:51/08-13-13)
Also i'm going to default to one of my very basic stock answers on this. I find it extremely humorous that Shadowrun supports elves, magic, dragons, space flight, virtual reality, and underwater arcologies as basic understandings of the setting., but the idea that someone could accomplish "hacks" with skill, brains and instead of specialized hardware is the part that's "utterly ridiculous" to you?

If you don't have resonance...yes.  I don't get to shoot people without my gun either...no matter how skilled at firearms I am.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: lurkeroutthere on (23:17:18/08-13-13)
But i cans still bludgeon you with a thrown rock. Not nearly as effective but it got the job done for a long time before the advent of guns. Same principle.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (23:24:00/08-13-13)
2) Just because an answer from the book isn't the one you want doesn't mean it needs clarification. But i will gladly wait if someone can find anything more difinitive then what I found.
Contrary to what you seem to think, we think it needs clarification because it makes no sense for commlinks to be able to hack in 5E when they don't mention the possibility in the entire Matrix chapter, character sheets no longer have a separate commlink section, they completely lack the attributes needed to hack, hackers have been renamed to deckers again... so basically, everything about the book at the very least implies you can't use commlinks to hack.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (23:25:36/08-13-13)
Why don't you take the argument back to the original thread where it came up so as not to clutter up the FAQ thread?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (23:39:29/08-13-13)
Are you allowed to take Attack or Sleaze actions with commlinks if you spend Edge on the dice roll to Push the Limit?

By the rules, yes. If your GM agrees with Ricochet (who says s/he believes that this is utterly ridiculous, a legitimate viewpoint), you might not be able to do it this way. Me, I see it as pushing your limits by writing one-shot code on the fly to make the non-decking device bend to your will for just the tiniest moment, so it's cool with me.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Namikaze on (01:35:16/08-14-13)
Firstly, thanks for the answer Aaron.

Secondly, I'd like to point to this passage on Page 223:

"The cyberdeck has advanced electronics and firmware based on reverse-engineered protocols used in Matrix security. In short, a cyberdeck is the tool you need to be a hacker."

The fact is, the Corporate Court and GOD decided that hackers were getting away with too much and decided to implement new security protocols and a new topology to the Matrix.  This is why we have Grids now and why we have a Grid Overwatch Score.  That technology makes hacking impossible without a cyberdeck or Resonance.  Simple as that.  The "reverse-engineered protocols used in Matrix security" refer to the protocols that prevent commlinks from hacking.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Namikaze on (01:40:03/08-14-13)
A much better question, which may have been asked before and I can't find the answer:

Is it possible for a Technomancer to develop Noise Reduction and/or Sharing for drone control?  If so, how?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (01:46:11/08-14-13)
So, if someone were to take an arrowhead and the shaft of the arrow, have them in to different pieces, and then use them as lynchpins to create two different preparations, would they still be considered as two different preparations when reassembled into an arrow?  If so, what happens if the preparation on the arrowhead is Contact activated?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Namikaze on (01:53:07/08-14-13)
So, if someone were to take an arrowhead and the shaft of the arrow, have them in to different pieces, and then use them as lynchpins to create two different preparations, would they still be considered as two different preparations when reassembled into an arrow?  If so, what happens if the preparation on the arrowhead is Contact activated?

I suppose that would depend on the preparations, perhaps?  As a GM, I wouldn't have any problem with someone using the arrowhead and the shaft as two different lynchpins.  Just because they're re-attached doesn't mean that would affect their form as a magical object.  If your arrowhead had a Toxic Wave spell tied to it though, it might destroy the shaft (and the preparation with it).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (01:55:58/08-14-13)
So, if someone were to take an arrowhead and the shaft of the arrow, have them in to different pieces, and then use them as lynchpins to create two different preparations, would they still be considered as two different preparations when reassembled into an arrow?  If so, what happens if the preparation on the arrowhead is Contact activated?

I suppose that would depend on the preparations, perhaps?  As a GM, I wouldn't have any problem with someone using the arrowhead and the shaft as two different lynchpins.  Just because they're re-attached doesn't mean that would affect their form as a magical object.  If your arrowhead had a Toxic Wave spell tied to it though, it might destroy the shaft (and the preparation with it).

Other people have been arguing that the act of using them to make the arrow somehow invalidates the preparations (regardless of no RAW stating that).  So I figured I'd raise the question.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Namikaze on (01:57:50/08-14-13)
I can see how that would be a dividing point.  I think for rules simplicity the arrow is a single device, the shaft and arrowhead.  But if you're comfortable with that level of detail, I'd go with the two objects = two preparations side of things.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (02:04:44/08-14-13)
I can see how that would be a dividing point.  I think for rules simplicity the arrow is a single device, the shaft and arrowhead.  But if you're comfortable with that level of detail, I'd go with the two objects = two preparations side of things.

What I'm looking for here is dev response so I can get a closer sense of what RAI here is.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:12:03/08-14-13)
Cough. People, if you want to debate things, it might be better to do that in the debate topics themselves, or make your own in the Rules section. This one is for the developers. And going after people because they ask questions you find nonsensical, is kinda a bad thing. It might be they already have an assumed answer but want an official ruling due to a heavy debate on it.

Q: Adrenaline Boost is a Free Action and makes you eat drain the next turn. No limit in use is mentioned. Can you use it in multiple Action Phases in the same Combat Turn? If so, does the drain stack up in one massive drain check, or will it be several independent drain checks?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: sylanna on (06:31:28/08-14-13)
How does evading explosives work? If the defender wins a test against a motion triggered grenade (same with vehicle vs missile), will he take no damage at all? Will he jump like 10+ meters away in spaces without obstacles/cover? If he doesn't, he should have to soak part of the blast (but how much?).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (06:44:42/08-14-13)
p181: If you fail the attack roll, you roll scatter and scatter the full amount, then the grenade explodes.
p182: The GM rolls 2d6 to determine the scatter direction and then rolls to determine the scatter distance.

Q: Scatter mentions (#d6 - Hits) meters in Scatter. Motion sensors mentions scatter the grenade "scatters the full amount". Does that mean that, unlike with an unopposed test where scoring 1~2 hits will reduce the scatter, you do not apply any hits from the opposed test on reducing the scatter? Or will the net hits of the defender actually count against you, increasing the scatter?

e.g. I throw a motion sensors grenade and roll 3 hits, the dodger rolls 5. I roll 1d6 for Scatter and roll a 4. Does the grenade now scatter 4-3=1 (I doubt it), 4 or 4+(5-3)=6 meters?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (07:17:41/08-14-13)
A much better question, which may have been asked before and I can't find the answer:

Is it possible for a Technomancer to develop Noise Reduction and/or Sharing for drone control?  If so, how?

Not in the core rule book, but this functionality might be in future source books.

So, if someone were to take an arrowhead and the shaft of the arrow, have them in to different pieces, and then use them as lynchpins to create two different preparations, would they still be considered as two different preparations when reassembled into an arrow?  If so, what happens if the preparation on the arrowhead is Contact activated?

I think that strictly by the book, they'd remain two separate preparations. I think the errata will show that destroying or defacing a lynchpin destroys the preparation, but whether attaching an arrowhead to an arrow shaft defaces a preparation is a GM call (which might involve and Armorer Test). If the arrowhead has a contact trigger, the arrow would have to be handled and shot without touching it, and it would have to penetrate (cause Physical and not Stun damage) its target for the contact trigger to ... well, trigger.

What I'm looking for here is dev response so I can get a closer sense of what RAI here is.

Please keep in mind I'm keeping my answers based on the book and any errata I know has a good chance of making it through the approval process, labeling my own opinions as such. In theory, the Real Answers are in the book, albeit possibly buried somewhere in its nearly five hundred pages. Beware of using my opinion in your rules debates, partly because appealing to authority isn't a valid argument, but mostly because nothing's official unless it's in publication by Catalyst.

Also, a lot of these questions are becoming more and more centered on minutia and weird edge cases, and so they don't really fall under the "F" in "FAQ." That said, I like answering questions so I don't mind answering them (although the really specific ones probably won't make it into the official FAQ when that becomes a thing.

Q: Adrenaline Boost is a Free Action and makes you eat drain the next turn. No limit in use is mentioned. Can you use it in multiple Action Phases in the same Combat Turn? If so, does the drain stack up in one massive drain check, or will it be several independent drain checks?

Barring errata, you can use it every Initiative Pass. You'd take the Drain from each use separately.

How does evading explosives work? If the defender wins a test against a motion triggered grenade (same with vehicle vs missile), will he take no damage at all? Will he jump like 10+ meters away in spaces without obstacles/cover? If he doesn't, he should have to soak part of the blast (but how much?).

If you're in the blast zone when the explosive goes off, it's too late for you to evade it. Motion triggered grenades go off when they hit you; if they miss they scatter (p. 182) and so might take reduced damage.

Q: Scatter mentions (#d6 - Hits) meters in Scatter. Motion sensors mentions scatter the grenade "scatters the full amount". Does that mean that, unlike with an unopposed test where scoring 1~2 hits will reduce the scatter, you do not apply any hits from the opposed test on reducing the scatter? Or will the net hits of the defender actually count against you, increasing the scatter?

In the case of a missed motion triggered projectile, roll for scatter but do not reduce the scatter by the attacker's hits.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: sylanna on (07:40:45/08-14-13)
They only scatter if you fail the attack roll or glitch. And this is where the problem is: When the attacker gets hits and the defender gets more hits, the attack role didn't fail. But that might just be a problem of the wording. Failed attack role = no net hits, is what I was thinking.
By RAW, the grenade should explode the moment it hits something...that would be the floor, if the target dodged.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:44:21/08-14-13)
You failed to get more hits than the defender, so you failed the test.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: sylanna on (08:02:13/08-14-13)
Oh okay. I didn't play a system, in which those two things are the same, yet. Thank you.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ricochet on (08:18:30/08-14-13)
Firstly, thanks for the answer Aaron.

Secondly, I'd like to point to this passage on Page 223:

"The cyberdeck has advanced electronics and firmware based on reverse-engineered protocols used in Matrix security. In short, a cyberdeck is the tool you need to be a hacker."

The fact is, the Corporate Court and GOD decided that hackers were getting away with too much and decided to implement new security protocols and a new topology to the Matrix.  This is why we have Grids now and why we have a Grid Overwatch Score.  That technology makes hacking impossible without a cyberdeck or Resonance.  Simple as that.  The "reverse-engineered protocols used in Matrix security" refer to the protocols that prevent commlinks from hacking.

That is exactly the quote I was going off of when I was first thinking through this, but the fact Aaron supported this, I reread the whole hacking chapter twice last night and was trying to go through the pros and cons of allowing edge hacking.  Despite my talk of it being crazy as a first reaction (since that quote specifically put it outside the rules in my opinion) I'm moving more and more in favor of allowing  an edge hacker.  Most sleaze/attack actions require a mark, meaning you will need to invest multiple edge points to hack more often than not, making it difficult to use consistently. 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (17:12:26/08-14-13)
Q Can a custom Cyberlimb exceed your current natural rating in an attribute by more than +4? (For an extreme example, a Human with Strength 1 buying a Strength 6 custom limb at character creation) Can the same character then still add enhancements to reach rating 9?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (18:20:01/08-14-13)
Sub question to the above. Can your Agility 1 character customize to 6 and then enhance to 9.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (18:29:12/08-14-13)
Sub question to the above. Can your Agility 1 character customize to 6 and then enhance to 9.
added to the original question too to help.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Shade on (20:34:22/08-14-13)
Sub question to the above. Can your Agility 1 character customize to 6 and then enhance to 9.

"I'm fairly certain that this part in customization(pg. 456) Each increase of either attribute increases the limbís Availability and cost. If either of your limbís attributes are increased beyond your natural maximum for that attribute, you canít use the cyberlimb (so donít overdo it), but you can still add cyberlimb enhancements."

I think this means to imply that customization alone cannot go above the natural rating. Otherwise, what is a natural maximum? The +4 above natural is usually referred to as the augmented maximum. So I think a 6 Strength character can customize up to 6 strength and THEN enhance the limb up to 10.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (20:37:19/08-14-13)
I think this means to imply that customization alone cannot go above the natural rating. Otherwise, what is a natural maximum?
The natural maximum, as described on page 66, is the highest natural value you can have that attribute at (so 7 Agi for Elves, for example).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (20:37:45/08-14-13)
I think this means to imply that customization alone cannot go above the natural rating. Otherwise, what is a natural maximum? The +4 above natural is usually referred to as the augmented maximum. So I think a 6 Strength character can customize up to 6 strength and THEN enhance the limb up to 10.

Aaron has all ready stated to a previous question of mine that cyberlimbs can go over current natural, this is to confirm it can have a huge gap between natural and limb
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Shade on (20:46:09/08-14-13)
Doh, missed that one. That's what I get for being lazy and not ctrl+f. Crazy that you can have a 1 strength human with a 10 strength cyberlimb!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (04:43:40/08-15-13)
I actually submitted a question on whether that means you're running at 1[10] or that in actual use it's 1[5], we'll have to wait for the official FAQ to get out.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (08:02:13/08-15-13)
Yes, but only for activities that involve only the limb in question, and your Physical limit is unchanged.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (08:38:58/08-15-13)
Yes, but only for activities that involve only the limb in question, and your Physical limit is unchanged.
So Q. Is your physical limit based off only your natural ratings or an average of your natural and cybered ratings, in the case of cyberlimbs? Another extreme example, a Human with natural STR, REA, BOD and AGI all at 1 has two cyber limbs that are 9/9/9 (neither are a cyberskull, what is his physical limit?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (09:15:11/08-15-13)
Yes, but only for activities that involve only the limb in question, and your Physical limit is unchanged.

How official is that answer Aaron (ie are you speaking with your Catalyst hat on or just as Aaron), because Agility 1 (9) doesn't feel like an SR5 concept to me.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (09:17:39/08-15-13)
I imagine he says that answer in the same light he has said all these answers are in
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (10:13:06/08-15-13)
Yes, but only for activities that involve only the limb in question, and your Physical limit is unchanged.
How official is that answer Aaron (ie are you speaking with your Catalyst hat on or just as Aaron), because Agility 1 (9) doesn't feel like an SR5 concept to me.
You don't actually have Agility 1 (9): your arm has Agility 9, the rest of your body has Agility 1.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (10:16:45/08-15-13)
(Which, by the way, leads to the conclusion that if your physical stats are all 1s, you'd have a limit of 2 and thus any Physical-Limit-test will be capped on 2 hits...)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (10:20:47/08-15-13)
(Which, by the way, leads to the conclusion that if your physical stats are all 1s, you'd have a limit of 2 and thus any Physical-Limit-test will be capped on 2 hits...)

Unfortunately Agility isn't included in the physical limit calculation, and accuracy overrides it on weapon tests anyway. I'm okay with Cyberlimbs being good, but the idea that the cyberlimb functions on the SR4 mechanic while everything else in the edition works on the new Augmented limit based on current stat seems a little bizarre.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (10:43:40/08-15-13)
try to think of it as not being augmented. the arm has a max of the nat. max of the metatype it was made for, you can then add +3 to that.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (10:53:05/08-15-13)
try to think of it as not being augmented. the arm has a max of the nat. max of the metatype it was made for, you can then add +3 to that.

I understand the argument I just find it unconvincing. If Aaron is using his Catalysyt hat and that's the official answer I'll just have to house rule it in my games, but you can already see the Agi 1(9) cyberlimb becoming de rigeur over in the chargen forum.

The reason for that is that it's an ill considered and broken port over from SR4 and completely out of sync with all of the other ways in which SR5 handles augmentation.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (11:10:02/08-15-13)
in ways yes, but its very essence costly and nuyen costly. remeber, even if they get 3 limbs there average agi (running, climbing, swimming, jumping, melee, everything besides shooting and other things) are averaged out. its not (9) for everything, sneaking, with 2 cyber arms is like 4- agi
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (11:14:00/08-15-13)
We should probably move the debate out of the FAQ thread if we're going to have it.

If Aaron is still around I would like to know if that was a developer level answer or just his reading but other than that I think we should move the conversation.

corrected for typos
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (12:39:41/08-15-13)
Yes, but only for activities that involve only the limb in question, and your Physical limit is unchanged.

So basically with all the changes that were made, one of the few things that actually needed fixing didn't get touched? *facepalm*
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (15:07:59/08-15-13)
Q: Does your inherent recoil compensation use solely your body's (so not your cyberlimb's) Strength?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Palladion on (18:07:42/08-15-13)
Would an adept with cybereyes still benefit from Improved Sense (Low-Light Vision) et al?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (02:15:49/08-16-13)
Does the -2 for being on a public server also count against defense tests?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (05:29:58/08-16-13)
On the forums there seem to be some confusion about grenades and how aoe work. For once I think the rules are pretty straight forward, but I think it is best to post it here anyway. The actual question is:

Q: Do defenders get to roll against an AoE?

No for dodging, yes for damage resistance (excluding direct combat spells, of course).

For grenades specifically, if the guy shooting at you is using a motion sensor trigger, then you get to dodge normally because she's trying to hit you. As a side note, the motion sensor on grenades is a full-stop (or mostly-full-stop) kind of detector, so just grazing your target or skipping a grenade off of the ground won't set it off in this triggering mode.

Aaron, if I understand properly this post as well as some other you did before:
   - there is no defense test for grenades with timer: the defender should be able to act between the moment the grenade lands and when it explodes --> clear
   - there is a defense test for motion sensor trigger grenades. My understanding of your answers is that we consider that the attacker is trying to do a "direct hit", so a defense test apply as for a regular bullet. As you are "dodging" the grenade before it explodes, the AOE defense modifier does not apply (you state in another post that it an error leftover from SR4). In that case, I assume the attacker only needs to score more success than the defending character to hit, if the opposed test is lost by the attacker then we roll for scatter. Can you confirm all that sentence?

What about AOE indirect spells, it is said that they are handled as grenades but:
   - they cannot be handled as timer grenades because they explode immediatly
   - they cannot be handled as motion sensor trigger grenades, as I understand there is no defense roll
   - they obviously cannot be handled as wireless grenades
So my understanding is that:
   - there is no defense roll
   - in case the caster rolls less that 3 success then the spell scatter (but the damage is constant over the entire radius, correct?)
   - in case the caster rolls 3 or more success, each success above 3 increase the damage value
So unlike grenades, there is nothing the target can do, except resist damages. Can conterspelling help in resisting damages?

One other question regarding Wireless link: it is  stated that "this method also reduce scatter" but without any information about how much it reduces scatter. Can you please clarify?

Furthermore, can you confirm that the following points will be errated (to match what you explained):
Quote from: SR5, Ranged combat paragraph, p. 173
Ranged combat is determined with an Opposed Test between the attackerís Weapon Skill + Agility [Accuracy] vs. the defenderís Reaction + Intuition. Net hits are applied to the weapons DV or used to reduce scatter in the case of thrown weapons and launched weapons.
--> It clearly states that thrown grenades and grenade launcher use an opposed test., which is not the case

Quote from: SR5, Defending in combat section (p. 188)[/quote
Targeted by an Area-Effect Attack Dodging explosions is not as easy as it seems in the movies. Apply a Ė2 modifier when trying to defend against weapons like spells, grenades, rockets, or missiles with a blast or area effect.
--> you stated previously that it was a leftover from SR4.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (09:47:57/08-16-13)
Yes, but only for activities that involve only the limb in question, and your Physical limit is unchanged.

How official is that answer Aaron (ie are you speaking with your Catalyst hat on or just as Aaron), because Agility 1 (9) doesn't feel like an SR5 concept to me.

I don't have a Catalyst hat; check the signature.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (09:49:34/08-16-13)
Thanks for the clarification.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (10:10:25/08-16-13)
We should probably move the debate out of the FAQ thread if we're going to have it.

If Aaron is still around I would like to know if that was a developer level answer or just his reading but other than that I think we should move the conversation.

Yes, debate should happen in another topic. I'd be happy to talk about cyberlimbs or what-have-you there. Thanks.

I can't give you a developer-level answer. Shadowrun only has one developer: the esteemed Mr. Jason M. Hardy. I was on the rules committee and I did have a hand in writing and editing the new edition rule book and I am compiling the FAQ for CGL approval, but there's only one really real official source, and that's Catalyst. I can tell you how it works as currently written, and I can tell you what I personally think was the intent of each rule, and I can refer people to the possibility of a particular erratum, but that's about it. While I'd like to say that everything that I suggest will eventually be held as official, I don't make that call.

That said, I'm doing my best to give you the most accurate and up-to-date information I'm allowed to give you.

In that case, I assume the attacker only needs to score more success than the defending character to hit, if the opposed test is lost by the attacker then we roll for scatter. Can you confirm all that sentence?

Yes, I can confirm that you assume those things. =i). Seriously: yes, that seems to be the way the rule reads. If you're trying to hit a target with the grenade, they get to dodge.

Quote
So my understanding is that:
   - there is no defense roll
   - in case the caster rolls less that 3 success then the spell scatter (but the damage is constant over the entire radius, correct?)
   - in case the caster rolls 3 or more success, each success above 3 increase the damage value
So unlike grenades, there is nothing the target can do, except resist damages. Can conterspelling help in resisting damages?

- Correct.
- Yes.
- Yes.

Quote
One other question regarding Wireless link: it is  stated that "this method also reduce scatter" but without any information about how much it reduces scatter. Can you please confirm?

I believe this and the rest of your errata questions have been slated to be looked at for potential errata, but if you want better information please refer to the errata topic (which I would link if I wasn't answering this on a mobile device from Gen Con, so I'm afraid you'll have to look for that yourself; sorry).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (10:15:58/08-16-13)
Q. My Attributes are 1/1/1 in respect to Physical Limit, making my Limit 2. I have one Cyberarm that is 9/9/9. I do an action using only that arm, that requires physical limit. What is my Limit for that roll?

Sorry for asking for so many clarifications Aaron, I really appreciate the help, I am running Fast Food Fight and starting Sprawl Wilds on Sunday, and nerves have me wanting to double check everything.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (10:25:23/08-16-13)
Q. My Attributes are 1/1/1 in respect to Physical Limit, making my Limit 2. I have one Cyberarm that is 9/9/9. I do an action using only that arm, that requires physical limit. What is my Limit for that roll?

Your limit is 2.

Quote
Sorry for asking for so many clarifications Aaron, I really appreciate the help, I am running Fast Food Fight and starting Sprawl Wilds on Sunday, and nerves have me wanting to double check everything.

Glad to help!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (10:28:32/08-16-13)
Let me ask a follow up.

The same character with a 1 Strength Body and Agi gets blown up and has to undergo full body conversion aquiring two cybearms, two legs and a torso. The stats for each limb are Strength 9, Agi 9. Would his limits change then?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (10:31:54/08-16-13)
The same character with a 1 Strength Body and Agi gets blown up and has to undergo full body conversion aquiring two cybearms, two legs and a torso. The stats for each limb are Strength 9, Agi 9. Would his limits change then?
Since page 455 says cyberskulls and cybertorsos are shells rather than full replacements, that seems unlikely.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (10:39:55/08-16-13)
The same character with a 1 Strength Body and Agi gets blown up and has to undergo full body conversion aquiring two cybearms, two legs and a torso. The stats for each limb are Strength 9, Agi 9. Would his limits change then?
Since page 455 says cyberskulls and cybertorsos are shells rather than full replacements, that seems unlikely.

They're expressly considered cyberlimbs though, and as the very next paragraph is "Cyberlimbs have their own Strength and Agility ratings."
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (10:44:56/08-16-13)
The same character with a 1 Strength Body and Agi gets blown up and has to undergo full body conversion aquiring two cybearms, two legs and a torso. The stats for each limb are Strength 9, Agi 9. Would his limits change then?
Since page 455 says cyberskulls and cybertorsos are shells rather than full replacements, that seems unlikely.
They're expressly considered cyberlimbs though, and as the very next paragraph is "Cyberlimbs have their own Strength and Agility ratings."
But if having a single cyberlimb won't change your limits, and said 'full body conversion' doesn't actually replace your entire body, why would it change your limits?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (10:52:41/08-16-13)
But if having a single cyberlimb won't change your limits, and said 'full body conversion' doesn't actually replace your entire body, why would it change your limits?

This would replace all of the locations used for cyberlimb averaging, and I was wondering if the effect would be different.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (12:32:09/08-16-13)
Let me ask a follow up.

The same character with a 1 Strength Body and Agi gets blown up and has to undergo full body conversion aquiring two cybearms, two legs and a torso. The stats for each limb are Strength 9, Agi 9. Would his limits change then?

Personally, I'd say they would have the attributes to use (since all limbs are equal), but since they dumped all three natural attributes like that, they have to keep the low limit--that's what ya get for dumping three attributes to 1.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (15:32:20/08-16-13)
I know the bonus from Bone Density Augmentation and Bone Lacing won't apply to getting a condition box, but will their bonus to Body apply for the purposes of calculating Physical Limit?

Example:
Body 3 + Bone Density Augmentation 3

Would Body count as 3 or 6 for Physical Limit? (I know it counts as 3 for the Condition Monitor)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (18:36:37/08-16-13)
I know the bonus from Bone Density Augmentation and Bone Lacing won't apply to getting a condition box, but will their bonus to Body apply for the purposes of calculating Physical Limit?

As written, no.

Quote
Example:
Body 3 + Bone Density Augmentation 3

Would Body count as 3 or 6 for Physical Limit? (I know it counts as 3 for the Condition Monitor)

It would be 3 (barring other potential boosts not given in the example).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Palladion on (19:11:40/08-16-13)
I know the bonus from Bone Density Augmentation and Bone Lacing won't apply to getting a condition box, but will their bonus to Body apply for the purposes of calculating Physical Limit?

Example:
Body 3 + Bone Density Augmentation 3

Would Body count as 3 or 6 for Physical Limit? (I know it counts as 3 for the Condition Monitor)

Bone density or bone lacing is not equivalent to "Body X (X + Y)" (where Y is the rating of the 'ware).  "...gives you extra Body for resisting physical damage, a little Armor (cumulative with other Armor, without adding to Encumbrance), and changes your unarmed combat damage..." (SR5 454), which is not the same as increasing your Body attribute (which would raise Limits, Condition Monitor, Overflow, etc.). If you want a strict reading, it does not help against stun damage either (bone density reads a bit differently), but that is probably for errata...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (20:12:55/08-16-13)
I know the bonus from Bone Density Augmentation and Bone Lacing won't apply to getting a condition box, but will their bonus to Body apply for the purposes of calculating Physical Limit?

As written, no.

Quote
Example:
Body 3 + Bone Density Augmentation 3

Would Body count as 3 or 6 for Physical Limit? (I know it counts as 3 for the Condition Monitor)

It would be 3 (barring other potential boosts not given in the example).

This is what I was thinking, but I was just making sure. Though, that makes it all the more imperative that the Suprathyroid get a price and availability reduction, as it is the ONLY thing that mundanes have access to that can increase Body in 100% of circumstances.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (20:19:32/08-16-13)
If it actually stacked with Synaptic Boosters, I wouldn't mind its cost (77k + 0.3 ess and some lifestyle for +1 Rea and +1 Bod), but right now it doesn't. That's more something for the errata topic though, and prices as a whole more something we already got topics on.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (20:28:18/08-16-13)
If it actually stacked with Synaptic Boosters, I wouldn't mind its cost (77k + 0.3 ess and some lifestyle for +1 Rea and +1 Bod), but right now it doesn't. That's more something for the errata topic though, and prices as a whole more something we already got topics on.

Honestly, it should stack with everything and still have price and availability reduced (Essence cost is fine if reducing availability and price), simply because it is the only implant that directly increases Body.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (20:38:01/08-16-13)
That's a matter of opinion. If it stacks with Synaptic Boosters, which it currently doesn't due to Synaptic Boosters being a copy of Wired Reflexes in stacking restrictions, you're basically paying 32k for the Reaction and 45k for the Body, and lifestyle costs for the benefits of all-in-one-boosting on top of what one already has. If we ignore your stance on how many ware prices should be slashed for a bit, it's rather competitive in price compared to the MA/MT vs RE&MR. But once again, we shouldn't pollute this topic, and you already have your topic for debate on the prices.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (21:11:11/08-16-13)
That's a matter of opinion. If it stacks with Synaptic Boosters, which it currently doesn't due to Synaptic Boosters being a copy of Wired Reflexes in stacking restrictions, you're basically paying 32k for the Reaction and 45k for the Body, and lifestyle costs for the benefits of all-in-one-boosting on top of what one already has. If we ignore your stance on how many ware prices should be slashed for a bit, it's rather competitive in price compared to the MA/MT vs RE&MR. But once again, we shouldn't pollute this topic, and you already have your topic for debate on the prices.

Even giving +1 to all four physicals as it does, 20 availability and 140,000 is ridiculous for the Suprathyroid.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (23:47:34/08-16-13)
Will spirits spend Edge to resist being summoned or bound?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ramid on (06:06:13/08-18-13)
Patrol IC. P248

Patrol IC acts more like an agent than other intrusion  countermeasures. Its job is to patrol a host, scanning peopleís marks and looking for illegal activity using the Matrix Perception action on all targets in the host. While the act of placing a mark is an illegal activity, the act of simply having a mark is not. Once you have the mark, you are considered a legitimate user.

They way i have been treating this is that the patrol IC gets a perception test when a hacker attempts a Sleaze or attack action to place the mark but not once the mark is there.

Is that the correct usage ?

Also if so what should it be testing against. I have been using 1 success on perception if the decker is not running silent. And if the patrol IC has already noticed that there is an icon running silent in the system a opposed Computer + Intuition [Data Processing] v. Logic + Sleaze Test.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (07:24:21/08-18-13)
I would like to request a rules clarification.
Other than having onlly one attribute at natural attribute limit, skills being restricted to level 6 and gear being restricted to it items with as Device Rating of of 6 or less or an Availability of 12 or less, are there any other limits as to what players can spend there leftover karma on during step seven of character creation? This came up when one of my players asked if they could start of with an Initiate grade of 1. I don't know if I have missed this somewhere in the character creation and magic sections. Another player then asked about submersion grade 2 for there starting tecnomancer as they where very interested in the Mind over Machine echo for there drone "rigging" tecnomancer character concept along with Resonance Signal Scrub echo.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:27:00/08-18-13)
Initiation and Submerging are not available at chargen. The spending-karma section mentions a few things that are, in combination with the table (which lists limits on things such as spells) it should be an exhaustive list.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (17:16:27/08-18-13)
Bone Lacing gives extra Body for resisting physical damage. This means that RAW it won't add to your Body when an attack doesn't pierce your armor and only does stun damage, thus only applying the armor portion to the soak test. Just to be sure, this is RAI right?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (20:49:38/08-18-13)
Not sure I follow. If you get net hits, that means you got more hits than the defender, so you hit them, which means they can't evade the grenade. If, on the other hand, your attack roll doesn't beat their defense roll (you get the same amount of hits as they do, or they get more), the grenade scatters the full XD6 meters (1D6 if thrown, 2D6 if thrown and aerodynamic, 3D6 if fired from a grenade launcher) before exploding, and that amount of scatter will be how far the direct target is from the grenade when it explodes.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: sylanna on (21:09:54/08-18-13)
Damn you are right...I overread the "net"...I should sleep before posting><
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Elektrycerze3 on (02:56:50/08-19-13)
Is it possible at character creation to buy with Karma bound spirits of other traditions? It strikes me as cheezy, but I failed to find anything against it in the book...

Thank's in advance!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (03:15:21/08-19-13)
Is it possible at character creation to buy with Karma bound spirits of other traditions? It strikes me as cheezy, but I failed to find anything against it in the book...

Thank's in advance!

You can't summon, let alone bind, a spirit of a different tradition.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Elektrycerze3 on (03:25:24/08-19-13)
You can't summon, let alone bind, a spirit of a different tradition.

But check this out:

Quote from: SR5, p.301
If you (or another magician) has an action before the spirit departs, you can use Summoning (p. 300) to try to get it to owe you some services. It doesnít matter what type the spirit is or which tradition you are in this case, since itís already out and available.

After you "summon" a spirit in this fashion, what's stopping you from binding it?

On that logic my player bought a shiny fire elemental for his shaman...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (04:45:00/08-19-13)
Since Agents and IC are counted as having Hot-Sim VR for the purpose of their initiative, do they also get the +2 dice pool bonus on Matrix Actions for everything they do?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (07:34:02/08-19-13)
You can't summon, let alone bind, a spirit of a different tradition.
But check this out:
Quote from: SR5, p.301
If you (or another magician) has an action before the spirit departs, you can use Summoning (p. 300) to try to get it to owe you some services. It doesnít matter what type the spirit is or which tradition you are in this case, since itís already out and available.
After you "summon" a spirit in this fashion, what's stopping you from binding it?

On that logic my player bought a shiny fire elemental for his shaman...
"I summoned and bound a spirit that was banished" is very nice and all to do during gameplay, but it sounds definitely icky to put that in your character creation process.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Elektrycerze3 on (08:06:32/08-19-13)
"I summoned and bound a spirit that was banished" is very nice and all to do during gameplay, but it sounds definitely icky to put that in your character creation process.

I know, right :-) But I really hope there is something in the rules against it.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Unahim on (09:59:15/08-19-13)
Will spirits spend Edge to resist being summoned or bound?

They -definitely- can't if they're Bound, as the rules explicitly state they don't have (or use) their Edge pools once Summoned. Whether they do while being summoned remains to be seen, I guess.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (15:37:14/08-19-13)
can you have multiple stats at 6 (nat max for humans) out of chargen? I ask because the sample character TM (or the example TM they use through out the char building sections) has both a logic 6 and a intuition of 6 (data processing and sleaze respectively)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (16:40:25/08-19-13)
can you have multiple stats at 6 (nat max for humans) out of chargen? I ask because the sample character TM (or the example TM they use through out the char building sections) has both a logic 6 and a intuition of 6 (data processing and sleaze respectively)
Huh? Mega Pulse has 4 Logic and 4 Intuition, so those numbers for his Living Persona are wrong - in fact, it seems four of the five Living Persona attributes are actually two higher than the corresponding Mental stat (Device Rating is 6, which equals his Resonance). No idea what that is about, since I haven't read the Technomancer chapter yet.
And no, page 66 says you can only have 1 of your Mental and Physical attributes at their natural max at chargen.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MaxKojote on (17:47:49/08-19-13)
can you have multiple stats at 6 (nat max for humans) out of chargen? I ask because the sample character TM (or the example TM they use through out the char building sections) has both a logic 6 and a intuition of 6 (data processing and sleaze respectively)
Huh? Mega Pulse has 4 Logic and 4 Intuition, so those numbers for his Living Persona are wrong - in fact, it seems four of the five Living Persona attributes are actually two higher than the corresponding Mental stat (Device Rating is 6, which equals his Resonance). No idea what that is about, since I haven't read the Technomancer chapter yet.
And no, page 66 says you can only have 1 of your Mental and Physical attributes at their natural max at chargen.

It's probably an error. The living persona still works directly off the mental attributes until you get some appropriate Echoes.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (10:24:30/08-20-13)
Q: May a player, while still only receiving 25 karma for it, take more than 25 karma in Negative Qualities, e.g. when the quality-combination you want ends up at 26?

Q: When the Defiance EX Shocker is used in melee, what skill does it use? And is it a touch attack?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MagusRogue on (11:39:59/08-20-13)
I want to bring up something about complex form limits I brought up earlier in another thread but didn't get to discuss it much.

As written right now, the highest Level you can choose for complex forms is Resonance x 3. I'm believing this is a typo or something that was previously considered but maybe changed in other places. Shouldn't it be Resonance x 2?

1) All similar mechanics (magic casting and summoning, sprite compiling) is Resonance x 2. And before someone mentioned it, yes, magic =/= resonance, but the mechanics are IDENTICAL, right down to fading versus drain, compiling tasks, making things permanent by sustaining up to the Level/Force, etc. This is the one instance where the rules are different, and not in a good way. See below:

2) This means we can choose to have at character creation, without any submersions, we can have a limit of 18 on tasks, which, unless my math-fu skills are bad, is all but impossible to reach by any other character (the closest I've seen is a Troll Phys Adept having a Physical Limit of 14 on unarmed attacks). That means we could potentially have 18 damage Resonance Spikes to devices, unbeatable Puppet requests, clean up to 18 points of OS at a time, etc, without Edge. Kind of game-breaking.

3) This also allows insta-glibbing your technomancer. Level x 2 means at most 12P fading, which is dang harsh but doable. 18P? yikes. And yes, there will be people who don't care and try to do it as their swansongs, but... yeah

Sorry for the long, verbose post, but I'd like to see some clarification here, because honestly Res x 3 is a bit ridiculous.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MagusRogue on (11:51:25/08-20-13)
Also,

For sustained complex forms, it doesn't outright mention or detail penalties for sustaining complex forms, just one mention of -2 in the Example, and a mention of penalties without rules for it in letting a sprite sustain a complex form for you. Should we be using the same rules as sustaining spells on pg 282 (since the mechanics are the same)?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Rebeldawg on (16:49:42/08-20-13)
No idea about your first question but I'd assume for the second question the taser would use the pistol skill.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (23:41:53/08-20-13)
Q: For purposes of slave-master limits, particularly in the case of armor/armor mods and firearms/firearm mods, is each component treated as a separate slaved device or is it treated as one (e.g. Chameleon Suit w/Thermal Dampening, any number of firearm/smartlink combos)?

Q: I am probably missing something obvious here, but can a cyberdeck essentially sub for a commlink for all intents and purposes? Does it have all of the capabilities of a commlink + hacking or is it only a hacking tool?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Rebeldawg on (23:51:03/08-20-13)
For your second question, no it cannot act as a commlink as it's a hacking tool more or less. Think of cyberdecks as of something more
like a ipad or something similar.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (23:58:16/08-20-13)
...What? Cyberdecks can do anything a Commlink can do. Commlinks can not do everything a Cyberdeck can do. Cyberdecks are just bigger, more expensive, and have added functionality (hacking, variable stats, capability to run programs, et cetera).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (08:38:02/08-21-13)
Q: For purposes of slave-master limits, particularly in the case of armor/armor mods and firearms/firearm mods, is each component treated as a separate slaved device or is it treated as one (e.g. Chameleon Suit w/Thermal Dampening, any number of firearm/smartlink combos)?
I would say that a par of goggles with smartlink, image link, thermographic vision and whatnot is considered one device that you might or might not want to slave to a device with a higher device rating (such as a higher rating commlink).

In a similar fashion i would say that a firearm with a smartgun and an airburst link are considered one device as well.

As is your chameleon suit with thermal dampening considered one single device.

The smartgun (or rather your firearm) and the smartlink (or rather your goggles) count as two separate devices.

You can also link your smartgun to your smartlink with a direct cable which give you access to the camera feed to shoot around corners without exposing yourself for -3 dice, range finder, ammo count information, heat buildup information, material stress information and you also get to add +2 accuracy to your weapon. This does not require wireless ON on either the smartgun nor the smartlink (or your datajack if you use a DNI to make a wired connection to your device).


Q: I am probably missing something obvious here, but can a cyberdeck essentially sub for a commlink for all intents and purposes? Does it have all of the capabilities of a commlink + hacking or is it only a hacking tool?
Yes a cyberdeck is a comlink. And then some.
Cyberdecks are actually not even illegal in this edition (which is interesting since a commlink with hot-sim is), so basically you could even get a fake license to operate cyberdecks "legally" ;)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Automaton on (05:37:31/08-22-13)
This really needs an offcial and good response.

All over the forums there are multiple topics about the addiction rules and none of them come to a real satisfying conclusion.

EIther the addiction rules are flawed and do not function as is, or the text is simply far to unclear on what its trying to say that no one gets it and starts interpretting it in all kinds of ways.

Can we please have someone (prefferably the one who made them ofcourse) clearify the addiction rules as they are mend to be used in a clear text that everyone can simply read and go "okay so thats how it works" Or can we get a fix for the addiction rules please.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:42:43/08-22-13)
P257, Sprite Power Diagnostics: "The Diagnostics power allows the sprite to evaluate the inner workings of an electronic device. The sprite can assist someone using or repairing the device with a Teamwork Test. The sprite makes a Simple Hardware + Level [Data Processing] test; if any hits are rolled, the character gets a +1 limit bonus, and each hit adds 1 die to the characterís dice pool to use or repair the item."

Q: Does Diagnostics work on any wireless-enabled electronic device? Would it work on attacks made with smartguns, shock gloves, etc?

---------

Biofeedback states "when [the attack] causes Matrix damage, [...] equal amount of [...] biofeedback damage". The example shows that you first soak the Matrix damage, what remains then does Matrix damage but also gets a second roll against the Biofeedback damage. Black IC, however, states that when it HITS it does an "equal amount of biofeedback damage". This is explicitly stated in a way that suggests not serial soaking but parallel soaking instead, meaning Black IC is much more deadly than a lousy hacker with a mere Biofeedback program.

Q: Does Black IC, unlike the Biofeedback program, cause X Matrix damage and X Biofeedback damage, both receiving their own soak roll? E.g. if you take 8 damage from a Black IC, do you resist 8 Matrix damage with DR+FW and resist 8 Biofeedback damage with W+FW? Or do you first soak 8 Matrix damage with DR+FW, then apply the remainder as Matrix damage and soak it as Biofeedback damage with W+FW?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (07:12:35/08-22-13)
This really needs an offcial and good response.

All over the forums there are multiple topics about the addiction rules and none of them come to a real satisfying conclusion.
Heeeeey. :(
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Automaton on (08:23:40/08-22-13)
This really needs an offcial and good response.

All over the forums there are multiple topics about the addiction rules and none of them come to a real satisfying conclusion.
Heeeeey. :(

I mean no offense, but two persons who interpret the text in a certain way and decide that is the best way to interpret them is ofcourse good, and I do believe you may be in the right there, but its not official and since there are so many discussions and question on those rules it is clear that however made those rules seriously messed up describing how they are supposed to function.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (10:42:16/08-22-13)
Since Agents and IC are counted as having Hot-Sim VR for the purpose of their initiative, do they also get the +2 dice pool bonus on Matrix Actions for everything they do?

That sounds like a fair reading to me. IC is supposed to be scary.

can you have multiple stats at 6 (nat max for humans) out of chargen? I ask because the sample character TM (or the example TM they use through out the char building sections) has both a logic 6 and a intuition of 6 (data processing and sleaze respectively)
Huh? Mega Pulse has 4 Logic and 4 Intuition, so those numbers for his Living Persona are wrong - in fact, it seems four of the five Living Persona attributes are actually two higher than the corresponding Mental stat (Device Rating is 6, which equals his Resonance). No idea what that is about, since I haven't read the Technomancer chapter yet.
And no, page 66 says you can only have 1 of your Mental and Physical attributes at their natural max at chargen.

Yeah, those are typos leftover from an early playtest version of the rules. Good catch: you should mention it over in the errata thread.

Q: May a player, while still only receiving 25 karma for it, take more than 25 karma in Negative Qualities, e.g. when the quality-combination you want ends up at 26?

That would be between you and your GM, but by the rules no.

Quote
Q: When the Defiance EX Shocker is used in melee, what skill does it use? And is it a touch attack?

That came up at my table at Gen Con. I let the player use either Clubs or Unarmed (her choice). But it's definitely a touch attack.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (11:19:06/08-22-13)
Preparations vs. Spellcasting: The Drain Edition

Are preparations supposed to be inherently more dangerous to produce?
Quote
Spellcasting, Step 4: Cast the Spell (p. 281): If the number of hits (not net hits) you get (after applying the limit or Edge spending) exceeds your Magic rating, the spellís Drain is Physical instead of Stun damage.
Based on that description, it sounds like you're not going to run into Physical Drain unless you set the force of the spell higher than your magic rating (or use a limitbreaker of some sort).
Quote
Alchemy, Step 6: Resist Drain (p.305): If you get more hits on your Alchemy Test than your Magic rating, the Drain is Physical, otherwise itís Stun.
No mention of calculating hits after applying the limit. The exemplar on the same page makes me think that the final potency should be used for determining whether drain is Phyiscal or Stun, but I can't find anything that clarifies that.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (11:48:26/08-22-13)
Oi. I need to stop exhausting discussion on things.

The Subject: Machine Sprites and Diagnostics
1. Is anything with wireless considered an "Electronic Device?" If not, what is considered an Electronic Device?
2. May a Machine Sprite use Diagnostics on an item through a wireless connection?
3. May a Machine Sprite use Diagnostics on an item through a DNI?
4. May a Machine Sprite use Diagnostics on an item if its only connection is visual / through sensors?
5. May a Machine Sprite use Diagnostics on a Living Persona or a fellow Sprite?
6. What is required to be "using" the item? Is it
a. The item in question is modifying the diceroll somehow. I.E. Diagnostics on a Smartlink applies to guns benefiting from its bonus.
b. The item in question is required for the diceroll period. I.E. It works when performing Matrix actions with a Cyberdeck because you can't perform Matrix actions without it.
c. Something else entirely.
7. Technically a repeat of 6, but its the one I actually care about so I want to be extra sure. Can a Technomancer use Diagnostics on Trodes or a Satellite Uplink to gain the benefits on their Living Persona while using those Trodes or Satellite Uplink with their Living Persona.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (13:05:22/08-22-13)
Preparations vs. Spellcasting: The Drain Edition

Are preparations supposed to be inherently more dangerous to produce?
Quote
Spellcasting, Step 4: Cast the Spell (p. 281): If the number of hits (not net hits) you get (after applying the limit or Edge spending) exceeds your Magic rating, the spellís Drain is Physical instead of Stun damage.
Based on that description, it sounds like you're not going to run into Physical Drain unless you set the force of the spell higher than your magic rating (or use a limitbreaker of some sort).
Quote
Alchemy, Step 6: Resist Drain (p.305): If you get more hits on your Alchemy Test than your Magic rating, the Drain is Physical, otherwise itís Stun.
No mention of calculating hits after applying the limit. The exemplar on the same page makes me think that the final potency should be used for determining whether drain is Phyiscal or Stun, but I can't find anything that clarifies that.

If there's a limit in place (and there is, the Force of the preparation), then one can't get more hits than the limit unless a limit breaker is involved. Basically, it's exactly the same as spellcasting.

Oi. I need to stop exhausting discussion on things.

The Subject: Machine Sprites and Diagnostics
1. Is anything with wireless considered an "Electronic Device?" If not, what is considered an Electronic Device?
2. May a Machine Sprite use Diagnostics on an item through a wireless connection?
3. May a Machine Sprite use Diagnostics on an item through a DNI?
4. May a Machine Sprite use Diagnostics on an item if its only connection is visual / through sensors?
5. May a Machine Sprite use Diagnostics on a Living Persona or a fellow Sprite?
6. What is required to be "using" the item? Is it
a. The item in question is modifying the diceroll somehow. I.E. Diagnostics on a Smartlink applies to guns benefiting from its bonus.
b. The item in question is required for the diceroll period. I.E. It works when performing Matrix actions with a Cyberdeck because you can't perform Matrix actions without it.
c. Something else entirely.
7. Technically a repeat of 6, but its the one I actually care about so I want to be extra sure. Can a Technomancer use Diagnostics on Trodes or a Satellite Uplink to gain the benefits on their Living Persona while using those Trodes or Satellite Uplink with their Living Persona.

1. Anything with a Device Rating.
2. I don't see any other way to do so, so yes.
3. How does a sprite get a direct neural interface?
4. Sprites use their powers through the wireless Matrix, so no.
5. Neither a living persona nor another sprite is a device (as defined on p. 219), so no.
6. a and b, and possibly some instances of c.
7. No, because you can't use trodes or a satellite uplink on your living persona. You're either using your Resonance abilities or you're not.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (15:09:38/08-22-13)
Thanks for the response, Aaron! Makes sense, just a little wonky having asymmetrical language. Then again, if we had to wait for language symmetry, t would probably be a few more years before this book would have come out.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (15:12:36/08-22-13)
So diagnostics on Muscle Replacement would apply it's teamwork bonus to ANY Str or Agi related test?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (15:26:02/08-22-13)
So diagnostics on Muscle Replacement would apply it's teamwork bonus to ANY Str or Agi related test?

No.  Very No. You cannot use it on vat grown muscles.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (15:30:57/08-22-13)
Thank you Aaron! You cleared up a lot of stuff. Not happy with 7 but meh... I'll live.

Hrm... This makes a classical hacking Technomancer less viable due to fewer dice, re-emphasizing a "combat Technomancer" and emphasis on using their abilities. Its... a hard blow... but, I suppose, not an unwarranted one. On the upside(?), the Technomancer + Decker combo reigns supreme. Musing for another thread at another time.

More imminently, this brings up a question of a Living Persona's relationship with off-the-grid Matrix stuff--primarily privately stored files.

1) Can a Living Persona connect to an archive or device in a LAN or otherwise off the Matrix through a Data Tap that is set to Wireless?

2) Security Spyder Jones has a Cyberdeck that he uses, but is "Owned" by his company--something that is hinted at as being the norm. Jones has three marks on his device and permission to use it freely in his line of work, and is currently using it. Can a Technomancer use Puppeteer on Jones' Cyberdeck to perform the Invite Mark or other Owner-only actions (Full Matrix Defense, Invite Mark, Jack In, Jack Out, Jam Signals, Switch Interface Mode)? If so, does Jones spend his action doing them or does the "Owner," who may not even be otherwise present in Matrix Combat?

3) In the case of Invite Mark, who between the Technomancer, the Owner, and Mr. Jones (the user) can take back or modify the invitation? Assuming no other indicators, are Mr. Jones or the Owner aware enough of the action to do so?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (15:37:13/08-22-13)
That was my reading as well, but going by Aaron's answers it seems that diagnostics would work on anything with a device rating regardless of whether it directly or indirectly impacts the roll.

Since the book is clear thar anything with a wireless presence is a device and that virtually everything has a wireless presence, the conclusion is that, if Aaron is correct, then essentially diagnostics is an across the board bonus to absolutely everything.

Relevant citations.

p234
Quote
A device in the Matrix is any wireless device in the real
world.

p 417
Quote
Even non-electronic items
without any moving parts have built-in computers, so
now your pants can store your favorite music (and tell
you when itís time to do the laundry).

 p 420
Quote
Because nearly every piece of gear and íware is wireless
capable,

slipped by SoulGambit
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (19:06:20/08-22-13)
I would like to ask for another rules clarification. It relates to Essence and Magic loss during character creation. Does Essence lost to cyberware reduce the points I get from my magic priority and metatype priority? for instance with priority E for Metatype with special point going into magic and priority D for Magic going for Aspected Magician would buying Wired-Reflexes 2 at character creation give me a starting  Magic attribute of 3 or 0? If it reduces my magic attribute to 0 could I buy my magic attribute back up to 3 with karma during step 7 of character creation?
What is the lowest I Essence a Character can have and stay alive? Assuming I can take my Essence as low 0.1 If I take exceptional attribute magic and Magic priority D (or greater)  at character creation could such a low essence character raise his Magic attribute up to 1 and then proceed to raise it further after successive initiations?

Small clarifications
The thing that prompted me to ask about the timing of Magic and Essence loss was p250 "Whenever you lose Essence (after character generation)." in relation to technomancers.
The equivalent entry on p278 makes no mention of the timing of Essence loss.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Unahim on (21:52:55/08-22-13)
So, on how much essence you need to survive: 1+. You always round down with essence, so as soon as you have 1 essence and you lose even 0.1 essence more, that's it, you're done. You count as having 0 essence and are now dead.

Every point of essence you lose loses you a point of magic, doesn't matter if you got it from your metatype or your priority in magic, or whatever. If at any point in life a character reaches 0 magic, he or she burns out and is no longer Awakened. It's not really clear if you could drop points in magic and then rebuy them with karma at the end of char gen, but even if it is allowed it is a clear perversion of the rules and an obvious attempt to get your magic at a way cheaper rate than what you should be getting. If you want to drop 3 essence and have 3 magic, you should start with 6 magic. It's pure munchkinism to try and first drop 3 points, and then buy 1->3 magic because of it being cheaper than 4-6, and if I were your GM I'd never allow it.

Your mileage may vary, however. Ask your GM, maybe he's softer than I on this.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (22:45:41/08-22-13)
So, on how much essence you need to survive: 1+. You always round down with essence, so as soon as you have 1 essence and you lose even 0.1 essence more, that's it, you're done. You count as having 0 essence and are now dead.
That must be new. There are plenty of characters rocking less than 1 essence out there. Care to link?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (22:46:08/08-22-13)
Thanks for the response, Aaron! Makes sense, just a little wonky having asymmetrical language. Then again, if we had to wait for language symmetry, t would probably be a few more years before this book would have come out.

I think part of the problem is that one person wrote the procedure for Spellcasting while a different person wrote the procedure for Alchemy. The former (and more precise) rules were written well after the latter.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (22:58:05/08-22-13)
Thank you Aaron! You cleared up a lot of stuff. Not happy with 7 but meh... I'll live.

Hrm... This makes a classical hacking Technomancer less viable due to fewer dice, re-emphasizing a "combat Technomancer" and emphasis on using their abilities. Its... a hard blow... but, I suppose, not an unwarranted one. On the upside(?), the Technomancer + Decker combo reigns supreme. Musing for another thread at another time.

Forgive my curiosity, but how do you figure technomancers have fewer dice? They get the same attribute and skill options as deckers get. And it's possible for a technomancer to start with 6 5 5 5 for Matrix attributes, while a decker is generally limited to 5 4 4 2. What am I missing?

Quote
1) Can a Living Persona connect to an archive or device in a LAN or otherwise off the Matrix through a Data Tap that is set to Wireless?

If I understand your question (i.e. target to tap to technomancer), then yes.

Quote
2) Security Spyder Jones has a Cyberdeck that he uses, but is "Owned" by his company--something that is hinted at as being the norm. Jones has three marks on his device and permission to use it freely in his line of work, and is currently using it. Can a Technomancer use Puppeteer on Jones' Cyberdeck to perform the Invite Mark or other Owner-only actions (Full Matrix Defense, Invite Mark, Jack In, Jack Out, Jam Signals, Switch Interface Mode)? If so, does Jones spend his action doing them or does the "Owner," who may not even be otherwise present in Matrix Combat?
No, because the cyberdeck isn't a separate icon while Jones is using it, it's his persona. Jones can invite a mark on his persona (because it's his), but not the deck icon (because it's not his). As to whether or not Jones spends his own action doing pushed Matrix actions, that's in the complex form description.

Quote
3) In the case of Invite Mark, who between the Technomancer, the Owner, and Mr. Jones (the user) can take back or modify the invitation? Assuming no other indicators, are Mr. Jones or the Owner aware enough of the action to do so?
That'd be the owner of whatever did the inviting. There's nothing erasing the memory of whoever did the inviting, so they're aware of the invitation.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (23:19:04/08-22-13)
So, on how much essence you need to survive: 1+. You always round down with essence, so as soon as you have 1 essence and you lose even 0.1 essence more, that's it, you're done. You count as having 0 essence and are now dead.
That must be new. There are plenty of characters rocking less than 1 essence out there. Care to link?
I'd like to see that link as well, since that means the Street Samurai character in the book is dead.

You don't round down Essence for anything. Every fraction of a point of Essence will drop your Magic and Resonance abilities a full point. But even with the Social limit, you round Essence UP to calculate the limit.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (23:21:32/08-22-13)
Hackers can have 5+ stats in log,int, and will easily even on art. C. Also an adept hacker at magic D can get 23 dice without VR bonus out of char gen.  With a limit of 7-7-6-5 I think.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: firebug on (23:27:59/08-22-13)
No, because the cyberdeck isn't a separate icon while Jones is using it, it's his persona. Jones can invite a mark on his persona (because it's his), but not the deck icon (because it's not his). As to whether or not Jones spends his own action doing pushed Matrix actions, that's in the complex form description.

Hmm, the fact that a commlink/deck/whatever isn't available as a device or icon when it is a persona is a pretty big deal.  For one, relating to Technomancers again, it means you couldn't have the whole "Machine Sprite using Diagnostics for a bonus to everything Matrix" on a deck because as soon as it was used, it becomes a Persona and isn't a valid target.

Forgive my curiosity, but how do you figure technomancers have fewer dice? They get the same attribute and skill options as deckers get. And it's possible for a technomancer to start with 6 5 5 5 for Matrix attributes, while a decker is generally limited to 5 4 4 2. What am I missing?

The issue with TMs having lower dice pools is that, it seems, Resonance doesn't really do shit for you.  Complex Forms are already weighed against just basic Programs and other stuff a deck can do, and not being a TM means having a free spot for your E Priority and the ability to use things like Cerebral Boosters without a power-reducing drawback.  With cyberware and buying a good deck, a decker can have better limits and attributes.  I dunno about you, but with Attributes B I couldn't afford a 5 or 6 in all my mentals, seeing as I already had 1 STR and didn't want to have to reduce my REA, AGI and BOD below 3 just to have limits comprable to those you can buy with money.  Deckers don't need Charisma at all, as well, allowing them more flexibility with their attributes.  Even Intuition isn't as needed because only what, two actions use it for the dice pool, if you're in VR you're already getting +3d6 initiative dice, and it isn't related to your Sleaze cap.

With an automatic Resonance/Magic Priority of E, that's probably going to be a D in Metatype (meaning either 2 more Edge or being an elf), C or B in Skills or Attributes, and A in Resources.  Spending half of that on a deck to get 6/5/5/3 is an easy choice, with the ability to spend another 250,000 or so nuyen on things like cybernetics, drones, vehicles, etc.  With their attributes, they can ignore Charisma, only need moderate Intuition, and can thus jack up Logic and Willpower, then buy a Cerebral Booster to have higher Logic than a TM should ever be capable of.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (23:56:40/08-22-13)
Forgive my curiosity, but how do you figure technomancers have fewer dice? They get the same attribute and skill options as deckers get. And it's possible for a technomancer to start with 6 5 5 5 for Matrix attributes, while a decker is generally limited to 5 4 4 2. What am I missing?

The general argument is that hackers can more easily get higher skill and attribute priorities (while not needing to allocate as many attributes or skills), and can combine that with the ability to directly augment their most important attribute.  And seeing as Matrix Attributes don't give you any dice...

That, and they're not going to be running on the CM penalties that technomancers will be.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (01:34:22/08-23-13)
So, on how much essence you need to survive: 1+. You always round down with essence, so as soon as you have 1 essence and you lose even 0.1 essence more, that's it, you're done. You count as having 0 essence and are now dead.
That must be new. There are plenty of characters rocking less than 1 essence out there. Care to link?
I'd like to see that link as well, since that means the Street Samurai character in the book is dead.
That sounds like a Shiamalan-like plot twist, actually: "Your street samurai has been dead all along".
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DigitalZombie on (03:18:12/08-23-13)
...But does that mean according to Aaron that I can diagnose my katana and gain several bonus dices to attack?? ... that doesnt seem right. And those muscle replacements are still wireless cabable devices, so they should also work.... I think I will houserule, that one cant do that.

This thread did raise a whole new questionfor me though.
I cant run diagnostics on my commlink or deck when Im using it (as the device gets merged with my persona) but I can still run diagnostics on them if I were to repair them, seems fair enough. BUT what happens if I slave the deck to my commlink? (for the good old classical firewall master stat, leaving the cyberdeck with its 3 highest ratings on attack, sleaze and response)
Is it A) I can only use one persona at a time, and therefore NOT use the cyberdeck at all, I would have to switch persona (and loosing the commlinks superior firewall ,if I wanted to hack) and not be able to gain diagnostic power on my comm\deck
or B) The commlink is my persona, and therefore cant be diagnosed. The deck is a slaved device to my commlink (gaining its firewall) and therefore shows up as a device, making it elligible for the diagnostic anyway, And I can still use it to hack with, as its a slaved device.?

B) seems like it just totally ignored the limitation put on by diagnostics, making a technomancer backed decker nasty (and using shenanigans like the commlinks superior and cheaper firewall)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (03:24:29/08-23-13)
...But does that mean according to Aaron that I can diagnose my katana and gain several bonus dices to attack?? ... that doesnt seem right. And those muscle replacements are still wireless cabable devices, so they should also work.... I think I will houserule, that one cant do that.
I wasn't aware katanas were electronic devices with device ratings. Page 228 certainly says they can't be bricked, which at the very least heavily implies a non-electronic nature.

B) seems like it just totally ignored the limitation put on by diagnostics, making a technomancer backed decker nasty (and using shenanigans like the commlinks superior and cheaper firewall)
Cleaner and Static Veil already make a technomancer-backed decker pretty sweet, actually.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (04:56:16/08-23-13)
You are no longer awakened if your max magic reach 0.
You can not cast spells etc if your Magic Rating reach 0, but you can still increase your magic rating with Karma to cast spells again as long as your max magic rating is 1+

if your max magic ever reach 0 then you become mundane forever.

book reference p.278:
Quote
If your Magic is reduced to zero, you can no longer use any skill requiring the Magic attribute, even if your maximum Rating is still greater than zero (but you can still raise the attribute with Karma and then get back to the spellslinging). If your maximum rating falls to zero, youíve burned out, losing all magical abilities, including astral perception and projection. You are mundane forever. Burnedout magicians retain all magical skills and knowledge, but they lack the ability to use them. All Magical active skills except for Arcana become Knowledge skills.

Having max magic 6 and magic rating 3 after step 2 (special attributes from metatype) and step 3 (magic priority) of character creation and then drop to max magic 3 and magic rating 0 due to essence loss in step 6 (spending resources) and then finally increasing your magic rating from 0 to 3 (with a max magic rating of 3) at step 7 spending your left over karma (in this case 30 Karma).
- Is perfectly legal and supported by the book (book reference p.65-98 Creating a Shadowrunner)




There is actually no rule in SR5 that state what happens if you reach 0 essence. In previous editions you would die or turn into a mindless cyberzombie NPC if you ever reached essence 0.00 (maybe the startup rules state what happens...? this was the case for what happens when you fill your condition monitor - also not explicit described in SR5 core). Edit. Shadowrun Fifth Edition Quick-Start Rules does not mention a lower essence limit either. Ill add it to Errata.


The only SR5 book reference is that a critter that use Essence Drain will kill you if you reach 0 (and at this point he might infect you if he got that power as well). p.397 Essence Drain Critter Power.

Even if I can't confirm RAW for this I think it is safe to assume that RAI is that you die at 0.00 essence, not at 0.99 essence.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DigitalZombie on (05:03:51/08-23-13)
After rereading some sections in the book, you are ofcourse correct ZeConster.
The katana is not an electronic device, but it has an inbuilt computer; that takes care of informing you when its in need of a rub down with an oilcloth (with oil produced by its own manufactors ofcourse), when it needs sharpening, general stress built up, storing your favorite anime series, registration numbers for your legal or fake permit and contact and adress information on its manufactors, a weapon ARO in AR and lastly where you can buy a matching wakasashi.  Bricking that computer wouldnt do squat to the lethality of the sword, but I guess using the sprites diagnostic would help you maintain\repair it.
(but bricking its computer makes its completely invisible in the matrix)

But if one where to ramp up the engine in the vibro sword, it could get really nasty
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (05:35:37/08-23-13)
Q Can you have a negative essence in SR5?
and a follow up on that
Q What happens when you reach 0 essence in SR5?


The SR5 rule book does not answer this as far as I can see.


In previous editions you died or turned into a cyberzombie if you reached 0.00 essence.
I guess RAI is the same for SR5....
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (05:48:03/08-23-13)
Q Can you have a negative essence in SR5?
and a follow up on that
Q What happens when you reach 0 essence in SR5?


The SR5 rule book does not answer this as far as I can see.


In previous editions you died or turned into a cyberzombie if you reached 0.00 essence.
I guess RAI is the same for SR5....
It's currently described only in the Essence Drain power (if your Essence is drained to 0, you die) on page 397 and in the Essence Loss critter weakness (once their Essence is reduced to 0, they die in Body + Willpower days unless they replenish it) on page 401, but it should definitely be put on page 52 as well.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (05:54:04/08-23-13)
Having max magic 6 and magic rating 3 after step 2 (special attributes from metatype) and step 3 (magic priority) of character creation and then drop to max magic 3 and magic rating 0 due to essence loss in step 6 (spending resources) and then finally increasing your magic rating from 0 to 3 (with a max magic rating of 3) at step 7 spending your left over karma (in this case 30 Karma).
- Is perfectly legal and supported by the book (book reference p.65-98 Creating a Shadowrunner)
Did we ever get a response on "does your current Magic level or the pre-essence-based-loss Magic level determine how much Karma you need to spend to raise your Magic"? Because your interpretation seems like it opens the door to taking Magic 2 as an Adept, then taking 3.01-4.00 Essence worth of 'ware (reducing Magic to 0 (actually -2?) and max Magic to 2) and then spending 15 Karma to raise it back to 2 in Step 7.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (06:07:28/08-23-13)
The difference between the rules on page 250 and 287 where Resonance ever reaching zero causes burnout of technomancer abilities and Max Magic reaching zero causes burnout of magical abilities does propmpt me to ask if this was intended. p250 also does not seem to take in to account the possibility of having exceptional Resonance attribute positive quality ether.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (06:12:26/08-23-13)
You spend karma at step 7 so from that aspect it should be ok. But I doubt it would be OK with negative magic rating at any step of chargen.

No, I never got an official response.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (08:02:13/08-23-13)
Set data bomb p.242
(complex Action)
Marks Required: 1
Test: Software + Logic [Sleaze] v. (Device Rating x 2)

There is a ( ) around Device Rating x 2


Q Should we read this as when you set a bomb on a file that is located in your own cyberdeck it will not try to resist you?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Unahim on (08:41:15/08-23-13)
1. Anything with a Device Rating.
2. I don't see any other way to do so, so yes.
3. How does a sprite get a direct neural interface?
4. Sprites use their powers through the wireless Matrix, so no.
5. Neither a living persona nor another sprite is a device (as defined on p. 219), so no.
6. a and b, and possibly some instances of c.
7. No, because you can't use trodes or a satellite uplink on your living persona. You're either using your Resonance abilities or you're not.

Based on your answers, people are now trying to rule that Machine Sprites can be used on Muscle Replacement to get the bonus to any strength/agility roll, Skillwires to get the bonus to Software, Skilljacks, and pretty much every single diceroll in the entire game.

Please tell me that was an unforeseen consequence, and that Machine Sprites are not supposed to use Diagnostics on everyone from the melee street samurai to the Decker's skillwires?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Unahim on (08:56:55/08-23-13)
Seems I'm still struggling around with old concepts here.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DigitalZombie on (09:07:34/08-23-13)
What attribute does a jumpedin rigger use when cutting down nosy corp kids with his ares duelist? is it logic+blades or agility+blades? what about other physical linked skills like palming?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (09:47:39/08-23-13)
... taking Magic 2 as an Adept, then taking 3.01-4.00 Essence worth of 'ware (reducing Magic to 0 (actually -2?) and max Magic to 2) and then spending 15 Karma to raise it back to 2 in Step 7.
Actually, this is probably OK after all.
I no longer see why it should be illegal to install cyberwear if you have 0 magic rating and 3 max magic. Your magic rating will stay at null... and as long as you have max magic 1+ you can always increase it with karma.

You will lose all your power points and adept powers, but you get new power points you can use for other adept powers once you raise your magic rating with Karma.

Note that this only work if you plan on leaving chargen with a very low magic rating (max 3 i guess). A very powerful advantage of going [physical] adept is that you can start with improved reflex 3 (or improved reflexes 2 and a focus 4 qi focus with improved reflexes to give you 3) - but this require that you to leave chargen with magic rating 4+

Also note that special attribute points from metatype are wasted if you allocate them to magic rating if you plan on doing this. You can still place them in Edge (or you might pick an even lower metatype priority that have less special attribute points to allocate).

...and you probably need to prioritize resources a lot higher than the average [physical] adept since cyberwear is pretty expansive (and you will need your leftover karma to increase your magic rating rather than converting them to resources).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (09:59:17/08-23-13)
Note that this only work if you plan on leaving chargen with a very low magic rating (max 3 i guess). A very powerful advantage of going [physical] adept is that you can start with improved reflex 3 (or improved reflexes 2 and a focus 4 qi focus with improved reflexes to give you 3) - but this require that you to leave chargen with magic rating 4+

Also note that special attribute points from metatype are wasted if you allocate them to magic rating if you plan on doing this. You can still place them in Edge (or you might pick an even lower metatype priority that have less special attribute points to allocate).
Actually, I was thinking more along the lines of EBDCA or EADCB, using 'ware to get the extra IPs (since you can burn through up to 4 Essence, Wired Reflexes 2 is a possibility, and with 275k or 450k in Resources, so is Synaptic Booster 2), buying Magic up to 2 in Step Seven, using 1.5 PP for Improved Ability 3 and having 0.5 PP left. Then once you improve that skill to a natural Level 9 for 14+16+18 = 48 Karma, you can Initiate for 13 Karma for the Metamagic PP, spend it on 2 levels of Improved Ability, and have an effective skill rating of 14.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (10:16:25/08-23-13)
Except that the Adept version of Improved Reflexes is vastly cheaper and more available than the Sam version. If going augmented Adept makes sense it is almost certainly for Muscle Replacement/Toner or Aug or Bone Lacing/Density Augmentation.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (10:24:39/08-23-13)
For a regular Augmented Adept, yes: not so much for a buy-Magic-up-from-0-in-Step-Seven Adept.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (10:28:58/08-23-13)
The implication of the chargen section is that order of operations is not as strict as that for the chargern process. See the example of the character exceptional attribute who raises his stat to 7 in the attribute buying phase even though by Order of Operations that would happen before the quality existed (The strict OO reading would require the character to buy the attribute from 6 to 7 with Karma).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (10:35:06/08-23-13)
I know the steps are fluid, and I have argued so in the past, but I'm pretty sure Step Seven is at the end: otherwise, people could spend 2 Karma to buy a skill at level 1, then use Skill Points to raise that skill to 6.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (12:02:13/08-23-13)
Forgive my curiosity, but how do you figure technomancers have fewer dice? They get the same attribute and skill options as deckers get. And it's possible for a technomancer to start with 6 5 5 5 for Matrix attributes, while a decker is generally limited to 5 4 4 2. What am I missing?

The general argument is that hackers can more easily get higher skill and attribute priorities (while not needing to allocate as many attributes or skills), and can combine that with the ability to directly augment their most important attribute.  And seeing as Matrix Attributes don't give you any dice...

That, and they're not going to be running on the CM penalties that technomancers will be.

That's an interesting argument. What about the idea that deckers need their Resources priority to contend with while technomancers have their Resonance priority?

...But does that mean according to Aaron that I can diagnose my katana and gain several bonus dices to attack?? ... that doesnt seem right. And those muscle replacements are still wireless cabable devices, so they should also work.... I think I will houserule, that one cant do that.

This thread did raise a whole new questionfor me though.
I cant run diagnostics on my commlink or deck when Im using it (as the device gets merged with my persona) but I can still run diagnostics on them if I were to repair them, seems fair enough. BUT what happens if I slave the deck to my commlink? (for the good old classical firewall master stat, leaving the cyberdeck with its 3 highest ratings on attack, sleaze and response)
Is it A) I can only use one persona at a time, and therefore NOT use the cyberdeck at all, I would have to switch persona (and loosing the commlinks superior firewall ,if I wanted to hack) and not be able to gain diagnostic power on my comm\deck
or B) The commlink is my persona, and therefore cant be diagnosed. The deck is a slaved device to my commlink (gaining its firewall) and therefore shows up as a device, making it elligible for the diagnostic anyway, And I can still use it to hack with, as its a slaved device.?

B) seems like it just totally ignored the limitation put on by diagnostics, making a technomancer backed decker nasty (and using shenanigans like the commlinks superior and cheaper firewall)

You can only use one persona at a time, that's one thing. Also, slaving doesn't create some Frankenstein's Deck, it just lets you borrow ratings for defense, so the deck is still a deck and the commlink is still a commlink and they're both separate devices.

After rereading some sections in the book, you are ofcourse correct ZeConster.
The katana is not an electronic device, but it has an inbuilt computer; that takes care of informing you when its in need of a rub down with an oilcloth (with oil produced by its own manufactors ofcourse), when it needs sharpening, general stress built up, storing your favorite anime series, registration numbers for your legal or fake permit and contact and adress information on its manufactors, a weapon ARO in AR and lastly where you can buy a matching wakasashi.  Bricking that computer wouldnt do squat to the lethality of the sword, but I guess using the sprites diagnostic would help you maintain\repair it.
(but bricking its computer makes its completely invisible in the matrix)

But if one where to ramp up the engine in the vibro sword, it could get really nasty

If that katana has a built-in accelerometer, location system, etc. one could argue that a machine sprite could help use it by superimposing helpful data on an AR display. Think the old Star Wars Trilogy Arcade game, in the fights against Boba Fett and Darth Vader.

Q Can you have a negative essence in SR5?
and a follow up on that
Q What happens when you reach 0 essence in SR5?


The SR5 rule book does not answer this as far as I can see.


In previous editions you died or turned into a cyberzombie if you reached 0.00 essence.
I guess RAI is the same for SR5....

While it is described in Essence Drain that you die at Essence 0, the description of Essence in the Concepts chapter describes it as a "cap," which suggests you can get to zero safely. I'll run this by The Powers That Be for clarification, but I'm confident that Essence 0 = dead runner.

Set data bomb p.242
(complex Action)
Marks Required: 1
Test: Software + Logic [Sleaze] v. (Device Rating x 2)

There is a ( ) around Device Rating x 2


Q Should we read this as when you set a bomb on a file that is located in your own cyberdeck it will not try to resist you?

Generally speaking, the target's owner can choose not to defend against a Matrix action.

Based on your answers, people are now trying to rule that Machine Sprites can be used on Muscle Replacement to get the bonus to any strength/agility roll, Skillwires to get the bonus to Software, Skilljacks, and pretty much every single diceroll in the entire game.

Please tell me that was an unforeseen consequence, and that Machine Sprites are not supposed to use Diagnostics on everyone from the melee street samurai to the Decker's skillwires?

I could tell you that, but that wouldn't make it so. If it helps, a device that can be aided by a machine sprite can also be bricked.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (12:07:40/08-23-13)
What attribute does a jumpedin rigger use when cutting down nosy corp kids with his ares duelist? is it logic+blades or agility+blades? what about other physical linked skills like palming?

Blades + Agility for cutting down noisy corp kids, Palming + Agility for masterful acts of legerdemain.

Anticipating your next question, meat or drone it's all coming from the same motor cortex and brain stem. =i)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (12:12:15/08-23-13)
What attribute does a jumpedin rigger use when cutting down nosy corp kids with his ares duelist? is it logic+blades or agility+blades? what about other physical linked skills like palming?

Blades + Agility for cutting down noisy corp kids, Palming + Agility for masterful acts of legerdemain.

Anticipating your next question, meat or drone it's all coming from the same motor cortex and brain stem. =i)

How does that mesh with the rules for remote gunnery which (in all but one place) specify logic + gunnery for remote firing?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MrPendragon on (14:09:36/08-23-13)
On page 52 is says ďEach character starts with an Essence rating of 6, and it acts as a cap on the amount of alterations you can adopt. When itís gone, it doesnít come back.Ē

My question is if you start with Cyberware giving you a -5 to your essence if you later upgrade your Cyberware to deltaware would you get back some of your essence or are you just never able to get anymore or better cyberware?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (14:14:19/08-23-13)
I think Essence Holes (which can be filled with new 'ware) are in the errata.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (14:24:39/08-23-13)
Aaron,

Phew. Data Tap was in the important thing, that means Technomancers can play with the big boys. The Persona / Icon split is interesting, and something I was not aware of. This also implies that a Persona must always use its own stats when defending except when part of a PAN, which clears up another bit of dissonance I was having.

Regarding dicepools, you're missing a few things. That said, before diving into this, I want to make things clear--I'm comparing a Living Persona hacking something in a mundane fashion to a Decker hacking something in a mundane fashion. Technomancers have Resonance Abilities on top of that, and I'll discuss that at the end.

First, a Decker can slave their Deck to their 5k Commlink and then put that 2 into Firewall. This immediately means their stats are effectively 6 5 4 4. Then stack programs on top of that to increase your stat, or Fork, or what-have-you. The best programs really vary by mission. On top of that, 'ware Deckers have one to three points of Noise Reduction and +2 Logic. The Decker is also more freedom to purchase the Codeslinger quality / specialties, and if they choose to go balls out speccing for Matrix they can get an even better deck--setting their stats above the Living Persona's. On top of that, they have easier access to Wired Reflexes / Reflex Enhancers, which means they have a better initiative in AR mode (arguably the mode you want to be in most often). Going forward, the Decker nabs better Decks with better stats with Nuyen and increases their key skill (likely Hacking) up to 12.

Meanwhile, the Technomancer has absolutely everything competing for their attention. Your example of 6 5 5 5 for stats is only tenable at Priority A. Since we need tons of skills to function as a Hacker, we need Skills at Priority B. That gives us Magic C, Metatype D (Human, everything going into +Resonance) and Nuyen E. That's actually what I'd consider to be the "average" Technomancer--the example in the book is pretty close to this. Grab a 6 in the relevant Skills (7 Skills, to the Hacker's 4 or 5). Technomancers are actually fantastic at defense because of Infusion of [Willpower / Sleaze], but they want Focused Concentration 5 or 6 to run it reliably (they're also choosing to protect themselves -or- their team's devices, no both).  We'll need 5~10 Karma in Nuyen on top of that just to be a contributing member of (Shadowrun) Society. We're hyper-Matrix focused, so lets nab Codeslinger on top of that for 44 Karma in qualities, leaving 6 to spend on Complex Forms, Sprites, and fleshing out the character. And... done.

2 Edge compared to the Decker's 5; 16 Dice compared to the Decker's 18; 8+1d6 AR (10+1d6 with enough dumpstats) Initiative to the Decker's 9+2d6 (or 14+2d6 if they really care); 10+3d6 VR Initiative vs the Decker's 9+3d6; 0 Noise Reduction to the Decker's 1 to 3; No DNI vs the Decker's DNI; No Satellite Uplink vs the Decker's Satellite Uplink; 6 5 5 5 Matrix stats vs the Decker's 6 5 4 4; No Programs vs Decker's Programs; Wound Penalties in a pure Matrix situation vs the Decker's no Wound Penalties in a pure Matrix situation. Going forward the Technomancer has a choice between getting Resonance stuff, Programs through Submerging, and increasing their key skill, meaning they are more likely to fall behind.

It's not really one thing. Its just that the Technomancer feels just mildly subpar and have fewer options in every area except Infusion of [Firewall / Sleaze]. The real turn of the blade, though? That's a Combat Decker. That Decker is going to be useful in situations outside of the Matrix, while the Technomancer is almost completely focused. A focused Decker could go Nuyen A, Attributes B, Skills C, Metatype D, Magic E if they want to focus even more (and even then they wind up more versatile than the Technomancer). A Chrome Adept Decker can go Attributes A, Magic B, Nuyen C and then split D and E between their Metatype and Skills (picking up the slack with Adept) and outdo either the presented Technomancer or the Combat Decker.

Now, Technomancers do have Resonance powers. But that circles back to my previous statement that the game discourages a classical Hacking Technomancer over one who just sends Sprites out while supporting with the occasional Complex Form. Its fewer Skills, you and drop Logic and Charisma down to 3 each, freeing up Priority A, and ultimately your Sprites are going to do a better job than you anyways.

All of that said, I hadn't realized Machine Sprites work on Skillwires when I made my previous post. Skillwires bring a classical hacking Technomancer back up to snuff at the cost of being mutually exclusive with spending Edge (a huge blow... but you -do- have Sprites). So... Skillwires fix to the rescue?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (14:28:52/08-23-13)
Question: Can I take a Device Rating 6 Commlink, run a cable to some of my ware / devices, an then use the Commlink as a router in o rder to protect from Jammers shutting off my wireless bonuses?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (14:31:19/08-23-13)
First, a Decker can slave their Deck to their 5k Commlink and then put that 2 into Firewall.
This let you use 6 for firewall when defending.
You still only have a [Firewall] limit of 2 when you for example try to disarm a data bomb or jack out.

Question: Can I take a Device Rating 6 Commlink, run a cable to some of my ware / devices, an then use the Commlink as a router in o rder to protect from Jammers shutting off my wireless bonuses?
To keep your wireless bonus, no.
(While yes - you still have access to the Matrix; No - Your device is no longer wireless, it is wired)

To give more protection against jammers, yes
(riggers often connect their remote control device to their RCC with a direct universal access connector cable to avoid noise)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (14:48:43/08-23-13)
Defending  is 90% of your uses for Firewall. If you need to perform either of those actions you can swap in your 5. Deckers have their best rating in whatever they are rolling right now. Also, the Technomancer's 6 is in Data Processing unless they want to eat -1 to Matrix Actions relative to the Decker, meaning that 5 is equal to what the Technomancer has.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: samoth on (16:12:00/08-23-13)
How does a Sleep Regulator work with someone who has the Insomnia negative quality?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (16:18:01/08-23-13)
How does that mesh with the rules for remote gunnery which (in all but one place) specify logic + gunnery for remote firing?

It doesn't, but I think that's a typo. Sensor targeting uses Logic, remote targeting uses the normal attribute and skill like every other remote operation.

Question: Can I take a Device Rating 6 Commlink, run a cable to some of my ware / devices, an then use the Commlink as a router in o rder to protect from Jammers shutting off my wireless bonuses?

No. Each device is considered separately in the core rules. A data cable only allows one device (or persona running on that device) to ignore noise modifiers when targeting the other device.

How does a Sleep Regulator work with someone who has the Insomnia negative quality?

The Insomnia quality is about healing Stun boxes through rest, and the sleep regulator explicitly doesn't affect healing. In other words, you get to have crappy sleep whenever you want it.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (16:28:56/08-23-13)

It doesn't, but I think that's a typo. Sensor targeting uses Logic, remote targeting uses the normal attribute and skill like every other remote operation.

How exactly do you do drone targeting without sensors?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (16:49:09/08-23-13)
At what point during the character creation process do you adjust your Essence (thereby losing Magic/Resonance and max Magic/Resonance as well)? Is it, say, possible to start with 2 Magic, lose 4 due to Essence Loss bought in Step Six, then use 5 Karma during Step Seven to raise your Magic back to 1 (as Magic users can still raise their Magic through Karma as long as their maximum Magic isn't 0), thereby essentially getting 2 of the Magic points lost to Essence loss for "free"? If not, would it be possible if you wait until character advancement to buy up your Magic?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Veggiesama on (20:01:31/08-23-13)
How does that mesh with the rules for remote gunnery which (in all but one place) specify logic + gunnery for remote firing?

It doesn't, but I think that's a typo. Sensor targeting uses Logic, remote targeting uses the normal attribute and skill like every other remote operation.
I have to object to this. First, remote control is different from rigger control. Remote control is described as a video game, while rigger control is direct neural interface. Jumped-in riggers use Intuition for Sneaking rolls, not Agility.

Second, Riggers are already relying on Reaction, Willpower, Intuition, and Logic for doing everything else, plus they actually have to possess the necessary skills. Why add Agility to the list? At this point, what benefit exactly does a rigger get from rigging, as opposed to just walking out there and doing it himself?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (21:05:26/08-23-13)
Please ask questions in the FAQ thread. This thread is reserved for stated clarifications only.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (01:37:02/08-24-13)
If that katana has a built-in accelerometer, location system, etc. one could argue that a machine sprite could help use it by superimposing helpful data on an AR display. Think the old Star Wars Trilogy Arcade game, in the fights against Boba Fett and Darth Vader.


Oooooooo! Can we have that, please?! Combine that with Move by Wire, even?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (06:31:10/08-24-13)
RePosted from [SR5] Rules Clarifications:
The difference between the rules on page 250 and 287 where Resonance ever reaching zero causes burnout of technomancer abilities and Max Magic reaching zero causes burnout of magical abilities does prompt me to ask if this was intended. p250 also does not seem to take in to account the possibility of having exceptional Resonance attribute positive quality ether.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (07:18:49/08-24-13)
...also does not seem to take in to account the possibility of having exceptional Resonance attribute positive quality ether.
Your natural Resonance maximum is your Essence rounded down.
Whenever you lose Essence (post chargen) you lose an eq
Your natural Resonance maximum is increased by one for each Submersion grade.
Exceptional attribute let you raise your attribute above your natural maximum.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (07:26:33/08-24-13)
RePosted from [SR5] Rules Clarifications:
The difference between the rules on page 250 and 287 where Resonance ever reaching zero causes burnout of technomancer abilities and Max Magic reaching zero causes burnout of magical abilities does prompt me to ask if this was intended.
p.250 state that you lose your "Technomancer quality" if your resonance reach zero. In SR5 Technomancer is no longer a quality, so this part need an errata in any case.

...also does not seem to take in to account the possibility of having exceptional Resonance attribute positive quality ether.
Not sure I understand what you are hinting at here. Can you explain?

Your natural Resonance maximum is your Essence rounded down.
Your natural Resonance maximum is increased by one for each Submersion grade.
Exceptional attribute let you raise your attribute above your natural attribute maximum.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (07:52:35/08-24-13)
RePosted from [SR5] Rules Clarifications:
The difference between the rules on page 250 and 287 where Resonance ever reaching zero causes burnout of technomancer abilities and Max Magic reaching zero causes burnout of magical abilities does prompt me to ask if this was intended.
p.250 state that you lose your "Technomancer quality" if your resonance reach zero. In SR5 Technomancer is no longer a quality, so this part need an errata in any case.

...also does not seem to take in to account the possibility of having exceptional Resonance attribute positive quality ether.
Not sure I understand what you are hinting at here. Can you explain?
I read Exceptional Attribute as raising the natural maximum for an attribute by one.
p287 talks about only ceasing to be an awakened character if your max reaches zero.
p250 does not seem to consider that the natural max for your Resonance could be above your essence.
When I was last playing Shadowrun (before 5th edition) I was using second edition where the magic stat started equal to your essence and could only go down from there (until they introduce initiation) .
p250 was reading more like how special attributes worked in second edition than how they where working in the rest of the book.
So I was wondering if that section on page 250 was out of date and needed errata. (Xenon has spotted another pointer to this)
(my poor health is effecting my writing)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (08:02:57/08-24-13)
It let you exceed natural maximum. On phone atm.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (10:10:17/08-24-13)
How exactly do you do drone targeting without sensors?

Didn't say you didn't, but there's a difference between using sensors to target and using sensor targeting (p. 184).

At what point during the character creation process do you adjust your Essence (thereby losing Magic/Resonance and max Magic/Resonance as well)? Is it, say, possible to start with 2 Magic, lose 4 due to Essence Loss bought in Step Six, then use 5 Karma during Step Seven to raise your Magic back to 1 (as Magic users can still raise their Magic through Karma as long as their maximum Magic isn't 0), thereby essentially getting 2 of the Magic points lost to Essence loss for "free"? If not, would it be possible if you wait until character advancement to buy up your Magic?

That's a very good question. I think you can do it the way you describe. Even if you couldn't, you can still raise it during character advancement as long as you still have a maximum Magic rating better than zero.

And yes, this does seem to be a difference between Magic and Resonance. The two are, after all, different to the point of being mutually exclusive.

I have to object to this. First, remote control is different from rigger control. Remote control is described as a video game, while rigger control is direct neural interface. Jumped-in riggers use Intuition for Sneaking rolls, not Agility.

That is correct. Also, forgive me for pointing out that a specific rule doesn't always indicate a general one.

Quote
Second, Riggers are already relying on Reaction, Willpower, Intuition, and Logic for doing everything else, plus they actually have to possess the necessary skills. Why add Agility to the list? At this point, what benefit exactly does a rigger get from rigging, as opposed to just walking out there and doing it himself?

If it helps, you can always use sensor targeting (p. 184) to do your shooting, which uses Logic instead of Agility. You never actually have to fire a shot with Agility if you don't care to do so.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (20:30:28/08-24-13)
Does the Exceptional Attribute Quality raise your natural maximum for said attribute by 1, or does it only allow you to raise your natural attribute 1 beyond it, while not actually increasing your natural maximum? (This matters for burning out on Magic, and cyberlimbs.)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (20:36:19/08-24-13)
natural max- 1/6 with exp. attribute- 1/7. only lets you raise it one extra. meta-genetic improvement from SR4 does what you are talking about.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (20:43:54/08-24-13)
Actually, in SR4A, Exceptional Attribute explicitly states it increases your natural maximum for 1 attribute by 1 beyond your metatype's, while SR5 is a bit more vague about it.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Raiden on (00:45:11/08-25-13)
no, in SR4A, the exp. attribute gives you a natural max of +1. it does not increase your base by 1. if you are a human and take exp. attribute in bod, you now have 1/7 instead of 1/6.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Medicineman on (01:42:30/08-25-13)
its Metagenetic improvement (Surge) that raises Minimum and maximum attribute directly
both Genetic improvement ( counts as Bioware)as well as exceptional Attribute(pos qual.) only raises the Max of an attribute without increasing it directly

with a direct Dance
Medicineman
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (02:44:54/08-25-13)
its Metagenetic improvement (Surge) that raises Minimum and maximum attribute directly
both Genetic improvement ( counts as Bioware)as well as exceptional Attribute(pos qual.) only raises the Max of an attribute without increasing it directly

with a direct Dance
Medicineman

Neither of which, BTW, are in SR5 yet.
But, I understood the question as being: "Does Exceptional Attribute make your natural Maximum 1 higher, or does it just allow
you to exceed your natural maximum by 1. This is important because Awakened/technomancers burn out when their natural
maximum reaches 0, not if their Magic/Resonance reaches 0. "
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (02:52:57/08-25-13)
I read Exceptional Attribute as raising the natural maximum for an attribute by one.
Sorry I was on mobile phone when answering this specific claim yesterday. As many things in this book it is ambiguous and you can find arguments to read it both ways. Here are some arguments that support the idea that your natural maximum attribute does not change when you take exceptional attribute.


p.72 Exceptional Attribute
Quote
Exceptional Attribute
Cost: 14 Karma
The Exceptional Atribute quality is how you get to be the charismatic troll, or the agile dwarf. It allows you to possess one attribute at a level one point above the metatype maximum limit. For example, an ork character with the Exceptional Attribute quality for Strength could take his Strength attribute up to 10 before augmentations are applied, instead of the normal limit of 9. Exceptional Attribute also applies toward Special Attributes such as Magic and Resonance. Edge cannot affected by the Exceptional Attribute (Edge is raised by another quality called Lucky). A character may only take Exceptional Attribute once, and only with the gamemasterís approval.

p.65 Metatype & Special Attributes
Quote
Several metatypes also receive physical or mental advantages/disadvantages to their attribute ratings (such as higher or lower natural attribute limits).

p.66 Metatype & Special Attributes
Quote
Note that for most metatypes, the maximum rating for Magic, Resonance, and Edge is 6; humans have a maximum Edge rating of 7. Certain qualities (Lucky, Exceptional Attribute) allow characters to exceed attribute maximums by one

p.67 Example Rob that possess Exceptional Strength Attribute
He got a listed Racial Base / Natrual Limit of 5/10(11)
- Indicating that his natural limit is 10, but due to the quality have an exceptional limit of 11 (which let him exceed his natural attribute limit by 1).

p.66 Mental and Physical Attributes
State that you can only have one attribute at your natural maximum limit at chargen; It might or might not mean that you can not have a have a human with agility 6/6(7) and strength 6/6 at chargen even if you have exceptional attribute agility; but it would let you take agility 7/6(7) and strength 5/6.

p.456 Customization of cyberlimbs
State that you can only customize cyberlimbs to fit your frame and body [which might or might not mean your natural rating - not the point I am trying to do right now] but it also state that you can not customize cyberlimbs beyond your natural maximum for that attribute - witch might or might not indicate that you can never customize the limb above metatype racial maximum... even if you have a natural rating that exceed the natural maximum by one point because of exceptional attribute.



But, as I said in the beginning of the post; There are also arguments that exceptional attribute increase your natural maximum.

p287 talks about only ceasing to be an awakened character if your max reaches zero.
On the subject about losing your magic powers forever and ever the text on p.278 (not p.287) does not  even talk about natural maximum nor your metatype maximum attribute rating in the first place. This rule only mention your maximum magic rating. So in this case the question if Exceptional Attribute increase your natural maximum rating or if it let you exceed your natural maximum rating might not even be important at all.

Maximum magic rating might or might not read as the total of your metatype maximum attribute rating plus exceptional magic attribute plus grades of initiation minus loss due to essence [Cyberware Essence cost or the Essence Drain critter power].
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (06:08:00/08-25-13)
If I use Astral Perception:

Q Will a featureless gray shadow of a mundane wall prevent me from sensing a bright and colored emotional aura of an angry or passionate living person standing in the room behind it?

Follow up on that:
Q Can I tell if the aura belong to a living entity 8m away from my body?



If I use Augmented Reality:

Q Will a normal wall without dense foliage or wireless negation prevent me from spotting the wireless commlink and all other wireless devices not currently running silent that a guard has on his body while standing in the middle of the room behind it?

Followup on that:
Q Can I tell if the spotted PAN is located 8m away from my cyberdeck?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: grid_roamer on (07:00:19/08-25-13)
In SR5.....

Exceptional Attribute can raise Magic pass the natural limit but you have to buy the point.....

A magic attribute reaching 0 means you have no magic attribute left to use. Unless there is a way to relight a burnout....
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (08:12:35/08-25-13)
In SR5.....

Exceptional Attribute can raise Magic pass the natural limit but you have to buy the point.....

A magic attribute reaching 0 means you have no magic attribute left to use. Unless there is a way to relight a burnout....

I think you may be thinking of old concepts.

Shadowrun 5th edition p278
Quote
Magic is a special Attribute that measures a characterís magical power. Characters do not have a Magic Attribute unless they select one of the priorities that specifically provide one (see the Priority Table, p. 65). Magic has a starting value from 1 to 6 (or 7 with the Exceptional Attribute quality), but you donít have to settle for that limit forever. You can go through a process called Initiation (p. 324) that can enhance your abilities. The maximum value of your Magic Attribute (if you have one) is 6 + your Initiation level. Anything that reduces your Essence also reduces your Magic rating. For every point (or fraction thereof) of Essence lost, both your current Magic Attribute and your maximum Magic Rating are reduced by one. If your Magic is reduced to zero, you can no longer use any skill requiring the Magic attribute, even if your maximum Rating is still greater than zero (but you can still raise the attribute with Karma and then get back to the spellslinging). If your maximum rating falls to zero, youíve burned out, losing all magical abilities, including astral perception and projection. You are mundane forever. Burnedout magicians retain all magical skills and knowledge, but they lack the ability to use them. All Magical active skills except for Arcana become Knowledge skills.

Unless this has been changed in errata some where?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: grid_roamer on (18:24:14/08-25-13)
Nope,

I'm pretty sure it's in the rules......
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: firebug on (18:25:38/08-25-13)
I have a new question related to sprites that I'm surprised no one asked yet.

Quote from: page 256
Re-register  Sprite:  You  can  attempt  to  re-register
the sprite for one task. If you use the spriteís last task to
do this, donít screw up. If you succeed, add your net hits
to the number of tasks the sprite owes you (minus the
one for re-registering, of course). If you fail, youíre out
of tasks, plain and simple.

The last bit about failing; is this continuing with the warning to be careful if you do this with a sprite's last task?  Or does it mean that if you try to re-register and fail, it removes all remaining tasks no matter how many are left and your sprite disappears?  If the former, it should be worded more clearly because it really sounds like the latter.  If the latter, why would it need the warning about using up your last task (when you have to end up either gaining more or losing them all no matter what) and why would you attempt this with more than 1 left anyways?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (18:30:31/08-25-13)
fenris_mask: the rules bit that T-Hatchet quotes is pretty specific, though - if it's only your Magic that's 0, not your maximum Magic, you can simply raise it to 1 again (which takes 1 week) for 5 Karma, and you're good to go.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: grid_roamer on (18:44:14/08-25-13)
fenris_mask: the rules bit that T-Hatchet quotes is pretty specific, though - if it's only your Magic that's 0, not your maximum Magic, you can simply raise it to 1 again (which takes 1 week) for 5 Karma, and you're good to go.

That's Right..... ;D
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Rythymhack on (20:37:28/08-25-13)
Mystic Adepts: Is it a legitimate use of improved ability do use say..."improved ability: spellcasting". I thought of this at 3AM while..."communing with the spirits" as it were.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: firebug on (20:47:42/08-25-13)
Mystic Adepts: Is it a legitimate use of improved ability do use say..."improved ability: spellcasting". I thought of this at 3AM while..."communing with the spirits" as it were.

Quote
This  power  increases  the  Rating  of  a  specific  Com -
bat, Physical, Social, Technical, or Vehicle skill per level of
the power.

Spellcasting is considered a "Magical" Skill, and so doesn't fall under any of those categories.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Rythymhack on (21:14:06/08-25-13)
Ok. I am still waiting on the book and did not remember what it said in previous editions. Thank you.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (00:30:01/08-26-13)
If you mount a smartgun on a drone that has a smartlink vision enhancement, does the Drone benefit from the smartlink? If so, does it get the +1 bonus for gear, or the +2 granted from ware?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (01:28:41/08-26-13)
That's an interesting argument. What about the idea that deckers need their Resources priority to contend with while technomancers have their Resonance priority?

Well, let's break it down for a second.  A decker needs 3 Attributes (Logic, Intuition, and Willpower), 6 skills, and spends 73% of his possible Resources (the same percentage at A or B priority, based on full Karma expenditure for Nuyen) for his Deck, leaving him with a sizable (and very useful) remainder.  He has 4 priorities to assign, 1 of which is relatively unimportant (alternate metatype selections do very little for him as a decker, too, so his capability as a decker doesn't suffer at all for going Human D).

A technomancer, in comparison, depends on 4 Attributes (Logic, Intuition, Charisma, and Willpower), must allocate a priority for Talent, and requires 8 or 9 skills.  Her Talent priority can bridge the skills gap over, but she gets nothing leftover.  And that's in addition to lacking the ability to directly augment her most used attribute(s), having Matrix damage go to Stun (resulting in a NASTY double hit from Biofeedback), having the eat seriously huge damage to use any of the abilities that were the point of making a technomancer in the first place, major losses both to flexibility and to her ability to protect her team's gear...  And that's not even close to the end of it.

Basically, the hacker comes out with better attributes (including augmented Logic, probably 6 ( 8 )) and better skills, putting him a few dice ahead when both are fresh.  Because the technomancer is going to be filling her Stun and Physical tracks faster, the hackers edge only grows over the course of a run.  This is actually one of several reasons why I've come to suspect that the technomancer section is an afterthought.

Sorry for the delayed response.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DigitalZombie on (06:22:19/08-26-13)
@Ryo
If you mount a smartgun on a drone that has a smartlink vision enhancement, does the Drone benefit from the smartlink? If so, does it get the +1 bonus for gear, or the +2 granted from ware?

Id say it works and it gets a plus 1 bonus when wireless.( It cant get a 2 dice bonus, because it cant pay it with essence) BUT! if you read the wireless bonus for smart firing platform page 433 you gain the benefit of an implanted smartlink (+2) if you are in VR. This leads me to beleive that your rigger can infact get a +2 dice bonus from smartlink\gun, if he has it implanted himself, the drone has it and the gun is a smartgun, while jumping in or controlling it from VR as remote control.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (07:04:58/08-26-13)
This leads me to beleive that your rigger can infact get a +2 dice bonus from smartlink\gun, if he has it implanted himself...
If that is a possibility (not saying it it is, it might or it might not - but if it is) then you probably need to target with your own Agility (and your own internal smartlink you payed essence for) rather than take advantage of the drone's sensors (and internal/external smartlink that the drone did not pay essence for) for targeting (which would make you use Logic instead of Agility).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (07:53:29/08-26-13)
Oh! Oh! Oh! Can my Rigger, Technomancer, or Decker take some smart firing platforms, fold up the tripod, strap them to my Troll team-mate's back and fire them from there? If so, screw combat drones. :P
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DigitalZombie on (07:54:39/08-26-13)
According to Aaron on the previous page in this thread, you only use logic for gunnery when you either use passive or active sensor targeting. (and with signature penalties that isnt often very advicable). So you would indeed use agility for gunnery (with or without smartlink)

(take the active gunnery example in the book, the rigger is having trouble hitting some mini drones, so he swithces to active targeting to hit them better, but he then gets a whooping minus 6 signature penalty for doing so, my bet is, he is worse off then)

(but frankly the attribute uses in controlled drones confuse me, intuition for sneaking with drones, reaction for sneaking with vehicles and agility for sneaking with both according to a third page, on top of that it seems like the majority of the community thinks gunnery should be with logic, while Aaron states it is indeed with agility and only logic with passive and active targeting)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (09:23:02/08-26-13)
According to Aaron on the previous page in this thread, you only use logic for gunnery when you either use passive or active sensor targeting. (and with signature penalties that isnt often very advicable). So you would indeed use agility for gunnery (with or without smartlink)

(take the active gunnery example in the book, the rigger is having trouble hitting some mini drones, so he swithces to active targeting to hit them better, but he then gets a whooping minus 6 signature penalty for doing so, my bet is, he is worse off then)

(but frankly the attribute uses in controlled drones confuse me, intuition for sneaking with drones, reaction for sneaking with vehicles and agility for sneaking with both according to a third page, on top of that it seems like the majority of the community thinks gunnery should be with logic, while Aaron states it is indeed with agility and only logic with passive and active targeting)

The only support for Aaron's position in the book is the example in the control device matrix action. Remember that, while Aaron is involved in the books and its a Mitzvah that he answers questions, his interpretations aren't official answers.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: SoulGambit on (12:01:26/08-26-13)
I feel like going to Aaron's expertise and believing what he says except when he disagrees with you is a tad... O_o
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (12:22:45/08-26-13)
I feel like going to Aaron's expertise and believing what he says except when he disagrees with you is a tad... O_o

Which isn't what I'm doing. I'm just noting that as Aaron says he's not making official rulings, just giving his opinion. When his opinion is well supported, like the cyberarm ruling, I'll go with it even if I disagree and go for house rules. When his opinion doesn't have textual support, like his confusing reading of the recoil rules or his belief that the rules on remote targeting will change completely from the text, I don't think it's out of place to note it.

Aaron certainly has more knowledge of what's coming down the pipe than I do, but unless he's indicated that he has knowledge of an official revision or errata, which he hasn't in this case, you should avoid using him for an argument from authority. Or indeed for driveby sniping.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (14:54:37/08-26-13)
Aaron certainly has more knowledge of what's coming down the pipe than I do, but unless he's indicated that he has knowledge of an official revision or errata, which he hasn't in this case, you should avoid using him for an argument from authority. Or indeed for driveby sniping.

This is true. Especially the bit about sniping. I have a terrible Accuracy rating.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (14:59:00/08-26-13)
Aaron certainly has more knowledge of what's coming down the pipe than I do, but unless he's indicated that he has knowledge of an official revision or errata, which he hasn't in this case, you should avoid using him for an argument from authority. Or indeed for driveby sniping.

This is true. Especially the bit about sniping. I have a terrible Accuracy rating.
Hold still while I attach this smartgun system.
Whoops, look at all those ones on my Hardware roll.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (15:00:03/08-26-13)
Aaron certainly has more knowledge of what's coming down the pipe than I do, but unless he's indicated that he has knowledge of an official revision or errata, which he hasn't in this case, you should avoid using him for an argument from authority. Or indeed for driveby sniping.

This is true. Especially the bit about sniping. I have a terrible Accuracy rating.
 

:)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (18:08:18/08-26-13)
Look like Control Rigs Headware come with a sim module as standard (which make it act as DNI), but it does not appear to be modded for hot-sim.

Riggers that control several drones often buy a specialized commlink called Remote Command Console or RCC. I can't find any information if the RCC have or even can have a sim module. Or if a RCC with a sim module can be modded for hot-sim.


Q: Can riggers get access to hot-sim with the sim module installed in the remote control or maybe in their RCC?

If so,
how much does it cost and will it affect viability

If not,
can they buy an external commlink with a sim module modded for hot sim and still get the bonus from their rigger control (even though they are not using the sim-module in their rigger control)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (18:18:38/08-26-13)
Linking a device to your DNI

The book mentions "to have a direct neural interface to the linked device", but I can't find any information about how you link a device with your DNI.
For example you need to link your DNI with your smartgun to get bonus dice and eject clip as a free action. You need to link your DNI to grenades with a wireless trigger so you can detonate them with a free action. etc.

So...
How do you do it?
How long time does it take?
What is the max number of devices you can link to your DNI at any given moment?
Do you need to be the owner of the device in order to link it?

Is slaving a device to your commlink (where your sim module is located) the same thing as linking it to your DNI?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (21:28:17/08-26-13)
As stated before, this thread is for Clarification of rules. It is not for posting Errata, nor for asking questions of rules. Posts that do either of those have been removed.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: samiam on (02:08:23/08-27-13)
Question on Armor Modification stacking...in 5E encumbrance has changed so that a character could, for example, wear a synthetic leather duster (AR = 4, therefore capacity 4 for mods) with an Armor Jacket (AR=12, therefore capacity 12 for mods) without penalty - which is a reasonable case of stacking armor.  Let's say they put 6 insulation & 6 nonconductivity in the vest and 4 fire resistance in the duster.  In a Resist Damage roll they would only count the higher of the two, so AR 12 from the vest.  If they were up against a Red Hot Nuke sporting a Flame Thrower, would they still get the Fire Resistance from the duster which is not factoring into the physical damage resistance roll?

If this does not work...what is a reasonable explanation for it rather then "it's against the rules"?  Or on the flip side...how to best deal with abusers?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (03:58:44/08-27-13)
p.452 explicit state that ultrasound headware replace/override your vision, however...

Q: Can you use Thermographic vision at the same time as you use Low-light vision?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:36:51/08-27-13)
Q: If you make a Succesful Summon, but go unconscious as a result of the Drain, is the Summoning still a success, making the Spirit stick around? Same question for Binding.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (06:06:57/08-27-13)
Q: If you make a Succesful Summon, but go unconscious as a result of the Drain, is the Summoning still a success, making the Spirit stick around?
Summoning on p.300 is a 3 step process
1) Choose spirit type & force
2) Attempt summoning
3) Resist drain

If step 2 is successful then the spirit is summoned and will owe you services. This is resolved before drain. The unbound spirit will leave at sunset or sun-raise even if it still owe you services (because you might or might not still be unconscious due to drain when the sun goes down).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:08:25/08-27-13)
I am aware that is how the rules read. I'm just checking if it's indeed intended.

Q: A drone can have Autosofts+Cyberprograms.
- Can it run the same Cyberprograms as an RCC can run, as listed on page 269?
- Are these the only Cyberprograms an RCC and a Drone can run?
- Can the RCC share not just Autosofts but also Cyberprograms, or would you have to independently install the Cyberprograms on the Drones as well?
- If the latter, that means they do not count for the condition that a drone must not run any autosofts itself to share autosofts, correct?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: farothel on (07:25:28/08-27-13)
I have a question on alchemy and magic.  Searched for it, but didn't find the answer.
If I have read the book correctly if you want to have a spell (say fireball) and you also want to make fireball grenades, you need to learn the same spell twice, once as sorcery spell and once as alchemy spell?  Is this correct?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (07:31:21/08-27-13)
p.304 resolve order for enchanting.
Quote
Step 1: Choose a Spell
Choose the alchemical version of the spell to be prepared. Spells used in preparations are different versions of the Sorcery spells listed on p. 283, but have the same effect, Drain Value, keywords, and so on as those spells. You learn the alchemical versions of these spells separately from Sorcery spells, but the Karma cost is the same. You can only choose an alchemical spell you know.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (08:31:40/08-27-13)
b]Q: [/b] Can riggers get access to hot-sim with the sim module installed in the remote control or maybe in their RCC?

I'd just use the hot-sim modification on the commlink table on p. 439: +4F Availability and +250•.
[/quote]

Linking a device to your DNI

The book mentions "to have a direct neural interface to the linked device", but I can't find any information about how you link a device with your DNI.

DNI isn't a link per se, it's a method of input and output with your gear, like voice command, keyboard, or mouse. As long as your devices can access whatever's giving you DNI (usually wireless, but you can run a data cable from a datajack if you like), you've got DNI control.

Quote
So...
How do you do it?
How long time does it take?
What is the max number of devices you can link to your DNI at any given moment?
Do you need to be the owner of the device in order to link it?
Is slaving a device to your commlink (where your sim module is located) the same thing as linking it to your DNI?

Get something that gives you DNI.
Not long.
There isn't one.
It's not really a link, per se.
No.

Question on Armor Modification stacking...in 5E encumbrance has changed so that a character could, for example, wear a synthetic leather duster (AR = 4, therefore capacity 4 for mods) with an Armor Jacket (AR=12, therefore capacity 12 for mods) without penalty - which is a reasonable case of stacking armor.  Let's say they put 6 insulation & 6 nonconductivity in the vest and 4 fire resistance in the duster.  In a Resist Damage roll they would only count the higher of the two, so AR 12 from the vest.  If they were up against a Red Hot Nuke sporting a Flame Thrower, would they still get the Fire Resistance from the duster which is not factoring into the physical damage resistance roll?

If this does not work...what is a reasonable explanation for it rather then "it's against the rules"?  Or on the flip side...how to best deal with abusers?

It's the "highest piece," not the highest rating. If you want to use the fire resistance, you've got to use the duster's Armor rating, too. Also, if your GM catches you wearing a duster and a jacket, she's well within a rational basis to impose penalties or even assess fatigue damage as a consequence.

b]Q: [/b] Can you use Thermographic vision at the same time as you use Low-light vision?

There's no rule against it, and I wouldn't imagine it's difficult for image processing software to build a composite image for you.

Q: A drone can have Autosofts+Cyberprograms.
- Can it run the same Cyberprograms as an RCC can run, as listed on page 269?
- Are these the only Cyberprograms an RCC and a Drone can run?
- Can the RCC share not just Autosofts but also Cyberprograms, or would you have to independently install the Cyberprograms on the Drones as well?
- If the latter, that means they do not count for the condition that a drone must not run any autosofts itself to share autosofts, correct?

- Yep.
- No, just the useful ones.
- p. 270.
- n/a

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (08:32:16/08-27-13)
I have a question on alchemy and magic.  Searched for it, but didn't find the answer.
If I have read the book correctly if you want to have a spell (say fireball) and you also want to make fireball grenades, you need to learn the same spell twice, once as sorcery spell and once as alchemy spell?  Is this correct?
I have a question on alchemy and magic.  Searched for it, but didn't find the answer.
If I have read the book correctly if you want to have a spell (say fireball) and you also want to make fireball grenades, you need to learn the same spell twice, once as sorcery spell and once as alchemy spell?  Is this correct?

Yes.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (09:45:06/08-27-13)
I'd just use the hot-sim modification on the commlink table on p. 439: +4F Availability and +250•.
(It make control rig rating 2 with hot-sim modification off limits at chargen due to availability).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (10:17:45/08-27-13)
Quote
- Can the RCC share not just Autosofts but also Cyberprograms, or would you have to independently install the Cyberprograms on the Drones as well?

- p. 270.
Just to be certain: Page 270 talks about sharing programs but does so in the Autosofts section, page 267 talks about sharing Autosofts alone. Is there an official errata in the works clarifying which of these two is phrased wrong?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (15:55:17/08-27-13)
Just to be certain: Page 270 talks about sharing programs but does so in the Autosofts section, page 267 talks about sharing Autosofts alone. Is there an official errata in the works clarifying which of these two is phrased wrong?

Does it talk about sharing autosofts alone or autosofts exclusively?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (15:59:22/08-27-13)
Quote from: Page 267
The Sharing rating is the number of autosofts you can run on the RCC that simultaneously run on all slaved drones at the same time. One caveat: if a drone is running any of its own autosofts, it cannot benefit from the RCCís autosofts.
Quote from: Page 270
If a drone is slaved to a rigger command console and isnít running any of its own programs, it uses the programs running on the RCC. This can exceed its normal program limit.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: firebug on (19:33:22/08-27-13)
I hope I'm not breaking any rules, I'd just like to repost this since it became a new page shortly after and it hasn't been noticed yet:


Quote from: page 256
Re-register  Sprite:  You  can  attempt  to  re-register
the sprite for one task. If you use the spriteís last task to
do this, donít screw up. If you succeed, add your net hits
to the number of tasks the sprite owes you (minus the
one for re-registering, of course). If you fail, youíre out
of tasks, plain and simple.

The last bit about failing; is this continuing with the warning to be careful if you do this with a sprite's last task?  Or does it mean that if you try to re-register and fail, it removes all remaining tasks no matter how many are left and your sprite disappears?  If the former, it should be worded more clearly because it really sounds like the latter.  If the latter, why would it need the warning about using up your last task (when you have to end up either gaining more or losing them all no matter what) and why would you attempt this with more than 1 left anyways?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (21:17:36/08-27-13)
I'd just use the hot-sim modification on the commlink table on p. 439: +4F Availability and +250•.
(It make control rig rating 2 with hot-sim modification off limits at chargen due to availability).
I feel like without an inherent hot-sim module there is little reason for a Control Rig's R availability rating (just like a cyberdeck). I get why it is forbidden in commlinks (hello, BTLs), but it makes total sense for a (legal) rigger to be able to operate at max effectiveness if properly licensed (just like a decker).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (11:22:50/08-28-13)
I was just putting together a Magician character for my pre-gened Shadowrun team (my players wont have there own rule books in time here in the UK) and I realized I do not know if the 10 spells a priority A for magic Magician gets have to all be spells or can some of them be rituals, alchemy formulas or the like?

As an aside can anyone recommenced how I should stat a fully rigged bass guitar for the party's Rigger's day job? As this Shadowrun team will have a "day job" as an elf rock band I am trying to sort out instrument stats for them all. I am certain the party shaman will be initiating so that there centering activity is power riffs on his electric guitar.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (11:57:01/08-28-13)

Q: Is there any difference on how to resolve a biofeedback attack from a decker (running biofeedback) and Black IC?


Decker running biofeedback is well explained in the example on p.245:
Quote
A spider hits Slamm-0! (who is of course using hot-sim) for a total of 8 Matrix damage. Slamm-0! (or rather his deck) resists this damage with Device Rating + Firewall, getting 4 hits. That means his deck takes 4 boxes of damage. The spider is running Biofeedback, so Slamm-0! (not his deck) must now use his Willpower + Firewall to resist 4P damage. Any unresisted damage sinks right into Slamm-0!ís brain, and he marks it off his condition monitor.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: D Prime on (13:13:57/08-28-13)
To add more information to Xenon's question, the description for the Biofeedback program says

Quote
When your attack causes Matrix damage, the target is hit with an equal amount of Stun (if the target is using cold-sim) or Physical (if the target is using hot-sim) biofeedback damage. This program also applies to damage caused by failed Attack actions against you. Biofeedback damage is resisted with Willpower + Firewall.
The description for Black IC, on the other hand, says
Quote
Black IC is the most feared intrusion countermeasures program on the market. The hosts that run it donít want you repelledóthey want you dead. When it hits, Black IC link-locks you. It also causes (Attack) DV Matrix damage (+1 DV per net hit and +2 DV per mark on the target) along with an equal amount of biofeedback damage.
The two cases use different language, hence the confusion.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (13:39:50/08-28-13)
I was just putting together a Magician character for my pre-gened Shadowrun team (my players wont have there own rule books in time here in the UK) and I realized I do not know if the 10 spells a priority A for magic Magician gets have to all be spells or can some of them be rituals, alchemy formulas or the like?

As an aside can anyone recommenced how I should stat a fully rigged bass guitar for the party's Rigger's day job? As this Shadowrun team will have a "day job" as an elf rock band I am trying to sort out instrument stats for them all. I am certain the party shaman will be initiating so that there centering activity is power riffs on his electric guitar.
The Occult Investigator archetype has Alchemical Preparations instead of regular spells, and page 69 says you can have up to Magic x2 of each category, so I'm guessing you can mix things up as desired.
As for your second question, it doesn't really seem like something suited for this topic: try asking in the Gear forum, instead.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (13:46:35/08-28-13)
Thanks I completely missed that there was a gear forum.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:40:46/08-28-13)
I was just putting together a Magician character for my pre-gened Shadowrun team (my players wont have there own rule books in time here in the UK) and I realized I do not know if the 10 spells a priority A for magic Magician gets have to all be spells or can some of them be rituals, alchemy formulas or the like?

The latter.

Quote
As an aside can anyone recommenced how I should stat a fully rigged bass guitar for the party's Rigger's day job? As this Shadowrun team will have a "day job" as an elf rock band I am trying to sort out instrument stats for them all. I am certain the party shaman will be initiating so that there centering activity is power riffs on his electric guitar.

Give it a Quality rating that acts as a Performance limit, maybe?

Q: Is there any difference on how to resolve a biofeedback attack from a decker (running biofeedback) and Black IC?

Yes.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (18:21:33/08-28-13)
Q: Is there any difference on how to resolve a biofeedback attack from a decker (running biofeedback) and Black IC?

Yes.
Q What is the difference and why is there one?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (18:58:20/08-28-13)
Q: Is there any difference on how to resolve a biofeedback attack from a decker (running biofeedback) and Black IC?

Yes.
Q What is the difference and why is there one?
(or is the decker example wrong, we seen several examples being wrong before, and both deckers and black IC deal X amount of matrix AND biofeedback damage rather than X amount of matrix damage resisted down to Y and then take Y biofeedback damage that will be resisted again)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (21:19:53/08-28-13)
Q: Is there any difference on how to resolve a biofeedback attack from a decker (running biofeedback) and Black IC?

Yes.
Q What is the difference and why is there one?

The difference is precisely what D Prime laid out in Reply #458 of this thread. The reason is because Black IC is better at dealing out pain than hackers. If you're about to ask what the "game balance" reason might be, I'd point out that rules do more that merely balance against one another, they shape a game world. In this game world, IC is scary. One rule that reinforces that fictional truth is that Black IC does biofeedback damage better than a cyberprogram can.

I hope that helps.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: D Prime on (21:43:17/08-28-13)
One rule that reinforces that fictional truth is that Black IC does biofeedback damage better than a cyberprogram can.
How about Blaster IC and Sparky IC? Are they also better at dealing biofeedback damage?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (23:40:32/08-28-13)
Nope, just scary, scary Black IC.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (01:43:26/08-29-13)
Nope, just scary, scary Black IC.

Which, frankly, I am glad is scary again...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (06:20:29/08-29-13)
Let me see If I have this right
Biofeedback cyberprogram causes biofeedback damage of a type determined by sim type equal to the matrix damage done after resistances.
Black IC causes biofeedback damage of a type determined by sim type equal to the matrix damage done before resistances and link-locks you.
Blaster IC causes biofeedback stun damage equal to the matrix damage done after resistances and link-locks you.
Sparky IC causes biofeedback damage  of a type determined by sim type equal to the matrix damage done after resitances.
If that is all correct I have to say that from the text of the rules it was not clear that in the descriptions of the IC that "with biofeedback damage" means "with biofeedback damage like from the biofeedback cyberprogram"

(edit: I am thinking more and more that I need the differences carefully explained to me)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (08:59:39/08-29-13)
Thanks Aaron, so basically your firewall doesn't get to scrub any of the attack from the black IC before it reaches your body whereas with normal biofeedback it would get to.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Elektrycerze3 on (09:07:55/08-29-13)
Hoi!

The recent discussion of cybereyes in the Gear section gave me an idea which raises a question:

Q: Do the wireless bonuses of multiple datajacks (Noise reduction 1) stack?

Thanks in advance!

[spoiler]I've already asked in the Gear section, feel free to express your thoughts on the matter there (http://forums.shadowruntabletop.com/index.php?topic=12597.new;topicseen#new) so that we don't fill this thread with discussions.[/spoiler]
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (16:04:57/08-29-13)
Question About Casting Multiple Spells:

Step 1 under Spellcasting describes Casting Multiple Spells. It basically works the same way as dual wielding weapons (splitting the Spellcasting + Magic dice pool in this case), save for modifiers:
Quote from: SR5, pg.281
Since the modifers per spell may be different, they are applied after you split the dice pool.
Does this apply to ALL modifiers? Specifically, I am trying to figure out how bonus dice from Specialization, Mentor Spirits, and Foci would fit in here.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (10:47:47/08-30-13)
Q: Do the assistant(s) test in a teamwork test use modifiers?

Q: Do the assistant(s) test in a teamwork test use a limit?



Melee Teamwork test p.188 (which is similar to a teamwork test but have special rules) explicit state that assistants in a Melee Teamwork test use both modifiers and limit while Teamwork tests p.49 only state assistants use "appropriate skill + attribute" and does not mention modifiers nor limits (except for the team leader).

p.49 Teamwork test example list the Limit for the team-leader, but not for the assistant.
p.257 Diagnostics give sprites a [Data Processing] limit on the sprite's assist test.
p.300 Group Summoning have a -2 mod on the assist test if from different traditions.
p.418 Fencing Gear list the option to use availability in a teamwork test.

...all other reference to teamwork test point back to p.49 (or p.188 if it is a Melee Teamwork test).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: davesignal on (12:20:43/08-30-13)
Building on the above:
Q: Can you make a teamwork test for matrix actions?
Q: Do you receive the +2 bonus for hot-sim VR on a teamwork test for matrix actions?
Q: Can Technomancer Sprites be tasked to perform or benefit from teamwork tests for skills they posses?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (12:23:06/08-30-13)
I'll jump in as well:

Q: Outside of Group Summoning and the Ritual Sealing Test, can a Magical skill benefit from teamwork? If so, do the assistants resist drain as in both the known examples of Magic Teamwork?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (16:52:00/08-30-13)
Q: The entry for the homunculus states that it derives its Body attribute from the structure rating of the material from which it is produced. Does it also gain any armor benefit from its material base or does it have to resist all damage with, in all likelihood, a single digit value?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (17:59:06/08-30-13)
While Synaptic boosters "cannot be combined with any other form of Reaction or Initiative enhancement", the restriction for Wired Reflexes is that they "are incompatible with augmentations that affect Reaction or Initiative". On the magical side, while the Improved Reflexes power  says "the increase cannot be combined with other technological or magical increases  to Initiative", the Increase Reflexes spell doesn't say it's incompatible with anything except itself.
Does this mean Wired Reflexes and the Increase Reflexes can stack, since neither says it's incompatible with the other, or is this simply another phrasing mistake?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (18:02:10/08-30-13)
Actually check the note on 159.

Quote
Initiative determines the order in which characters act,
as well as how often they act during a single Combat
Turn. Initiative is based on three factors: Initiative Attribute,
Initiative Score, and Initiative Dice.

Initiative is the more inclusive usage.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (18:14:35/08-30-13)
Actually check the note on 159.

Quote
Initiative determines the order in which characters act, as well as how often they act during a single Combat Turn. Initiative is based on three factors: Initiative Attribute, Initiative Score, and Initiative Dice.
Initiative is the more inclusive usage.
..........
..........
..........
Maybe, just maybe, you shouldn't tell me I should FAQ something if you're only going to tell me it didn't need to be FAQ'd when I FAQ it.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (18:50:15/08-30-13)
Actually check the note on 159.

Quote
Initiative determines the order in which characters act, as well as how often they act during a single Combat Turn. Initiative is based on three factors: Initiative Attribute, Initiative Score, and Initiative Dice.
Initiative is the more inclusive usage.
..........
..........
..........
Maybe, just maybe, you shouldn't tell me I should FAQ something if you're only going to tell me it didn't need to be FAQ'd when I FAQ it.

Sorry, I didn't find the reference until after you had posted here and thought it would be rude not to mention it.

I took your question seriously, did some reading and found something I thought was on point. I'm not sure how I offended you but i apologize.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (21:27:39/08-30-13)
increase reflexes, adrenaline boost, increase attribute (reaction), increase attribute (intuition), improved physical attribute (reaction), attribute boost (reaction) and suprathyroid gland all stack with each other (but increase reflexes does not stack with another increase reflexes spell). they all also stack with the reaction part of improved reflexes for everything except initiative.

wired reflexes and reaction enhancers both stack with each other, but only if both are wireless ON. They are both incompatible with everything else.

synaptic booster is incompatible with everything.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: deek on (23:26:58/08-30-13)
Quote
page 197
If the barrier between the attacker and defender is transparent, like
bullet resistant glass, there is no cover or obstruction to
sight, but the attack must penetrate the barrier to reach
the defender (see Penetration Weapons, p. 198).

If the barrier takes the hit first, the gamemaster rolls
Structure + Armor to resist the damage, and the structure
takes any unresisted damage. If the Structure rating
is exceeded by the damage it suffers, any remaining
damage is transferred to the target behind the barrier.

Can you clarify if the resistance test in the second paragraph is always rolled when the barrier takes the hit first or only when it is NOT hit by a penetration weapon? The example on page 198 implies that with a penetration weapon, there is no resistance roll, per se, just the barrier taking damage based on the number of bullets.

Also, I am assuming the target always gets to soak whatever damage makes its way through the barrier, but please confirm.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:00:11/08-31-13)
Penetration Weapons do auto-damage, as it says on page 198, and most damage breaks through. The second part of the rules you quoted are more for hitting through with blasts, punches and such.

By the way, the example appears incorrect. Since he fires in Full Auto, the barrier would take 3 (for 6) or 4 (for 10) damage, not 1 box of damage. Someone reported that in the Errata topic a month ago.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:06:18/08-31-13)
Please keep personal interpretations on debated issues out of the FAQ topic. :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Tagami on (07:41:57/08-31-13)
Can you add a commlink (capacity 2) to cybereyes?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: deek on (09:19:15/08-31-13)
Thank you for the response. That is the conclusion I drew (about the auto-damage), but it is nice to have a second opinion that gives me confidence.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (10:18:04/08-31-13)
Question About Casting Multiple Spells:

Step 1 under Spellcasting describes Casting Multiple Spells. It basically works the same way as dual wielding weapons (splitting the Spellcasting + Magic dice pool in this case), save for modifiers:
Quote from: SR5, pg.281
Since the modifers per spell may be different, they are applied after you split the dice pool.
Does this apply to ALL modifiers? Specifically, I am trying to figure out how bonus dice from Specialization, Mentor Spirits, and Foci would fit in here.

By the book and barring errata, the only pool you split is the Spellcasting + Magic pool.

Q: Do the assistant(s) test in a teamwork test use modifiers?

Q: Do the assistant(s) test in a teamwork test use a limit?

Yes and yes. The test for the assistants is basically the same as the test for the leader.

Building on the above:
Q: Can you make a teamwork test for matrix actions?
Q: Do you receive the +2 bonus for hot-sim VR on a teamwork test for matrix actions?
Q: Can Technomancer Sprites be tasked to perform or benefit from teamwork tests for skills they posses?

Yes, yes, and yes.

I'll jump in as well:

Q: Outside of Group Summoning and the Ritual Sealing Test, can a Magical skill benefit from teamwork? If so, do the assistants resist drain as in both the known examples of Magic Teamwork?

Good question. Not per the current rules. I can see a case made for teamwork tests on dispelling or Enchanting Skill Group skills, though.

Q: The entry for the homunculus states that it derives its Body attribute from the structure rating of the material from which it is produced. Does it also gain any armor benefit from its material base or does it have to resist all damage with, in all likelihood, a single digit value?

Minions don't have armor. The material of a homunculus is tougher than the homunculus itself. In other words, much like living creatures, you can kill them without completely destroying the body.

While Synaptic boosters "cannot be combined with any other form of Reaction or Initiative enhancement", the restriction for Wired Reflexes is that they "are incompatible with augmentations that affect Reaction or Initiative". On the magical side, while the Improved Reflexes power  says "the increase cannot be combined with other technological or magical increases  to Initiative", the Increase Reflexes spell doesn't say it's incompatible with anything except itself.
Does this mean Wired Reflexes and the Increase Reflexes can stack, since neither says it's incompatible with the other, or is this simply another phrasing mistake?

Yes.


Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (10:18:38/08-31-13)
Can you add a commlink (capacity 2) to cybereyes?

No. Cybereyes can only take cybereye augmentations.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (10:23:10/08-31-13)
Aaron in the initiative response what exactly are you saying yes to?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (10:29:23/08-31-13)
[spoiler](http://www.retailhellunderground.com/.a/6a00e54f10a0988834019aff144282970c-450wi)[/spoiler]
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: davesignal on (15:34:16/08-31-13)
Q: Can a Technomancer target a host with complex forms that targets a device, such as Resonance Veil, Diffusion of [Matrix Attribute], or Puppeteer?
Q: When a Technomancer targets a slaved device with a complex form, does the slaved device have the option of using the master's Willpower/Device Rating and Firewall to defend against it?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (17:08:42/09-01-13)
Q: Can an Adept, Magician or Mystic Adept without Ritual Spellcasting but with Astral Perception play the roll of Spotter in a ritual (which means they do not roll but still suffer drain), or is Ritual Spellcasting required to participate?
Q: Bound Spirits can function as Spotter for a ritual [thanks to their mental link with a Ritual Spellcaster]. Can Watchers, which are like bound Spirits, function as Spotter? Can a Homonculus?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DigitalZombie on (09:04:49/09-02-13)
In relation to Chandras question. IF an adept can be used as a spotter, does he roll body+willpower as if it was an adept power with drain, as he doesnt have a tradition?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: HiddenBoss on (12:20:16/09-02-13)
on page 238, DATA SPIKE is a (complex Action) but on page 244 it listed on the table as a Simple, i take it this is a error right?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (12:55:47/09-02-13)
on page 238, DATA SPIKE is a (complex Action) but on page 244 it listed on the table as a Simple, i take it this is a error right?
You're looking for the 5E Errata thread (http://forums.shadowruntabletop.com/index.php?topic=11363.msg)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: wepv on (15:57:13/09-02-13)

Questions about how a mana barrier interacts with quickened(or non quickened) spells.

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

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

Why are the rules different for being forced through a barrier and pushing your way through a barrier?
Modify message
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (16:19:13/09-02-13)
Q: How do mana-based spells interact with homunculi? Are they objects like drones? Living things like spirits? Their static Willpower makes me hope for the former.
Q: Do homunculi have Stun Condition Monitors? Spirits are explicitly called out as having them, homunculi are not.
Q: Is the Physical condition monitor for the homunculi calculated normally based on their Body?
Q: Homunculi have movement listed as 15/30. They seem to be the only critter listed with a static movement not based on their Agility. Is this Walking/Running speed and can they sprint?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: davesignal on (23:40:24/09-02-13)
Q: Does Natural Hardening simply increase the Firewall rating of a Technomancer's Living Persona by +1? The text seems to imply this. If not, what is the proper interaction between Technomancers and Natural Hardening?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:18:42/09-03-13)
Q: Are the Adept Power Combat Sense and the Spell Combat Sense supposed to stack?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (11:47:48/09-03-13)
Edge Clarification:

The Edge rules state:
Quote
A characterís Edge attribute never actually changes, even when Edge points are spent, unless the character permanently burns Edge
Does that mean that if a) I am a really lucky human with Edge 7 and b) I spend Edge to Push the Limit in three subsequent rounds, that I roll 7D6 extra each time? It says you apply your Edge rating to the roll and I'm not sure if that means Attribute or (Attribute - Spent Edge).

Follow up, if you've spent all of your Edge, can you still burn Edge since your Edge attribute doesn't actually change as a result of spending Edge?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Sielle on (12:52:17/09-03-13)
Q: Which specialization of negotiation would be used for trying to track down black market gear? Bargaining?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Veggiesama on (14:04:28/09-03-13)
Q: What do autopilot drones roll for defense tests? Is it Pilot + Evasion autosoft, or is Evasion limited only to Sensor Defense Tests? Could it be Pilot + Maneuver autosoft? (I am partial to using Pilot x 2 so it remains an attribute + attribute defense test without a limit, but the rules hint otherwise)

Q: p269 says "The Device Rating of a drone is the same as its Pilot Rating, meaning all of its Matrix attributes are equal to the Pilot Rating." p234 says drones have a device rating of 2. Which is it? It's important to know because drones can only run up to DR / 2 (round up) autosofts.

Q: Does it cost money to repair a drone? Repairing Matrix damage seems to be free, except critical glitches permanently brick the device. Build/repair tests for Physical damage are looser and more open to GM interpretation, but I imagine they'd be similar to repairing Matrix damage. The only time the text mentions cost is when the drone is bricked and destroyed.

Q: Recoil stuff
A. Does firing a Single-Shot (SS) weapon eliminate progressive recoil penalties or merely allow you to ignore them? For example, I am holding an SMG in my left hand and a revolver in the right. Pass 1, I fire full-auto with the SMG and rack up a -9 penalty, which would normally carry over to the next pass. Pass 2, I fire the revolver and suffer no recoil. Pass 3, I fire the SMG. Do I add the -9 from earlier, or do I start at 0 again?
B. If I fire my SS five times in a row, then quick-draw an SMG, am I starting at 0 or -4 for the accumulated recoil?
C. Does Suppressive Fire work the same way? Are accumulated recoil penalties eliminated or simply ignored?
D. Even though I ignore recoil during Suppressive Fire, does my next attack in the next pass start from 0 or do I include the 20 bullets fired from the previous attack as a -19 recoil penalty?
(I'm writing an app to help track recoil across combat, and these questions came up)

Thanks.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ImaginalDisc on (14:15:37/09-03-13)
I did a search for posts about detection spells, but I did not find anything to address this specific issue I am having. Maybe I am merely being obtuse.

I don't understand the range of detection spells.

Case in point, from page 287:

Quote
Detect [Life Form]
(Active, Area)
Type: M Range: TDuration: S Drain: F – 2

Detect [Life Form], Extended
(Active, Extended Area)
Type: M Range: TDuration: S Drain: F

The subject detects all of a specified type of life form
within the range of the sense and knows their number
and relative location. This is actually several different
spells that must be learned separately, one for each type
of life form that a caster might like to detect (Detect
Orks, Detect Elves, Detect Dragons, and so forth), which
are learned separately.

There are two salient parts here:

Firstly: "The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location." What sense is "the sense," taste? Proprioception? Balance? I understand that the "range" is touch because one must touch someone to cast this spell on them, but how far away can the beneficiary "sense" life? Is it out to the range of their line of sight? What good is it to see living things if they're already within LOS? Is it out to [Force] meters, making weird auras glow in the vision of the benefciary even when a wall or other mundane barrier blocks them?

Can one use this spell to give people the ability to sense life?

Issue the second:
What does "extended" mean in the case of the second spell? How much of a range exentsion is it?

In short, I can't figure out how the range of detection spells work at all. Mind throwing me a bone?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (14:17:47/09-03-13)
Quote from: Page 285 (basic description of Detection Spells)
Detection spells may be cast upon yourself or on another subject within touch range. The standard range of the sense a Detection spell grants is the spellís Force x casterís Magic in meters as a radius from the target of the spell. Extended-range detection spells have a Force x Magic x 10 meter range.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ImaginalDisc on (14:19:57/09-03-13)
Quote from: Page 285 (basic description of Detection Spells)
Detection spells may be cast upon yourself or on another subject within touch range. The standard range of the sense a Detection spell grants is the spell’s Force x caster’s Magic in meters as a radius from the target of the spell. Extended-range detection spells have a Force x Magic x 10 meter range.

ZeConster for the win!

Thanks, I was going mad looking for clarification in the book.

I award you one APDS clip in gratitude.

 ;D
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (18:18:19/09-03-13)
Does that mean that if a) I am a really lucky human with Edge 7 and b) I spend Edge to Push the Limit in three subsequent rounds, that I roll 7D6 extra each time?
Correct. You always add your full Edge attribute with Pushing the Limit.

Yes, you can burn Edge when you spent all your temporary Edge points. They're two different things after all, one is an Attribute and the other a Pool.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (18:37:03/09-03-13)
Cool. Thanks Michael. That's what I thought, but when the text threw "Edge Rating" I wavered a bit. LOL
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (03:53:22/09-04-13)
Q: Does an Airburst simply reduce scatter or does it also detonate the grenades as part of reducing the scatter?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (22:34:11/09-04-13)
Q: Which skill do you use for cyberguns?

Might be a silly question, but the cyberguns paragraph on the page 458 doesn't mention skills, while the "Cyber melee weapons" paragraph on the same page specifically states:
"Attacks with cyber melee weapons use Unarmed Combat skill and the Physical limit."

The Automatics skill is the only skill with a "Cyber Implants" specialization listed of the possible cybergun skills, which are Pistols, Automatics, Longarms, and Heavy Weapons.

Furthermore, on page 132 the Unarmed Combat skill specifically states (emphasis mine):
"Unarmed Combat covers the various self-defense and attack moves that employ the body as a primary weapon. This includes a wide array of martial arts along with the use of cybernetic implant weaponry and the fighting styles that sprung up around those implants."

Additionally, the cyberguns paragraph on page 458 also states (emphasis mine):
"Generally speaking, these are mounted in a cyberarm or directly into a natural arm, but you could install one in a leg or even your torso. Cyberguns are distinct from cyber holsters in that the gun itself can be controlled and fired directly, as an extension of your body. Depending on the size of the gun, cyberguns take up part of your forearm or replace your arm altogether, with the functional parts of the arm built around the gun. Smaller cyberguns fire through a hidden port in the palm or knuckles, while larger cyberguns fold back the userís hand at the wrist."

I would be tempted to houserule this so that the Unarmed Combat skill applied equally to all cyber implant weapons; from my own experience with firearms, at least, I cannot even begin to comprehend how being trained in the classic Weaver stance would help you fire a gun that's implanted in your ribcage.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (08:36:03/09-06-13)
Q: If, due to essence loss, a Magician/Mystical Adept character's Magic drops below their Free Spells / 2, and they only have 1 skill for Spell Slots / Ritual Slots / Alchemical Preparations Slots: Do they lose the excess, since they cannot have more than Magic x2 per category at chargen? Or do free spell slots override this limit?

For example, a character SichoPhiend posted went Magic Priority A, lost 2 magic from ware and only had Spellcasting. This character starts with 10 free Spell from Magic A, but due to having only 4 Magic is not allowed to have more than 8 spells at chargen.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (13:02:05/09-06-13)
Q: If I am a rigger with a Control Rig (2) and I plug directly into a vehicle to jump into it (cutting out both Commlink and RCC), what are my matrix attributes? Are they based on the device rating of the rig (which appears to be 2)? Can I even jump into a vehicle by direct connection without some kind of additional interface?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (11:40:22/09-09-13)
Natural Recovery is described as an Extended Test. Since all Extended Tests are now Limited, this results in two questions:
Q: Is Natural Recovery supposed to be a Limited Test, or is it meant to be without losing dice?
Q: If it is supposed to be a Limited Test, is it possible to take a break before starting a new test? If so, what time period would count as a sufficient break?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (12:33:29/09-09-13)
Q: If it is supposed to be a Limited Test, is it possible to take a break before starting a new test? If so, what time period would count as a sufficient break?
Yes, we are all very curious as to how long a break you need to take from resting.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (12:45:47/09-09-13)
Yes, we are all very curious as to how long a break you need to take from resting.
OK then.. platelets and white blood cells, y'all can go back to my bone marrow and take a break for now. I'll give you a call when we try this again.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (15:18:18/09-09-13)
Natural Recovery is described as an Extended Test. Since all Extended Tests are now Limited, this results in two questions:
Q: Is Natural Recovery supposed to be a Limited Test, or is it meant to be without losing dice?
Q: If it is supposed to be a Limited Test, is it possible to take a break before starting a new test? If so, what time period would count as a sufficient break?
Since the threshold is zero you only need one hit to end the extended test in a success, in that case you can take the test again after you rested that first hour.

The question only become interesting if you have a very small pool and fail over and over until you run out of pool without a single hit.
- Can you in this situation make a new extended test with a fresh pool.
- Can you choose to end the test and restart it with a fresh pool when you failed to get a hit during the first hour. 
- Do you need to wait a set period of time (black market extended test state you have to wait twice the base time before you can try that specific test again).
- Do you get a negative modifier if you try again after a failed attempt to heal stun damage (the Trying Again rule on p.49 state you can try again with -2 pool, but it is unclear if this applies to extended tests or not. And to get rid of the -2 pool you have to take a break from trying -- taking a break from resting... o'rly?)

(Gut feeling tells me you are allowed to make a new recover stun damage test, restart the test, every hour with a full willpower+body pool without delay or penalty)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (18:10:57/09-10-13)
Aaron in the initiative response what exactly are you saying yes to?

The first part of the question.

Q: Can a Technomancer target a host with complex forms that targets a device, such as Resonance Veil, Diffusion of [Matrix Attribute], or Puppeteer?

No.

Quote
Q: When a Technomancer targets a slaved device with a complex form, does the slaved device have the option of using the master's Willpower/Device Rating and Firewall to defend against it?

Yes.

Q: Can an Adept, Magician or Mystic Adept without Ritual Spellcasting but with Astral Perception play the roll of Spotter in a ritual (which means they do not roll but still suffer drain), or is Ritual Spellcasting required to participate?
Q: Bound Spirits can function as Spotter for a ritual [thanks to their mental link with a Ritual Spellcaster]. Can Watchers, which are like bound Spirits, function as Spotter? Can a Homonculus?

Yes.
No; it turns out that watchers aren't spirits like everyone used to think. Although now I'm going to pitch an idea for a minion ritual called Spotter.

In relation to Chandras question. IF an adept can be used as a spotter, does he roll body+willpower as if it was an adept power with drain, as he doesnt have a tradition?

Adepts use Body + Willpower against Drain.

How do mana barriers define "object"?
Are spells "objects"?
If you try to walk through a mana barrier and fail your magic+cha vs barrier force x2 roll, do you simple fail to walk through as if you hit a wall?

Physical things. Mana barriers only interact with astral forms.
No.
Yes, if you're astrally active (dual-natured as in astral perception or fully astral).

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

A. The order your GM calls for them. Correct.

Quote
Why are the rules different for being forced through a barrier and pushing your way through a barrier?

Because in one case you have no choice (astral forms can't pull or push physical ones, but a dual-natured astral form attached to a physical form is stuck to the physical form), and in the other you're trying to push through on your own. The answer to your next question (can I just force myself through a mana barrier while astrally perceiving?) is yes, but you might end up unconscious for your efforts (or perhaps I should say, "knock yerself out").

Q: How do mana-based spells interact with homunculi? Are they objects like drones? Living things like spirits? Their static Willpower makes me hope for the former.
Q: Do homunculi have Stun Condition Monitors? Spirits are explicitly called out as having them, homunculi are not.
Q: Is the Physical condition monitor for the homunculi calculated normally based on their Body?
Q: Homunculi have movement listed as 15/30. They seem to be the only critter listed with a static movement not based on their Agility. Is this Walking/Running speed and can they sprint?

Good question. The description of the homunculus doesn't specify whether or not it's dual-natured, but after reading the rest of the chapter I'd say that it's a physical object with an aura (the same way a spell has an aura rather than an astral presence).
Homunculi [thanks, Jack VII] don't have Stun Condition Monitors. They're physical objects with Armor and Structure ratings.
Yep.
That's one for the errata.

Q: Does Natural Hardening simply increase the Firewall rating of a Technomancer's Living Persona by +1? The text seems to imply this. If not, what is the proper interaction between Technomancers and Natural Hardening?

The quality does not increase the technomancer's Firewall. It gives +1 die when resisting biofeedback damage. It's cumulative with a technomancer's Firewall and any other ratings used in such a dice pool.

Q: Are the Adept Power Combat Sense and the Spell Combat Sense supposed to stack?

I'm not sure why they wouldn't.

Q: Which specialization of negotiation would be used for trying to track down black market gear? Bargaining?

The one your GM picks.



Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (18:24:08/09-10-13)
Q: What do autopilot drones roll for defense tests? Is it Pilot + Evasion autosoft, or is Evasion limited only to Sensor Defense Tests? Could it be Pilot + Maneuver autosoft? (I am partial to using Pilot x 2 so it remains an attribute + attribute defense test without a limit, but the rules hint otherwise)

Q: p269 says "The Device Rating of a drone is the same as its Pilot Rating, meaning all of its Matrix attributes are equal to the Pilot Rating." p234 says drones have a device rating of 2. Which is it? It's important to know because drones can only run up to DR / 2 (round up) autosofts.

Q: Does it cost money to repair a drone? Repairing Matrix damage seems to be free, except critical glitches permanently brick the device. Build/repair tests for Physical damage are looser and more open to GM interpretation, but I imagine they'd be similar to repairing Matrix damage. The only time the text mentions cost is when the drone is bricked and destroyed.

Q: Recoil stuff
A. Does firing a Single-Shot (SS) weapon eliminate progressive recoil penalties or merely allow you to ignore them? For example, I am holding an SMG in my left hand and a revolver in the right. Pass 1, I fire full-auto with the SMG and rack up a -9 penalty, which would normally carry over to the next pass. Pass 2, I fire the revolver and suffer no recoil. Pass 3, I fire the SMG. Do I add the -9 from earlier, or do I start at 0 again?
B. If I fire my SS five times in a row, then quick-draw an SMG, am I starting at 0 or -4 for the accumulated recoil?
C. Does Suppressive Fire work the same way? Are accumulated recoil penalties eliminated or simply ignored?
D. Even though I ignore recoil during Suppressive Fire, does my next attack in the next pass start from 0 or do I include the 20 bullets fired from the previous attack as a -19 recoil penalty?
(I'm writing an app to help track recoil across combat, and these questions came up)

Thanks.

Maneuvering.

The table on p. 234 is general. The rule about Device Rating and Pilot Rating being the same is specific, so it takes precedence.

Yes, following the build and repair rules that say that your GM will tell you if it costs money. More specific cost rules will probably be in a future source book.

A. SS weapons don't generate recoil.
B. 0
C. Recoil remains at the level you have when you start your suppressive fire.
D. You don't ignore recoil, you just don't add any to your current amount.

Q: Does an Airburst simply reduce scatter or does it also detonate the grenades as part of reducing the scatter?

The airburst link only reduces scatter, it's the grenade's wireless bonus that gives you wireless triggering. Yes, you can do the trick you're thinking of.

Q: Which skill do you use for cyberguns?

The appropriate skill for the firearm of that type (the rest doesn't seem to be a question, so I edited it out; hope you don't mind).

Q: If, due to essence loss, a Magician/Mystical Adept character's Magic drops below their Free Spells / 2, and they only have 1 skill for Spell Slots / Ritual Slots / Alchemical Preparations Slots: Do they lose the excess, since they cannot have more than Magic x2 per category at chargen? Or do free spell slots override this limit?

The excess is lost.

Q: If I am a rigger with a Control Rig (2) and I plug directly into a vehicle to jump into it (cutting out both Commlink and RCC), what are my matrix attributes? Are they based on the device rating of the rig (which appears to be 2)? Can I even jump into a vehicle by direct connection without some kind of additional interface?

You'd have the Matrix attributes of your vehicle.

Natural Recovery is described as an Extended Test. Since all Extended Tests are now Limited, this results in two questions:
Q: Is Natural Recovery supposed to be a Limited Test, or is it meant to be without losing dice?
Q: If it is supposed to be a Limited Test, is it possible to take a break before starting a new test? If so, what time period would count as a sufficient break?

I think I answered this question already. Barring errata, if you run out of dice, you need medical care (which gives you extra dice). If you take a break and want to start over, ask your GM how long a break you need; I'd go with "at least as long as you just took to get to this point."



Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (19:11:41/09-10-13)
Aaron in the initiative response what exactly are you saying yes to?

The first part of the question.


So in other words you're saying that Wired Reflexes and Increased Reflexes do stack because Augmentation in the wired reflexes text only refers to cybernetic augmentations?

Do you intend the corollary to this that the augmented maximum only applies to Cybernetic augmentation and that magical augmentation (or whatever you've decided to call it since we can't now call it augmentation) is completely uncapped?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (19:14:21/09-10-13)
Q: How do mana-based spells interact with homunculi? Are they objects like drones? Living things like spirits? Their static Willpower makes me hope for the former.
Q: Do homunculi have Stun Condition Monitors? Spirits are explicitly called out as having them, homunculi are not.
Q: Is the Physical condition monitor for the homunculi calculated normally based on their Body?
Q: Homunculi have movement listed as 15/30. They seem to be the only critter listed with a static movement not based on their Agility. Is this Walking/Running speed and can they sprint?
Good question. The description of the homunculus doesn't specify whether or not it's dual-natured, but after reading the rest of the chapter I'd say that it's a physical object with an aura (the same way a spell has an aura rather than an astral presence).
Spirits don't have Stun Condition Monitors. They're physical objects with Armor and Structure ratings.
Yep.
That's one for the errata.
Thanks for the responses Aaron! Although I am disappointed to see that my lightning fast homunculi may be no more, but it seems like they have gained so much. My Jewish Israeli Golemancer is coming more clearly into focus! LOL Did you mean homunculi when you said "Spirits don't have Stun Condition Monitors"? You don't have to give a new response, just change your response if that was your intention if you don't mind. Thanks!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (19:52:42/09-10-13)
Q: If I am a rigger with a Control Rig (2) and I plug directly into a vehicle to jump into it (cutting out both Commlink and RCC), what are my matrix attributes? Are they based on the device rating of the rig (which appears to be 2)? Can I even jump into a vehicle by direct connection without some kind of additional interface?

You'd have the Matrix attributes of your vehicle.
Yuck, so for most ground vehicles your DataPro and Firewall would be a 1? Uh, I'm not going to be direct connecting to my vehicle.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (20:13:41/09-10-13)
I can not seem to find the Nuyen cost for learning a new ritual only the 5 Karma cost.
How much Nuyen, if any, does learning a new ritual cost?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Sielle on (20:54:24/09-10-13)
I can not seem to find the Nuyen cost for learning a new ritual only the 5 Karma cost.
How much Nuyen, if any, does learning a new ritual cost?

Page 461 the spell formula cost chart?  Wouldn't it be the same formula cost if it was a cast spell, ritual spell, or alchemy preparation?  Granted each type would require a different formula, but all 3 cost the same per formula.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (21:02:55/09-10-13)
That could probably be assumed for rituals with the (Spell) keyowrd (seems fair to me), but what do you do about Ward, Homunculus, Watcher, and Circle of Protection?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (21:16:08/09-10-13)
The (Spell) keyword doesn't have anything to do with it, I think: it simply means the ritual "is used in conjunction with a spell that the ritual leader knows".
Quote from: Page 296
You learn each ritual the same way you learn a spell (p. 299).
Quote from: Page 299
New spells, rituals, or alchemical preparations (p. 316) can be learned by studying spell formulae or finding some mentor (either a spirit or another Awakened individual) to teach you.
(...)
If you want to learn alone, you can buy a spell formula (prices on the Magical Goods table, p. 326).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (21:25:30/09-10-13)
Right, that's true. The problem is that there are no ritual spell formulae listed in the Magical Goods section. One suggestion (at least for the (Spell) keyword rituals) is to price them commensurate with whatever class of spell can be cast through them. So the Curse Ritual would be priced with Illusion formula and the Renesence Ritual would be priced as Manipulation formula. It still doesn't address Ward, Watcher, etc, but would be a start.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (08:21:53/09-11-13)
Yuck, so for most ground vehicles your DataPro and Firewall would be a 1? Uh, I'm not going to be direct connecting to my vehicle.
(You don't need data processing or firewall when using pilot or gunnery skill when jacked in...)

Direct connect [your control rig to your RCC and] your RCC to your vehicle.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (08:27:54/09-11-13)
Natural Recovery is described as an Extended Test. Since all Extended Tests are now Limited, this results in two questions:
Q: Is Natural Recovery supposed to be a Limited Test, or is it meant to be without losing dice?
Q: If it is supposed to be a Limited Test, is it possible to take a break before starting a new test? If so, what time period would count as a sufficient break?

I think I answered this question already. Barring errata, if you run out of dice, you need medical care (which gives you extra dice). If you take a break and want to start over, ask your GM how long a break you need; I'd go with "at least as long as you just took to get to this point."

Medical care only add dices to the extended test, it does not guarantee that you will completely heal before you run out of dice.
So what if with the bonus of medical care you run out of dice before being fully healed?
(please note that in the examples, the number of dice is not reduced as it should be for a regular extended test)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (08:28:31/09-11-13)
(You don't need data processing or firewall when using pilot or gunnery skill when jacked in...)
Not for that, but you better hope they don't have a hacker.
Direct connect [your control rig to your RCC and] your RCC to your vehicle.
That's what I do, but the book implies that riggers regularly connect directly to their vehicles, which seems like a terrible idea.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (09:14:58/09-11-13)
So in other words you're saying that Wired Reflexes and Increased Reflexes do stack because Augmentation in the wired reflexes text only refers to cybernetic augmentations?
Interesting.... You still can't combine improved reflexes with wired reflexes, synaptic boosters or increase reflexes, you still can't combine synaptic boosters with improved reflexes, wired reflexes or increase reflexes and you still can't combine reaction enhancers with improved physical reaction or increased reaction  - but this would make it possible to combine wired reflexes and increase reflexes and muscle toner with increased physical agility...


Actually, reading up on on all location where the word Augmentation appears in the book make pretty clear that augmentation and augmentations only deal with cyberware and bioware.

Spells and physical adept powers are very careful to not use the word augmentation and instead use words such as Increased, Improved, Enhanced and Boosted as in increases, improvements, enhancements and boosts.

However, magical and physical adept descriptions, while not being augmentations, state that they still do "Augment" -but since spells are not augmentations they all also explicit state that the spell or power is still limited by the "up to your augmented [Attribute] maximum".

We need a name for non cybernetic and bionetic spells and powers that augment attributes.
- Magical attribute increases? Magical increases to <attribute>?
And what about a name for the whole group of cyberware, bioware, spells and adept powers.
- Attribute enhancers? <attribute> enhancement? Augmented <attribute>?


This sure sound as if the cap of +4 (but at no point can augmentations exceed the +4 bonus cap p.94) only affect Augmentations (cybernetics and bioware), unless the spell, adept power or drug explicit state that it is also affected by the limit.

Drugs does not explicit state that they are limited by the +4 augmented limit
Drugs are not augmentations (cyberware or bioware)

Improved reflexes does not explicit state that it is limited to the +4 augmented limit
Improved reflexes is not an augmentation.

Medical care only add dices to the extended test, it does not guarantee that you will completely heal before you run out of dice.
So what if with the bonus of medical care you run out of dice before being fully healed?
(please note that in the examples, the number of dice is not reduced as it should be for a regular extended test)
Either examples need errata or you can choose to end the extended test if you fail and then restart it the next hour with a full dice pool (don't see why you would not be allowed to do that tbh).

...if you run out of dice your extended test failed and you need to restart the test with a full dice pool. In some explicit cases - like the black market extended test - you have to wait before you can restart the test, but there is nothing about that in the general extended test definition. There is also a rule called Trying Again that give you -2 dice per repeated try if you repeat a test after you fail unless you take a break - not sure if that would apply to extended tests or not (if it do you might need to rest or think about something else for an hour or two before you try again - but rest from resting...??)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:34:45/09-11-13)
Aaron in the initiative response what exactly are you saying yes to?

The first part of the question.

So in other words you're saying that Wired Reflexes and Increased Reflexes do stack because Augmentation in the wired reflexes text only refers to cybernetic augmentations?

Do you intend the corollary to this that the augmented maximum only applies to Cybernetic augmentation and that magical augmentation (or whatever you've decided to call it since we can't now call it augmentation) is completely uncapped?

Yes, followed by no. You can't get more than 5D6 in Initiative Dice no matter what your source.

I can not seem to find the Nuyen cost for learning a new ritual only the 5 Karma cost.
How much Nuyen, if any, does learning a new ritual cost?

Good question. I'll check with the errata crew.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:39:42/09-11-13)
Natural Recovery is described as an Extended Test. Since all Extended Tests are now Limited, this results in two questions:
Q: Is Natural Recovery supposed to be a Limited Test, or is it meant to be without losing dice?
Q: If it is supposed to be a Limited Test, is it possible to take a break before starting a new test? If so, what time period would count as a sufficient break?

I think I answered this question already. Barring errata, if you run out of dice, you need medical care (which gives you extra dice). If you take a break and want to start over, ask your GM how long a break you need; I'd go with "at least as long as you just took to get to this point."

Medical care only add dices to the extended test, it does not guarantee that you will completely heal before you run out of dice.
So what if with the bonus of medical care you run out of dice before being fully healed?
(please note that in the examples, the number of dice is not reduced as it should be for a regular extended test)

I had hoped I was clear in my previous answers. If you run out of dice in an Extended Test, you stop. If you want to rest between attempts, your GM will tell you how long that is. If you want me to say "you don't reduce dice when you're healing," I can't do that without making a change to written rules, and that's the sort of thing I only do in my home games, not on FAQ threads.

While I'm at it, I'd like to request that folks take any rules discussions to other threads. I'd like to focus this topic on questions and follow-up questions. Thanks!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (17:42:44/09-11-13)
Which is why I frequently ask RAI questions to make sure they didn't accidentally make a mistake in the SR4->SR5 conversion. :) And I know you're not always able to answer those yourself.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (04:43:57/09-12-13)
Natural Recovery is described as an Extended Test. Since all Extended Tests are now Limited, this results in two questions:
Q: Is Natural Recovery supposed to be a Limited Test, or is it meant to be without losing dice?
Q: If it is supposed to be a Limited Test, is it possible to take a break before starting a new test? If so, what time period would count as a sufficient break?

I think I answered this question already. Barring errata, if you run out of dice, you need medical care (which gives you extra dice). If you take a break and want to start over, ask your GM how long a break you need; I'd go with "at least as long as you just took to get to this point."

Medical care only add dices to the extended test, it does not guarantee that you will completely heal before you run out of dice.
So what if with the bonus of medical care you run out of dice before being fully healed?
(please note that in the examples, the number of dice is not reduced as it should be for a regular extended test)

I had hoped I was clear in my previous answers. If you run out of dice in an Extended Test, you stop. If you want to rest between attempts, your GM will tell you how long that is. If you want me to say "you don't reduce dice when you're healing," I can't do that without making a change to written rules, and that's the sort of thing I only do in my home games, not on FAQ threads.

While I'm at it, I'd like to request that folks take any rules discussions to other threads. I'd like to focus this topic on questions and follow-up questions. Thanks!

Thank you, this is now clear: you need to rest between 2 resting periods  :o
You are right, let's not discuss the rules themselves here, this thread is already long enough ;)
Just one remark: you (i.e. CatLabs) will have to make a change to the written rules, because the healing examples are bogus (the dice pool is not reduced).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (07:49:27/09-12-13)
According to p.207 "Stun damage" and "Physical damage" under the chapter "Natural Recovery"
...both stun damage and physical damage are naturally recovered using an extended test (with a threshold of zero).

According to extended test definition on p.48 you remove one dice from the pool for each test you take and that the test is over when you reach the threshold (success) or when you run out of dice (fail).

Since the threshold is zero you automatically reach the threshold (zero hits or more) each time you take the test.
And since the test was not a fail (you reached the threshold and you did not ran out of pool) you can take the test again without delay or penalty.

This exact behavior (always taking a new test with full dice pool each time even after zero hits - without delay or penalty) is also reflected in the [second] example on p207.




Q Is there any error in my reasoning?

Q If so what and why?
(Feel I need a bit info why the [second] example on p.207 being wrong before i post it in the errata thread)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (08:24:39/09-12-13)
Xenon, I understand your reasonning, however it seems really far-fetched.
I would rather consider that the threshold is the number of boxes of damage.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (11:42:51/09-13-13)
what does the Drain code of Resist Pain mean?
Quote
Drain:(Damage Value)-6
Is it intended to be the only spell that does not use the spell's Force in the calculation?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (12:38:55/09-13-13)
Is it intended that the Headware "Cyberdeck" have an Avaiability of 5R (despite what deck you install) and only cost 5,000• + deck cost?

(as it mean you can install a Shiawase Cyber-5 at chargen as Used headware for 415,781.25• and 5R 1R -instead of 549,375• and 15R)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (15:20:23/09-13-13)
I asked this else where but thought i would move it to hear as i'm still trying to understand how multiple noise sources interact. Slightly altered from the original question to add in some more info.
Q. It is raining really heavily in Seattle, enough to get static noise or rating 3, I'm in the shopping district and it's a spam zone of rating 5 Spam noise, and then someone turns on a Jammer (lets say that with rating and distance, it's 3 noise). What is my noise penalty?
Q. The devices releasing the spam are RFID tags, so Device Rating 2, does this mean that with the Static Noise of 3 from the rain, they lose their broadcasting functionality, lowering the spam noise by 5?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Pollution on (15:51:43/09-13-13)
Is it intended that the Headware "Cyberdeck" have an Avaiability of 5R (despite what deck you install) and only cost 5,000• + deck cost?

(as it mean you can install a Shiawase Cyber-5 at chargen as Used headware for 415,781.25• and 5R 1R -instead of 549,375• and 15R)

I'm assuming they meant +5R, or something like that. (though +5 seems WAY high, should probably be +2 or something)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:59:16/09-13-13)
Just one remark: you (i.e. CatLabs) will have to make a change to the written rules, because the healing examples are bogus (the dice pool is not reduced).

I suggest posting your suggestion in the errata thread.

According to p.207 "Stun damage" and "Physical damage" under the chapter "Natural Recovery"
...both stun damage and physical damage are naturally recovered using an extended test (with a threshold of zero).

According to extended test definition on p.48 you remove one dice from the pool for each test you take and that the test is over when you reach the threshold (success) or when you run out of dice (fail).

Since the threshold is zero you automatically reach the threshold (zero hits or more) each time you take the test.
And since the test was not a fail (you reached the threshold and you did not ran out of pool) you can take the test again without delay or penalty.

This exact behavior (always taking a new test with full dice pool each time even after zero hits - without delay or penalty) is also reflected in the [second] example on p207.




Q Is there any error in my reasoning?

Q If so what and why?
(Feel I need a bit info why the [second] example on p.207 being wrong before i post it in the errata thread)

Yes, but only because I'm not seeing where the book states that threshold of zero you seem to be assuming. Could you tell me which section you're referring to?

what does the Drain code of Resist Pain mean?
Quote
Drain:(Damage Value)-6
Is it intended to be the only spell that does not use the spell's Force in the calculation?

I think that's one for the errata. I'll check with the errata folks.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (18:02:13/09-13-13)
Is it intended that the Headware "Cyberdeck" have an Avaiability of 5R (despite what deck you install) and only cost 5,000• + deck cost?

(as it mean you can install a Shiawase Cyber-5 at chargen as Used headware for 415,781.25• and 5R 1R -instead of 549,375• and 15R)


Think of it as an accessory. Deck sold separately.

I asked this else where but thought i would move it to hear as i'm still trying to understand how multiple noise sources interact. Slightly altered from the original question to add in some more info.
Q. It is raining really heavily in Seattle, enough to get static noise or rating 3, I'm in the shopping district and it's a spam zone of rating 5 Spam noise, and then someone turns on a Jammer (lets say that with rating and distance, it's 3 noise). What is my noise penalty?

11.

Quote
Q. The devices releasing the spam are RFID tags, so Device Rating 2, does this mean that with the Static Noise of 3 from the rain, they lose their broadcasting functionality, lowering the spam noise by 5?

No, because broadcast functionality is not a wireless bonus. Only wireless bonuses are affected by noise, not basic functionality. For example, you can still browse the Matrix and send messages, even in that nightmare Rating 11 noise you've got in the previous question. However, your grenade's wireless trigger wouldn't work.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (18:06:47/09-13-13)
No, because broadcast functionality is not a wireless bonus. Only wireless bonuses are affected by noise, not basic functionality. For example, you can still browse the Matrix and send messages, even in that nightmare Rating 11 noise you've got in the previous question. However, your grenade's wireless trigger wouldn't work.
I have been vastly misunderstanding noise then, thank you. I still do not get how they hinder riggers and deckers then...

In terms of browsing he Matrix, with the -11 Data Search Dice Pool, surely I cannot?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (18:11:25/09-13-13)
No, because broadcast functionality is not a wireless bonus. Only wireless bonuses are affected by noise, not basic functionality. For example, you can still browse the Matrix and send messages, even in that nightmare Rating 11 noise you've got in the previous question. However, your grenade's wireless trigger wouldn't work.
I have been vastly misunderstanding noise then, thank you. I still do not get how they hinder riggers and deckers then...
Well, there is the part where it says it applies a negative dice pool modifier to all of your Matrix actions. So I guess you could still send a command to a drone with Send Message (No test) but might have a hell of a time remote controlling it using Control Device?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (18:16:47/09-13-13)
Well, there is the part where it says it applies a negative dice pool modifier to all of your Matrix actions. So I guess you could still send a command to a drone with Send Message (No test) but might have a hell of a time remote controlling it using Control Device?
Yeah Jack, I started rereading it after Aaron's post. I think I'm starting to get it... It is just strange to me that browsing the matrix for anything takes a Data Search, so you actually couldn't browse the matrix surely?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (18:32:00/09-13-13)
Could you tell me which section you're referring to?
p.207
Make a Body + Willpower (1 hour) Extended Test
Make a Body x 2 (1 day) Extended Test

No mention of a threshold you need to keep rolling until you reach

the [second] example on p.207
He keeps making the same roll each hour with his 6 dice and gets...
Full pool each roll with no penalty or delay as if the extended test restart each time after a success.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (19:08:42/09-13-13)
Is it intended that the Headware "Cyberdeck" have an Avaiability of 5R (despite what deck you install) and only cost 5,000• + deck cost?

(as it mean you can install a Shiawase Cyber-5 at chargen as Used headware for 415,781.25• and 5R 1R -instead of 549,375• and 15R)


Think of it as an accessory. Deck sold separately.

I asked this else where but thought i would move it to hear as i'm still trying to understand how multiple noise sources interact. Slightly altered from the original question to add in some more info.
Q. It is raining really heavily in Seattle, enough to get static noise or rating 3, I'm in the shopping district and it's a spam zone of rating 5 Spam noise, and then someone turns on a Jammer (lets say that with rating and distance, it's 3 noise). What is my noise penalty?

11.

Quote
Q. The devices releasing the spam are RFID tags, so Device Rating 2, does this mean that with the Static Noise of 3 from the rain, they lose their broadcasting functionality, lowering the spam noise by 5?

No, because broadcast functionality is not a wireless bonus. Only wireless bonuses are affected by noise, not basic functionality. For example, you can still browse the Matrix and send messages, even in that nightmare Rating 11 noise you've got in the previous question. However, your grenade's wireless trigger wouldn't work.

I thought the grenades wireless bonus was being able to use wireless trigger without a DNI. So assuming I have a Datajack or the like I can still trigger grenades with the wireless trigger?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: firebug on (19:34:59/09-13-13)
Quote
Q. The devices releasing the spam are RFID tags, so Device Rating 2, does this mean that with the Static Noise of 3 from the rain, they lose their broadcasting functionality, lowering the spam noise by 5?

No, because broadcast functionality is not a wireless bonus. Only wireless bonuses are affected by noise, not basic functionality. For example, you can still browse the Matrix and send messages, even in that nightmare Rating 11 noise you've got in the previous question. However, your grenade's wireless trigger wouldn't work.

Quote
When an item has additional functionality when connected to the Matrix, itís described under the ďWirelessĒ entry  in  the  itemís  description.  This  functionality  only applies when the device has access to the Matrix, which is most of the time unless your gamemaster says otherwise,  like  if  youíve  entered  a  wireless  static  zone.  If there is a Noise Rating from a situation that is greater than  the  itemís  Device  Rating,  not  including  distance, the item temporarily loses its wireless functionality (see Noise, p. 230).

Your example...  The wireless trigger on the grenade isn't a "wireless bonus", isn't it literally just how the wireless device functions?  The rules don't say there's a difference; they say "wireless functionality" not "wireless bonus" implying they stop functioning entirely.  There's no setting for devices that's "wireless is on but wireless bonus is not active".  The whole point of the wireless bonus/functionality is that they are the both connected, the former being the reward and the latter being the risk.

The rules don't differential between things that are just "bonuses" for being wireless and things that are "basic wireless functions".  They are both considered bonuses that only work when the device is fully functional.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ZeConster on (20:16:54/09-13-13)
The rules don't differential between things that are just "bonuses" for being wireless and things that are "basic wireless functions".  They are both considered bonuses that only work when the device is fully functional.
I think they do differentiate to some degree, actually:
Quote from: Page 421
When an item has additional functionality when connected to the Matrix, itís described under the ďWirelessĒ entry in the itemís description. This functionality only applies when the device has access to the Matrix, which is most of the time unless your gamemaster says otherwise, like if youíve entered a wireless static zone. If there is a Noise Rating from a situation that is greater than the itemís Device Rating, not including distance, the item temporarily loses its wireless functionality (see Noise, p. 230).
The only RFID tags with a Wireless entry are Sensor tags.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (09:13:21/09-14-13)
No, because broadcast functionality is not a wireless bonus. Only wireless bonuses are affected by noise, not basic functionality. For example, you can still browse the Matrix and send messages, even in that nightmare Rating 11 noise you've got in the previous question. However, your grenade's wireless trigger wouldn't work.
I have been vastly misunderstanding noise then, thank you. I still do not get how they hinder riggers and deckers then...

Riggers and deckers still have Matrix actions to perform, and noise hinders them.

Quote
In terms of browsing he Matrix, with the -11 Data Search Dice Pool, surely I cannot?

I did say browse, not search. You can still visit the Dante's Inferno host, you just would have a hard time finding your friends in the crowd. I point out that you're browsing these words as you read them, but you didn't search for them (well, probably not).

Could you tell me which section you're referring to?
p.207
Make a Body + Willpower (1 hour) Extended Test
Make a Body x 2 (1 day) Extended Test

No mention of a threshold you need to keep rolling until you reach

the [second] example on p.207
He keeps making the same roll each hour with his 6 dice and gets...
Full pool each roll with no penalty or delay as if the extended test restart each time after a success.

I do see that, but I don't see where it says the threshold for the Extended Test is zero.

The rules don't differential between things that are just "bonuses" for being wireless and things that are "basic wireless functions".  They are both considered bonuses that only work when the device is fully functional.

Actually, the rules do differentiate between wireless bonuses and basic functionality on page 421.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: firebug on (09:38:36/09-14-13)
The rules don't differential between things that are just "bonuses" for being wireless and things that are "basic wireless functions".  They are both considered bonuses that only work when the device is fully functional.
Actually, the rules do differentiate between wireless bonuses and basic functionality on page 421.

I...  Really don't want to keep arguing this, but, I assume you're talking about this section? I'll bold for my own emphasis.

Quote
When an item has additional functionality when connected to the Matrix, itís described under the ďWirelessĒ entry  in  the  itemís  description.  This functionality  only applies when the device has access to the Matrix, which is most of the time unless your gamemaster says otherwise,  like  if  youíve  entered  a  wireless  static  zone.  If there is a Noise Rating from a situation that is greater than  the  itemís  Device  Rating,  not  including  distance, the item temporarily loses its wireless functionality (see Noise, p. 230).

So what you're saying is, since commlinks and other devices (like drones) don't specifically have a "wireless" section, it's assumed that they can't lose any functionality from noise?  This is a good thing for my augmented technomancer...  I just wanna make sure I finally have this understood.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (12:04:09/09-14-13)
The rules don't differential between things that are just "bonuses" for being wireless and things that are "basic wireless functions".  They are both considered bonuses that only work when the device is fully functional.
Actually, the rules do differentiate between wireless bonuses and basic functionality on page 421.

I...  Really don't want to keep arguing this, but, I assume you're talking about this section? I'll bold for my own emphasis.

Quote
When an item has additional functionality when connected to the Matrix, itís described under the ďWirelessĒ entry  in  the  itemís  description.  This functionality  only applies when the device has access to the Matrix, which is most of the time unless your gamemaster says otherwise,  like  if  youíve  entered  a  wireless  static  zone.  If there is a Noise Rating from a situation that is greater than  the  itemís  Device  Rating,  not  including  distance, the item temporarily loses its wireless functionality (see Noise, p. 230).

So what you're saying is, since commlinks and other devices (like drones) don't specifically have a "wireless" section, it's assumed that they can't lose any functionality from noise?  This is a good thing for my augmented technomancer...  I just wanna make sure I finally have this understood.

Yes, the "wireless functionality" mentioned in the last sentence you quoted from the book refers to the additional functionality given by the wireless benefit listed with the gear.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (13:00:15/09-14-13)
Q Do Wired Reflexes 1 add +1d6 Initiative Dice even if you are using astral projecting, cold-sim VR or hot-sim VR (to a maximum of total 5d6 Initiative Dice)?


I do see that, but I don't see where it says the threshold for the Extended Test is zero.
Extended tests are used to make repeated rolls and then accumulate the hits you made in each roll until you reach the threshold (success). Each successive roll on an Extended test, players should remove one die from their dice pool. Eventually they'll have no dice left, and the test will be over (fail).

Since there is no listed threshold I assume you don't make repeated rolls to accumulate the hits and instead [always] restart the test (no removal of dice on successive rolls) after just one roll with a full pool and no delay or penalty. Or if lack of listed threshold mean the threshold is zero then you automatically reach the threshold on each roll and [always] restart the test (no removal of dice on successive rolls) after just one roll with a full pool and no delay or penalty.

To enhance this theory; The example [always] restart the test (no removal of dice on successive rolls) after just one roll with a full pool and no delay or penalty.

All three would mean that you [always] restart the test (no removal of dice on successive rolls) after just one roll with a full pool and no delay or penalty.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (12:42:40/09-15-13)
Does a stim patch remove (temporarily) stun damage from fading and drain?
Does a stim patch rating 3 used on a character with 1 stun damage still cause 4 stun damage after 30 minutes?

What happens when an effect removes a number of stun (or physical) damage greater than the amount on a condition monitor?
{edit to make separation of subject clearer}
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (12:47:16/09-15-13)
Can you have additional SINs loaded (but not active) on your comlink and switch between them like programs or do you need a separate comlink for each SIN?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (05:07:40/09-16-13)
Does a stim patch remove (temporarily) stun damage from fading and drain?
Yes
No. You can not heal fading or drain in any other way than resting.

The wording of Stim patch is that it remove (permanently heal) the damage.
When the duration is up the patient take (new)  stun damage.

What happens when an effect removes a number of stun (or physical) damage greater than the amount on a condition monitor?
Nothing.
(It removes a number of boxes of Stun damage (not physical) equal to its Rating. The effect of removing a number of boxes of Stun damage last for (Rating x 10) minutes).

Does a stim patch rating 3 used on a character with 1 stun damage still cause 4 stun damage after 30 minutes?
Yes.
(So in this case it would have been better to use a stim patch rating 1 or wait until you suffer more stun damage before you use the stim patch rating 3)

Can you have additional SINs loaded (but not active) on your comlink and switch between them like programs or do you need a separate comlink for each SIN?
You can have multiple (often fake) SINs stored on a commlink and switch between them at will. You can only have one SIN loaded (or currently active - same thing) per commlink.

At a security checkpoint or when you legally buy an item you will only display one SIN; the loaded or currently active SIN.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (16:24:46/09-16-13)
Q: Detecting Hackers
Quote
If you succeed with an Attack action, your target becomes aware that it is under attack by another icon, but it doesnít automatically spot you. It will most likely actively search for you on its next action...

Please describe what (if any) action the target has to use in order to spot the attacker?
If in a Host/within 100 meters, is it automatic on their next turn?
If the attacker is Running Silently, does the target have to specify any pertinent information (i.e. Last Matrix Action An icon performed) or is it sufficient to just search for the icon that attacked them (i.e. Spot the Icon You Are Looking For). (I realize that is a compound question, but I hope you get the jist).

Thanks!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (14:28:36/09-17-13)
Q: Gremlins Negative Quality

The NQ states that you are to reduce the number of 1s required for a glitch by 1 for each level of ths skill required. The glitch rules state that a glitch occurs when more than half of the dice rolled on a test come up as ones.

What happens if you have Gremlins (2) and a dice pool of 3? Normally, you would need two 1s to trigger a glitch. With Gremlins, this would be reduced to 0 ones required for a glitch. Does that mean that you always glitch in this situation? The text doesn't say "Reduce the number of 1s required for a glitch by one for each level of Gremlins, to a minimum of X" as some other qualities/skills/actions do. Thanks!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (01:25:53/09-18-13)
Q: Gremlins Negative Quality

The NQ states that you are to reduce the number of 1s required for a glitch by 1 for each level of ths skill required. The glitch rules state that a glitch occurs when more than half of the dice rolled on a test come up as ones.

What happens if you have Gremlins (2) and a dice pool of 3? Normally, you would need two 1s to trigger a glitch. With Gremlins, this would be reduced to 0 ones required for a glitch. Does that mean that you always glitch in this situation? The text doesn't say "Reduce the number of 1s required for a glitch by one for each level of Gremlins, to a minimum of X" as some other qualities/skills/actions do. Thanks!

Well...if you can still glitch and succeed, I do not see a problem with this..You can succeed, and still have something bad happen!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (11:33:18/09-18-13)
Spirits

Q: The Spirit Basics entry on p. 301 states:
Quote
When materialized, the spirit uses astral perception (its only perception) to perceive the physical world.
How does this work with Spirits who explicitly have Enhanced Sense powers? (e.g. Spirits of Man (Thermographic Vision), Spirits of Beast (Hearing, Low-Light Vision, Smell))
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: acolyte99 on (12:33:14/09-18-13)
In addition to the spirit post: all spirits have Perception, which would be useless, if the quoted sentence is correct.
Normally one could argue, that a materialized spirit is dual-natured and the dual-natured critter power stated that " that a dual-natured critter always senses both the physical and astral worlds". But with this quote specific would trump general and materialized spirits wouldn't be able to see colors, see through glass, hear words exactly (not muffled like from astral space), see photographs etc.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (07:09:28/09-19-13)
(are you assuming you can't take perception tests when you are using astral perception to spot things that are not astral obvious...? mana barriers, for example, impose a visual penalty equal to the barrier's Force on the astral plane - but transparent or even invisible on the physical plane).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (08:13:55/09-19-13)
The book seems to state that this would be assensing. I know there was an earlier thread on this, but I am not sure if this passage was brought up or not. Yet again, it's a question of whether the final clause modifies both prior statements:
Quote
Like physical perception, you donít need to make a test to see things that are immediately obvious (and since astral forms are bright and vibrant, this means that most astral forms are easy to spot). You only need to roll the dice when your target is trying to hide or when youíre trying to observe in detailóthen you make an Assensing Test to see what you can see.
Given that both functions would be covered by Perception in the meat world, it seems like Asssensing would apply equally here. Not a fan of it, but I think it is what the book is saying.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: acolyte99 on (08:34:13/09-19-13)
(yes, I always assumed, that when using astral perception I always use Assensing for perception, not only when I analyse an aura. I've just checked the Assensing skill description (page 142)  and the paragraph about Astral Perception (page 312) and I see that may have been wrong. Interesting, that JackVII has just found this quote, that explicitly uses Assensing for percepting hidden things.
Assensing is probably only for auras, nor for "seeing" in general in astral space (except by RAW also for percepting hidden things). So all spirits having Perception would be ok, even if they couldn't see the physical world like humans do).

But the question is still there, why do some spirits have Enhanced Senses they don't have the basic sense for and in addition
What is meant by the sentence right before the quote JackVII wrote before:
page 301, SR5
Quote
The spirit is dual-natured while itís materialized, which means it exists simultaneously on the physical and astral plane, meaning it can see objects in both places

The emphasised part makes no sense, if the spirit can only use astral perception. The only instance how there could be a difference in astral perception between being physical and being astral would be, if there was a mana barrier between me and the objects that was cast in astral space. Then I couldn't see the physical objects behind the barrier from my astral point of view, but I could see them from my physical point of view. But this is such an improbable case, that I don't think that this sentence was formulated for this one thing.

Normally I would assume, that this sentence does express, that a spirit can simultaneously astral percept and see physically like a human does.
But that is expressively contradicted in the next sentence.
So
Question: can a materialized spirit see like a normal human can?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (12:09:06/09-19-13)
To access and interact with Virtual Reality you need Direct Neural Interface (DNI) and a sim-module.
You can access and interact with Augmented Reality (AR) if you have an Image Link (in an imaging device or in eyes/cybereyes).

Q Do you need sim-module to access and interact with AR if you have DNI (and no Image Link)?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (06:08:59/09-20-13)
Ages ago I asked in the FAQ if you can trade in Simple Actions during your Action Phase for Free Actions. The answer is "yes, page 164". D'oh. -_-

This is assuming "A character may also take a Free Action with the two Simple Actions" means "You can use a Simple Action for a Free Action" rather than a complicated way in an incorrect manner of repeating what has already been stated repeatedly in the rules, namely that you get 1 Free Action per Action Phase.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (16:04:45/09-20-13)
Q Can a slaved device use both the mental attribute and the matrix attribute from a master device when defending against a matrix attack.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (18:42:56/09-20-13)
And in a related thread:

Q. Can a device that is wirelessly slaved to another device use the Device Rating of it's master to determine Noise modifiers and whether or not Wireless functionality is temporarily lost?
Q: Can a device be connected to another device through a Universal Data Cable as per "Direct Connections"  on page 231 and still be considered "connected to the Matrix", as long as both devices have wireless functionality enabled and are not suffering from positive noise modifiers (i.e. disconnected)?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MagusRogue on (18:49:30/09-20-13)
Not sure if this has been noted already or not, but this really needs to go to the Devs. No where in the book does it outright state if damage overflows either Condition Monitor that you go unconscious. It's only mentioned in some merits and the like. This needs to be directly mentioned on pg 170 as an absolute when a condition monitor overflows (in addition to other stuff). This put a GRINDING halt in our combat and ran it into the ground until I pulled up the pdf and did a search for Unconscious........... Really really needs fixed here.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (18:56:15/09-20-13)
I first posted that in the errata topic 2 months ago.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: MagusRogue on (21:38:57/09-20-13)
lol well then my apologies. my search foo isn't the best in the world.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:22:01/09-21-13)
The search function is a pain to use so I tend to just grab the print versions of the FAQ and Errata topics and search in those. :)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (07:23:18/09-21-13)
The Mindlink spell says
Quote
The subject must remain
within range of the magician for the Mindlink to work.
does this mean within arms reach or actually touching or something else?

(edit)
can't believe I missed this
Quote
The standard range of the sense a Detection
spell grants is the spell’s Force x caster’s Magic in
meters as a radius from the target of the spell
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DigitalZombie on (11:45:21/09-21-13)
is it correctly understood that a character with the quality "natural immunity 10 jazz" can take a dose of jazz and gain its benefits of increased reaction and initiative dice, but not suffer addiction? as the quality makes the character immune to all ill effects (unless he ODs), but benefits are unaffected. Or does it only make him ignore automatic stun damage from cram, nitro and so on? with the relevant quality ofcourse.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Lynx on (14:19:51/09-21-13)
What are IC statistics, I understand the host rating, but what about for willpower or logic ?

What about IC intuition for initiative ?

What about condition monitors ?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (15:39:24/09-21-13)
IC use the Device Rating for attributes.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (03:58:09/09-22-13)
Q.What about Indirect AOE Combat Spells like Blast? The example has some gangers rolling dodge

Also no. Which example are you looking at?

Quote
Q At Char Gen can you buy a Custom Cyberlimb that has Attributes OVER your current natural Rating, without using Enhancements. (An Elf With AGI 4 buying a Custom Limb with AGI 6)

Yes.

Quote
Q What happens when you roll under 3 hits on an AOE Indirect combat spell but still more hits then the defender (if they can defend). Does this all ways make the damage to resist drop to Force?

You miss by a certain distance. 2D6 meters, if I remember. There is no defender roll; it's a Success Test.

Did you read the spoiler...? :)

Yes. The modifier is an error leftover from SR4.

Quote
If this is really true(?!) then we need an errata to correct the following:
1) clarification on p.181 that defenders does not get to roll dodge in step 3 of the combat sequence on p.173
2) table on p.477 is wrong
3) combat spell rules on p.283 regarding indirect aoe spells are wrong
4) example on p.283 is wrong
5) table on p.189 is wrong
6) damage and passengers on p.205 need clarification
7) defender modification on p.190 is wrong

That looks like a familiar set of errata. If you can hold on until after Gen Con, you'll get a more official answer, but until then it's only us lowly freelancers that have any time to offer help.

Quote
It also make grenades really really powerful.

Dealing more damage than a sniper rifle (even before confined space mods) and all you only need is 3 hits (not net hits) on your throw to always land and detonate the grenade within 1m of your target.

Indeed, grenades are dangerous weapons. The modern grenade is advertised with a five-meter kill radius and a casualty radius of fifteen meters. Although you're not factoring in range penalties, which come up a lot for all but the strongest throwers.

So - did we ever get any clarification from Gen Con... Did players get to take a defense test [of some sort] against grenades and indirect LOS (A) spells?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:52:22/09-22-13)
On GenCon, yes, though it likely was houserules. The witness statement can be found elsewhere on this forum and I quoted it in one debate.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (08:08:55/09-22-13)
Spellcasting targeting:
Cyber- or bioware visual enhancements that have been paid for with Essence count as natural.

Smartgun/smartlink bonus:
+2 if youíre using an augmentation for which you paid Essence


Q Do visual augmentations that you pay with capacity provided by cybereyes count as natural and/or give you +2 dice pool bonus to all attacks with the weapon?



On GenCon, yes, though it likely was houserules. The witness statement can be found elsewhere on this forum and I quoted it in one debate.
Was mostly referring to the part i marked in bold.

Let me shorten down the quote for visibility:
...If you can hold on until after Gen Con, you'll get a more official answer...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Kincaid on (17:18:23/09-23-13)
When increasing an augmented attribute with karma, is the starting value used to calculate cost the augmented or unaugmented value?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (17:22:08/09-23-13)
Unaugmented.

[spoiler]There was a debate on that a while ago, but while people are conflicted on Magic, nobody seems to think the augmented value is used for raising an augmented attribute.[/spoiler]
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (18:04:14/09-23-13)
Q Do Wired Reflexes 1 add +1d6 Initiative Dice even if you are using astral projecting, cold-sim VR or hot-sim VR (to a maximum of total 5d6 Initiative Dice)?

No.

Quote
Since there is no listed threshold I assume you don't make repeated rolls to accumulate the hits and instead [always] restart the test (no removal of dice on successive rolls) after just one roll with a full pool and no delay or penalty.

I see, so the "threshold zero" theory is an assumption on your part and not actually something in the rulebook that I was missing. Okay, thanks.

No, the threshold of the Extended Test isn't zero.

Does a stim patch remove (temporarily) stun damage from fading and drain?

Yes. Drain and Fading can't be healed except by time, but stim patches remove stun damage (albeit temporarily).

Quote
Does a stim patch rating 3 used on a character with 1 stun damage still cause 4 stun damage after 30 minutes?

Yep.

Quote
What happens when an effect removes a number of stun (or physical) damage greater than the amount on a condition monitor?
{edit to make separation of subject clearer}

The remaining effect is lost. You can't remove what ain't there, chummer. =i)

Can you have additional SINs loaded (but not active) on your comlink and switch between them like programs or do you need a separate comlink for each SIN?

The first thing.

Q: Detecting Hackers
Quote
If you succeed with an Attack action, your target becomes aware that it is under attack by another icon, but it doesnít automatically spot you. It will most likely actively search for you on its next action...

Please describe what (if any) action the target has to use in order to spot the attacker?

This has been covered in great detail in another thread (if not already in this one). I'll just give quick answers here.

Quote
If in a Host/within 100 meters, is it automatic on their next turn?
If the attacker is Running Silently, does the target have to specify any pertinent information (i.e. Last Matrix Action An icon performed) or is it sufficient to just search for the icon that attacked them (i.e. Spot the Icon You Are Looking For). (I realize that is a compound question, but I hope you get the jist).

Yes, if the attacker isn't running silent.
"The guy who just attacked me" is sufficient for a Matrix Perception Test against an icon that's running silent.

Q: Gremlins Negative Quality

The NQ states that you are to reduce the number of 1s required for a glitch by 1 for each level of ths skill required. The glitch rules state that a glitch occurs when more than half of the dice rolled on a test come up as ones.

What happens if you have Gremlins (2) and a dice pool of 3? Normally, you would need two 1s to trigger a glitch. With Gremlins, this would be reduced to 0 ones required for a glitch. Does that mean that you always glitch in this situation? The text doesn't say "Reduce the number of 1s required for a glitch by one for each level of Gremlins, to a minimum of X" as some other qualities/skills/actions do. Thanks!

DOOOOOOOOMMMMMMM!!! Or rather, GLIIIIIITTTTCHHHHHHHH! Or more specifically, every roll is a glitch, and a critical glitch if you get no hits.

Spirits

Q: The Spirit Basics entry on p. 301 states:
Quote
When materialized, the spirit uses astral perception (its only perception) to perceive the physical world.
How does this work with Spirits who explicitly have Enhanced Sense powers? (e.g. Spirits of Man (Thermographic Vision), Spirits of Beast (Hearing, Low-Light Vision, Smell))

The Enhanced Senses are above and beyond the default perception. These powers allow the spirit to perceive mundane things in addition to their astral perception.

In addition to the spirit post: all spirits have Perception, which would be useless, if the quoted sentence is correct.
Normally one could argue, that a materialized spirit is dual-natured and the dual-natured critter power stated that " that a dual-natured critter always senses both the physical and astral worlds". But with this quote specific would trump general and materialized spirits wouldn't be able to see colors, see through glass, hear words exactly (not muffled like from astral space), see photographs etc.

If you haven't already, I suggest you bring this up on the errata thread.

Question: can a materialized spirit see like a normal human can?

Not without a critter power or a spell.

To access and interact with Virtual Reality you need Direct Neural Interface (DNI) and a sim-module.
You can access and interact with Augmented Reality (AR) if you have an Image Link (in an imaging device or in eyes/cybereyes).

Q Do you need sim-module to access and interact with AR if you have DNI (and no Image Link)?

Nope. You can see and hear with just DNI, and you get the rest of the senses with a sim module.

Q Can a slaved device use both the mental attribute and the matrix attribute from a master device when defending against a matrix attack.

Yep.



Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (18:17:24/09-23-13)
And in a related thread:

Q. Can a device that is wirelessly slaved to another device use the Device Rating of it's master to determine Noise modifiers and whether or not Wireless functionality is temporarily lost?

Nope, only when making defense tests.

Quote
Q: Can a device be connected to another device through a Universal Data Cable as per "Direct Connections"  on page 231 and still be considered "connected to the Matrix", as long as both devices have wireless functionality enabled and are not suffering from positive noise modifiers (i.e. disconnected)?

If both devices have their wireless active, they're both on the Matrix, regardless of whether they're also directly connected. The direct connection would be redundant in this case (assuming no noise modifiers as stated).

is it correctly understood that a character with the quality "natural immunity 10 jazz" can take a dose of jazz and gain its benefits of increased reaction and initiative dice, but not suffer addiction? as the quality makes the character immune to all ill effects (unless he ODs), but benefits are unaffected. Or does it only make him ignore automatic stun damage from cram, nitro and so on? with the relevant quality ofcourse.

Good question. Strictly speaking, the jazz would work fine, and the character wouldn't suffer the associated depression and disorientation when she comes down unless she takes more than one dose in six hours.

So - did we ever get any clarification from Gen Con... Did players get to take a defense test [of some sort] against grenades and indirect LOS (A) spells?

Yes we did: there's no defense test against grenades, indirect LOS (A) spells, and other "zones of damage." The defense against these attacks is to take precautions against them. This is really really really true, and been confirmed by multiple sources inside the company. So unless there's been a meeting somewhere to which I wasn't privy, you really really honestly and truly don't get to make a defense test against grenades or indirect LOS (A) spells.

Q Do visual augmentations that you pay with capacity provided by cybereyes count as natural and/or give you +2 dice pool bonus to all attacks with the weapon?

Yes, as long as the thing that provided the capacity was paid for with Essence.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (02:07:27/09-24-13)
Thanks, Aaron.

Followup on the Matrix stuff:
When taking a hostile action against a device that is not his (i.e. brute forcing an opponents commlink, or spoofing a drone), in which device does his persona reside?

This is important to determine when noise modifiers for items like Jammers apply. For example; character A (a street sam) is wielding a Rating 6 Jammer, and Character B (the decker) is attempting to (Brute Force/Crash Program/Data Spike/other harmful action that would be affected by Noise) A's commlink. In which of the following is B affected by Noise from A's Jammer, given that Noise = (Rating -1) / 5 meters from device:

A's Jammer is enabled and set to EXCLUDE his own commlink, and A is MORE than 30 meters from B (outside of Jammer range)
A's Jammer is enabled and set to EXCLUDE his own commlink, and A is LESS than 30 meters from B
A's Jammer is enabled and set to INCLUDE his own commlink, and A is MORE than 30 meters from B (outside of Jammer range)
A's Jammer is enabled and set to INCLUDE his own commlink, and A is LESS than 30 meters from B

And by the way, I presume that you meant to say "Nope, only when making defense and resistance tests" ;)

Also, given the apparent ruling on AoE tests; what's with the -2 defense penalty when "defending against an AOE attack", then? When would that ever apply if you don't get a defense test?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Kincaid on (09:34:06/09-24-13)
Lots of rigger-related questions.

1. Page 264 mentions "other devices" as things that can be rigged and the security spider is reminiscent of the old CCSS rigger.  Is there a way for a rigger to get marks on a device so s/he can use the Control Device matrix action?

2. What does a rigger roll to drive a vehicle while using cold- and/or hot-sim?  Presumably not Reaction since the rigger is a rag doll.

3. Similarly, what does a rigger use for initiative while using cold/hot sim?  I'm assuming it's also Data Processing + Intuition (+dice as appropriate).

4. Can you give an example of a Matrix action that would share a bonus with a Vehicle action (p. 266, under "VR and Rigging")?  For example, does the +1 die to Vehicle and Matrix tests while using hot sim (p. 266) stack with the +2 dice to Matrix tests (p. 231) since "any bonus you get to Matrix actions also applies to Vehicle actions."

5. A rigger is running hot sim on his Optix-X2 scouting an area for potential threats.  Does he get to pick between Perception + Intuition [Sensor] (p. 270) and Electronic Warfare + Intuition [Sensor] (p. 445) for the roll assuming he's using his sensor array.  Is there any reason not to use his sensor array?

6. How are sensor arrays priced?  Are any eight functions from the table on p. 446 essentially free, but after-market modifications (a thermographic modification for your free camera (3), for example) out of pocket?  If the functions aren't free, where are the prices?

7. Going back to the interchangeability of Perception and Electronic Warfare in question 5, can a rigger use Electronic Warfare for a sensor test (p. 184)?

Non-rigger related question:

8. How does a dart of narcojet interact with armor?  Without a power or AP rating for the dart pistol/rifle, it's hard to know how to determine if the dart can deliver its payload.  A guy in full armor is going to be tougher to take down than a pedestrian.



Title: Re: [SR5] Rules Clarifications and FAQ
Post by: FastJack on (10:01:42/09-24-13)
Okay, I can see that this thread is not going to stay on just clarifications on rules, but will be questions as well. As such, I'll merge it with the FAQ thread so we have everything in one place.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (10:17:29/09-24-13)
Q: What is allowed to be added to a helmet (i.e. using capacity)?
Trode nets and vision enhancements are listed specifically, and both have known capacity ratings, but what about other equipment like communications gear (jammer/headjammer, white noise generator, etc) audio enhancements, survival gear (respirator/gasmask, flashlight ala Aliens Marines), sensors, etc.

Q: What, if any, is the recovery time for installing cyberware that costs capacity instead of Essence, such as a cybergun or a commlink in a cyberlimb, and how does this affect training times?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (12:57:44/09-24-13)
Is there a way for a rigger to get marks on a device so s/he can use the Control Device matrix action?
Being the owner of the device (or considered the owner, p.360).
Owner of the device invite marks to the rigger.
Jacking into the Matrix from a cyberdeck and steal marks using hack on the fly or brute force.


... in which device does his persona reside?
His persona reside on the Matrix. The decker's persona is his own icon and the device is its own icon. The two does not "merge" unless the persona Jumped Into the device (and the owner of the persona have a control rig, owner or 3 marks on the device, the device got rigger interface and nobody else is jumped into it at the moment) or if he use the device to Jack into the Matrix with (your persona icon merge with the commlink or cyberdeck icon you use when you jack into the matrix). The only time a decker "enter" another icon is when he enter a host.

If the decker is not on the jammer's exclude list then he will suffer noise when performing wireless matrix actions against a device that physically is in the jammer's area of effect (or if the decker's physical cyberdeck is within the jammer's area of effect -unless he use a direct cable to the device).


the -2 on the defense test table is an old legacy that will be changed in upcoming errata.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (13:27:54/09-24-13)
Is there a way for a rigger to get marks on a device so s/he can use the Control Device matrix action?
Being the owner of the device (or considered the owner, p.360).
Owner of the device invite marks to the rigger.
Jacking into the Matrix from a cyberdeck and steal marks using hack on the fly or brute force.


If I recall correctly, Aaron (with all the usual caveats) indicated that a Comlink could be used to hack if edge was spent to push the limit for the absent Sleaze and Attack ratings. If that ends up being the case then I see no reason the same shouldn't be true of RCCs, which would allow a Rigger to spend edge to brute force or hack on the fly.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (13:57:45/09-24-13)
Xenon, so in all of my above examples the decker (B) would be affected by Noise generated by the jammer carried by A? Makes sense; didn't catch the part about hosts.

Another question that's been asked before (page 5) but that I'd really like an answer to:
P. 141/142, "Using Leadership" :
How long does the potential Initiative bonuses from the complex action "Rally" last?
1. Until the next combat turn as per the "Changing Initiative" rules on P160, or
2. Until combat ends as there is no duration stated, or
3. Something else
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:55:53/09-24-13)
Thanks, Aaron.

Followup on the Matrix stuff:
When taking a hostile action against a device that is not his (i.e. brute forcing an opponents commlink, or spoofing a drone), in which device does his persona reside?

The one providing the persona. In SR4, you could enter other people's devices. In SR5, the only thing your persona can enter is a host.

Quote
And by the way, I presume that you meant to say "Nope, only when making defense and resistance tests" ;)

You're welcome to presume that, but you'd be wrong. Defense tests are the ones you use against actions (the bit after the "v." in the test description). Resistance tests are for things like resisting damage. Slaving helps with the former, but not the latter.

Quote
Also, given the apparent ruling on AoE tests; what's with the -2 defense penalty when "defending against an AOE attack", then? When would that ever apply if you don't get a defense test?

It would never apply because it's an error that I believe will be removed in the errata when it is released.

Lots of rigger-related questions.

1. Page 264 mentions "other devices" as things that can be rigged and the security spider is reminiscent of the old CCSS rigger.  Is there a way for a rigger to get marks on a device so s/he can use the Control Device matrix action?

2. What does a rigger roll to drive a vehicle while using cold- and/or hot-sim?  Presumably not Reaction since the rigger is a rag doll.

3. Similarly, what does a rigger use for initiative while using cold/hot sim?  I'm assuming it's also Data Processing + Intuition (+dice as appropriate).

4. Can you give an example of a Matrix action that would share a bonus with a Vehicle action (p. 266, under "VR and Rigging")?  For example, does the +1 die to Vehicle and Matrix tests while using hot sim (p. 266) stack with the +2 dice to Matrix tests (p. 231) since "any bonus you get to Matrix actions also applies to Vehicle actions."

5. A rigger is running hot sim on his Optix-X2 scouting an area for potential threats.  Does he get to pick between Perception + Intuition [Sensor] (p. 270) and Electronic Warfare + Intuition [Sensor] (p. 445) for the roll assuming he's using his sensor array.  Is there any reason not to use his sensor array?

6. How are sensor arrays priced?  Are any eight functions from the table on p. 446 essentially free, but after-market modifications (a thermographic modification for your free camera (3), for example) out of pocket?  If the functions aren't free, where are the prices?

7. Going back to the interchangeability of Perception and Electronic Warfare in question 5, can a rigger use Electronic Warfare for a sensor test (p. 184)?

Non-rigger related question:

8. How does a dart of narcojet interact with armor?  Without a power or AP rating for the dart pistol/rifle, it's hard to know how to determine if the dart can deliver its payload.  A guy in full armor is going to be tougher to take down than a pedestrian.

1. Yes, the same way that hackers do it. They can't jump into a device that doesn't have a rigger interface, though.

2. Reaction. It's the same medulla oblongata and motor cortex, it's just the signals go to different places than Mother Nature intended.

3. Data Processing + Intuition.

4. Yep, your example is correct. Rigging is awesome (until you get hacked or totaled).

5. Yep. Possibly, depending on the situation.

6. Single sensor functions cost Rating x 100•, arrays of eight cost Rating x 1,000•. Since your vehicle is big enough to not have to worry about sensor capacity, I suggest you buy them individually at your vehicle's Sensor rating.

7. I think this was already answered in 5.

8. Injection darts, p. 434, SR5.

Okay, I can see that this thread is not going to stay on just clarifications on rules, but will be questions as well. As such, I'll merge it with the FAQ thread so we have everything in one place.

Thanks, FastJack!

Q: What is allowed to be added to a helmet (i.e. using capacity)?
Trode nets and vision enhancements are listed specifically, and both have known capacity ratings, but what about other equipment like communications gear (jammer/headjammer, white noise generator, etc) audio enhancements, survival gear (respirator/gasmask, flashlight ala Aliens Marines), sensors, etc.

Sounds good to me. Check with your GM to be sure.

Quote
Q: What, if any, is the recovery time for installing cyberware that costs capacity instead of Essence, such as a cybergun or a commlink in a cyberlimb, and how does this affect training times?

The recovery is based on Essence cost. Since there's no Essence spent, there's no recovery time, and it doesn't affect training times.

Xenon, so in all of my above examples the decker (B) would be affected by Noise generated by the jammer carried by A? Makes sense; didn't catch the part about hosts.

Another question that's been asked before (page 5) but that I'd really like an answer to:
P. 141/142, "Using Leadership" :
How long does the potential Initiative bonuses from the complex action "Rally" last?
1. Until the next combat turn as per the "Changing Initiative" rules on P160, or
2. Until combat ends as there is no duration stated, or
3. Something else

The answer is 1. The Rally use of Leadership is an instantaneous bonus, added immediately the same way that taking an interrupt action reduces Initiative Score immediately.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Kincaid on (19:18:26/09-24-13)
Thanks for the reply--a quick follow-up/clarification regarding sensor cost.  Page 445 states, "most vehicles and drones come factory-equipped with a sensor array (at a rating listed with their stats)."  I took this to mean that all drones have a sensor array (3) as part of their off-the-shelf cost.  Since an array "includes up to eight functions listed on the Sensor Table," I read this as meaning that all drones have up to 8 things from the table at rating 3 for free, even though it's a little strange to have a 3,000 nuyen array in a 1,000 nuyen drone.  Drones have arrays, arrays are specific things, ergo drones have those specific things.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (19:24:30/09-24-13)
Q: When does Spell Defense apply vs AoE spells? Versus the Spellcasting roll, on damage resistance or not at all?

Also, just to be sure: Am I reading page 164 correct that it means that during your own turn, you can convert Simple Actions into Free Actions (for using during your own turn, not for during other people their turns)?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (19:32:24/09-24-13)
Thanks for the reply--a quick follow-up/clarification regarding sensor cost.  Page 445 states, "most vehicles and drones come factory-equipped with a sensor array (at a rating listed with their stats)."  I took this to mean that all drones have a sensor array (3) as part of their off-the-shelf cost.  Since an array "includes up to eight functions listed on the Sensor Table," I read this as meaning that all drones have up to 8 things from the table at rating 3 for free, even though it's a little strange to have a 3,000 nuyen array in a 1,000 nuyen drone.  Drones have arrays, arrays are specific things, ergo drones have those specific things.

The manufacturer gets a bulk discount on most drone parts. If you're willing to buy sensor arrays in 50,000 count lots, you could probably get that kind of a discount, too. =i)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (19:35:13/09-24-13)
1: Do the effects of a Stim Patch wear off, or are the effects permanent?

So if you have 6 stun damage, and use a Rating 6 stim patch, after 60 minutes, what happens?

A: You take Rating+1 damage, so you now have 7 stun.
B: The effects wear off, and then you take Rating+1 damage, so you now have 13 stun, and probably overflowed into physical.

2: How does the Indirect Touch spell, Punch, work?

According to page 282, to hit an unwilling target of a Touch spell, you must make an Unarmed attack.
According to page 283, Indirect Combat spells are Spellcasting + Magic [Force] vs. Reaction + Intuition.

So do you roll Unarmed + Agility [Physical] vs. Reaction + Intuition to Touch the target, then Spellcasting + Magic [Force] Vs. Reaction + Intuition for the actual spell? This seems weird to me, since it means the target is dodging twice, the second time after you've already touched him.

3: Punch/Clout/Blast are Physical magic spells that deal Stun damage. Shatter/Powerbolt/Powerball are Physical magic spells that deal Physical damage. These two groups of spells seem to be parallels to eachother, but the first group is Indirect, the second group is Direct. There are no Indirect combat spells that deal non-elemental Physical damage. Is this a typo?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (19:44:53/09-24-13)
Thanks for taking time to answer us, Aaron, that takes care of all of my questions for now :)

And my bad on the presumption; I was thinking about Noise, which does not affect defense and resistance tests.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Cormroc on (22:29:18/09-24-13)
4. Can you give an example of a Matrix action that would share a bonus with a Vehicle action (p. 266, under "VR and Rigging")?  For example, does the +1 die to Vehicle and Matrix tests while using hot sim (p. 266) stack with the +2 dice to Matrix tests (p. 231) since "any bonus you get to Matrix actions also applies to Vehicle actions."

4. Yep, your example is correct. Rigging is awesome (until you get hacked or totaled).

Reading p266 again I still am of the opinion that the +1 bonus and the +2 bonus are the same bonus, either p231 should  have been +1 or p266 should have been +2. The entire paragraph in question is summing up the primary matrix VR bonuses that riggers can apply to vehicle tests while jumped in, I don't see how the phrase (clause? I'm not particularly good at grammar) in question could be interpreted any differently. I lean towards the +2 being correct as any changes made during development were probably applied to the Matrix chapter and the Rigger chapter was overlooked as no one remembered that the applicable bonuses were restated there.

If the +3 pool modifier is correct then there definitely needs to be an errata for that section (p266) because that is not what it currently states.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (22:55:40/09-24-13)
Q: Does the simple action "Stand Up" count as "Movement" for the purposes of Interception attacks?
In other words, if Character A knocks Character B to the ground with a melee attack during A's initiative phase, and Character B stands back up during B's initiative phase, can A take an immediate Intercept Action (decreasing his initiative by 5) to attempt a melee attack as per page 194?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Noble Drake on (23:14:07/09-24-13)
There are no Indirect combat spells that deal non-elemental Physical damage. Is this a typo?
There are no spells which create a cutting or puncturing attack, so why would there be an indirect combat spell that deals non-elemental Physical damage?

My opinion: you want to inflict physical damage with good armor penetration at range, use the Enfield AS-7 loaded with APDS rounds spell.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (23:37:08/09-24-13)
1: Do the effects of a Stim Patch wear off, or are the effects permanent?

So if you have 6 stun damage, and use a Rating 6 stim patch, after 60 minutes, what happens?

At the end of 60 minutes you take 7 boxes of Stun damage that you can't resist. The 6 boxes you used to have were removed by the initial effect of the stim patch.

Quote
2: How does the Indirect Touch spell, Punch, work?

In the specific case of a touch-range combat spell, the Spellcasting test takes the place of the Unarmed attack. So you only need to make the Spellcasting Test, which is defended against by the target's Reaction + Intuition.

Quote
3: Punch/Clout/Blast are Physical magic spells that deal Stun damage. Shatter/Powerbolt/Powerball are Physical magic spells that deal Physical damage. These two groups of spells seem to be parallels to eachother, but the first group is Indirect, the second group is Direct. There are no Indirect combat spells that deal non-elemental Physical damage. Is this a typo?

Nope, not a typo. At this time, the spells listed are the ones available. Look for more spells in future source books.

4. Can you give an example of a Matrix action that would share a bonus with a Vehicle action (p. 266, under "VR and Rigging")?  For example, does the +1 die to Vehicle and Matrix tests while using hot sim (p. 266) stack with the +2 dice to Matrix tests (p. 231) since "any bonus you get to Matrix actions also applies to Vehicle actions."

4. Yep, your example is correct. Rigging is awesome (until you get hacked or totaled).

Reading p266 again I still am of the opinion that the +1 bonus and the +2 bonus are the same bonus, either p231 should  have been +1 or p266 should have been +2. The entire paragraph in question is summing up the primary matrix VR bonuses that riggers can apply to vehicle tests while jumped in, I don't see how the phrase (clause? I'm not particularly good at grammar) in question could be interpreted any differently. I lean towards the +2 being correct as any changes made during development were probably applied to the Matrix chapter and the Rigger chapter was overlooked as no one remembered that the applicable bonuses were restated there.

If the +3 pool modifier is correct then there definitely needs to be an errata for that section (p266) because that is not what it currently states.

I had assumed that you were talking about stacking the hot-sim bonus and the control rig bonus. They do stack.

Q: Does the simple action "Stand Up" count as "Movement" for the purposes of Interception attacks?
In other words, if Character A knocks Character B to the ground with a melee attack during A's initiative phase, and Character B stands back up during B's initiative phase, can A take an immediate Intercept Action (decreasing his initiative by 5) to attempt a melee attack as per page 194?

Good question. I'd say that it looks like as long as all you're doing is changing your stance from prone to upright, you're not susceptible to an Intercept attack. If you're trying to get away while scrambling to your feet, then you're askin' for it.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (01:20:27/09-25-13)
Am I correct in thinking that a Physical Barrier spell is extremely unlikely to stop bullets because bullets are a penetrating attack and will only do one damage to he barrier created if they have a DV greater than the armor of the barrier reduced by AP with the rest going through to hit the intend target?
It strikes me as odd that the barrier created by a Physical Barrier spell seems to be the only one with armor equal to structure. All the example barriers had double the structure in armor.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (02:36:30/09-25-13)
Q: Which specialization applies to cyber guns?
The Automatics and Unarmed Combat skills both list Cyber Implants as possible specializations, while Heavy Weapons (for the Grenade Launcher cybergun), Longarms (for the Shotgun cybergun), and Pistols (for the Holdout, Light, and Heavy Pistol cyberguns) do not.

The section for cyber melee weapons lists Unarmed Combat as the skill to use, but the same section for cyberguns do not. In other words, will a Longarms (Shotgun) specialization apply to the implanted Shotgun cybergun, or would one have to take Longarms (Cyber Implants) for this to apply?

[spoiler=Personal Opinion]
While Unarmed Combat (Cyber Implants) seems to be the most sensible choice for cyber melee weapons, I don't think the same applies to the ranged firearms categories. For one, all four implant weapons (hand razors, hand blades, spurs, and shock hand) benefit from this specialization, whereas the same is not true for ranged weapons. Breaking it down by category;
Automatics: 2 total (SMG and machine pistol)
Heavy Weapons: 1 total (grenade launcher)
Longarms: 1 total (shotgun)
Pistols: 3 total (holdout, light, and heavy pistol)
Unarmed Combat: 4 total (razors, blades, spurs, and shock glove)

By forcing the player to specialize in Heavy Weapons (Cyber Implants), for example, the cost effectiveness (and thus game balance) of this compared to the much more common Pistols (Cyber Implants) is dramatically offset. Spending 7 karma and a month of training (in game) for +2 dice for ONE weapon is hardly comparable to that of gaining it for multiple ones.

Furthermore, a character that is highly trained in Unarmed Combat (Cyber Implants) is also highly trained in unarmed combat, subdual combat, and knockdown. The same is not the case for any of the other weapon categories.[/spoiler]
I believe that the specialization for each subcategory should apply to ranged cyberguns, which seems to be the case by RAW except for everything except Automatics.

Thoughts?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: ve4grm on (02:54:34/09-25-13)
So - did we ever get any clarification from Gen Con... Did players get to take a defense test [of some sort] against grenades and indirect LOS (A) spells?

Yes we did: there's no defense test against grenades, indirect LOS (A) spells, and other "zones of damage." The defense against these attacks is to take precautions against them. This is really really really true, and been confirmed by multiple sources inside the company. So unless there's been a meeting somewhere to which I wasn't privy, you really really honestly and truly don't get to make a defense test against grenades or indirect LOS (A) spells.

Very well. Then can we please get an explanation as to how counterspelling is meant to be used against area spells? The text goes out of its way to describe how you can give the bonus to multiple people, but counterspelling only adds to defense tests, and area spells like Fireball have no such tests.

(Additionally, the spellcasting example on page 283 has an unidentified defense test being made in it against a Blast spell, and the counterspelling example on page 295 specifically uses a fireball as the example of group counterspelling. This section has left me very confused.)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Novocrane on (05:02:48/09-25-13)
Stupid question, but I couldn't find the answer. What happens when you purchase more than one lifestyle quality at chargen?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (05:36:12/09-25-13)
Q Does an imaging device (p.443) digitizes the visual input for you (p.281) or will it act as a transparent object (p.281) if you turn off visual enhancements.
(can you use low light vision goggles to target spells through if you turn off low light).




Stupid question, but I couldn't find the answer. What happens when you purchase more than one lifestyle quality at chargen?
You can buy a secondary lifestyle to use together with a fake SIN or to use as a safe house / hiding.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (09:44:30/09-25-13)
Quote
Q. The devices releasing the spam are RFID tags, so Device Rating 2, does this mean that with the Static Noise of 3 from the rain, they lose their broadcasting functionality, lowering the spam noise by 5?

No, because broadcast functionality is not a wireless bonus. Only wireless bonuses are affected by noise, not basic functionality. For example, you can still browse the Matrix and send messages, even in that nightmare Rating 11 noise you've got in the previous question. However, your grenade's wireless trigger wouldn't work.
Does that mean Sprawl Wilds Ashes needs to be errata'd, since it says the blanket of Military Grade Jammers blocks wireless communications, resulting in only infrared LOS and cables as possible communication measures?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (10:27:23/09-25-13)
Q: How far does a character need to move to be considered running for the purposes of A) making a running jump, and B) making a charging attack?

[spoiler=Physics Breakdown]
To provide some real world examples, look at this (http://www.wired.com/wiredscience/2012/08/maximum-acceleration-in-the-100-m-dash/) and this (http://speedendurance.com/2008/08/22/usain-bolt-100m-10-meter-splits-and-speed-endurance/) article examining acceleration and the human body. Physically, at least, the fastest acceleration attainable is 9.8m/s; although the book indicates a falling rate of 50m in the first combat turn, followed by 150m in the second, and a terminal velocity of 200m per combat turn (240km/h, which is a little less than real world skydivers can attain), realistically this will be much less. Usain Bolt managed to clear the first 10 meters of his record setting 100m dash in just 1.685 seconds; in other words, going from 0 to 5.935m/s in one second.

Using equal scores for Agility, Body, Reaction, and Strength, and assuming that a trained runner could get maximum hits allowed by physical limit, this would put Usain Bolt at just below an attribute rating of 3 in Game Mechanic terms:
3 AGI/BOD/REA/STR gives a base running rate of 12m
Add an additional 8m from sprinting (Physical Limit of 4 x2, assuming 4 net hits)
For a total sprinting rate of 6.666667m/s (20m/3 seconds).

The fastest man of the modern world, then, can accelerate to 21km/h in just over 1.5 seconds, whereas in the world of Shadowrun even a complete weakling (1 in all physical stats) can manage to hit nearly 10km/h in just 1 second.

Interestingly, an AGI10 BOD/REA/STR 6 character with Running 12, Hydraulic Jacks Rating 6, and using Edge 6 to get rule of Six on 30 dice (Run rate of 40m + (Sprint = Physical Limit of (16+6)*2 = 48m)) could reach speeds as high as 88m/second (an astounding 316km/h, or, if using the more conservative 3 second combat turn measurement, 29m/s or 105km/h); such a character would be surpassing the modern day cheetah in terms of acceleration by a factor of three (and possibly breaking the laws of physics in the process), and demolishing it's maximum speed as well.

With the current rule of having to exceed walking rate, I am imagining an Agility 10 character doing a warm up lap, running 10 meters away from the enemy just so he can turn around and charge 11 meters back (effectively counting as running). :D

As Agility directly impacts how far a character can jump it makes sense to require that a character attain a certain speed for the purpose of a running leap, but a charge move seems to be all about acceleration in order to increase momentum and thus the force of an attack.

Since even the slowest character can achieve a running speed of 4m/s in one action phase, it seems odd to penalize high-agility characters who could potentially achieve as much as 40m/s speeds in one action phase.

Given that an increase in velocity results in an equal increase in momentum, even the slowest character moving at 4m/s can attain a quadrupled momentum which in effect quadruples his/her mass (a 60kg character impacting with a momentum of 240kg-m/sec in the direction of movement). The faster character in effect multiplies his/her momentum by 40, which could lead to potentially catastrophic consequences (imagine the same 60kg character sprinting at a rate of 40m/s, effectively impacting with a momentum of 2400kg-m/sec in the direction of movement). By comparison, a 100kg linebacker in the NFL can hit approximately 35km/h, meaning that if he was to hit an immobile target he would impact with an approximate momentum of 980 kg-m/sec.[/spoiler]
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Csjarrat on (10:36:36/09-25-13)
Q: please can you clarify the options for driving a vehicle for non-riggers?
PG 201, Sr5:
If the pilot is driving with the aid of Augmented Reality,
increase the limit of any tests by 1, and if the pilot is
driving using Virtual Reality, increase limits by 2. If the
pilot is equipped with a Control Rig and is controlling
the vehicle while Jumped In, decrease the threshold of
tests by the rating of the Control Rig (to a minimum of 1).

to me it looks like you have the option of driving in meat, AR and VR (is VR the "control device" matrix option or an at-seat driving option?).
it the book also reads that rigged control is VR only and grants different bonuses to VR/AR driving, being totally separate.

Sub question: if you can drive in VR as a non-rigger, can you ride a bike in VR or does your limp body fall off everytime you make a turn?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: acolyte99 on (11:45:37/09-25-13)
About the subquestion:
In SR4 the Motorcycle Gyro Stabilization Modification was published in Arsenal and not contained in the core rulebook. It will probably be the same with SR5. This modification allowed the bike to stay upright, when your body went limp because you were in VR (or dead).
By the way in SR4 driving in VR was not the same as being jumped in. You could "remote-control" your vehicle (and even do that if you were in it; you didn't have to be remote) while in VR. Think of your persona being in a VR "room" full of control interfaces for the vehicle that you can move with your thoughts. It's not being the vehicle (jumped-in), but better than having only a steering wheel and a few pedals.
I think this kind of VR-control is still there in SR5 page 256:
Quote
Remote control is the result of the Control Device action (p. 238),

as one of the four ways to steer a vehicle.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Csjarrat on (12:22:51/09-25-13)
About the subquestion:
In SR4 the Motorcycle Gyro Stabilization Modification was published in Arsenal and not contained in the core rulebook. It will probably be the same with SR5. This modification allowed the bike to stay upright, when your body went limp because you were in VR (or dead).
By the way in SR4 driving in VR was not the same as being jumped in. You could "remote-control" your vehicle (and even do that if you were in it; you didn't have to be remote) while in VR. Think of your persona being in a VR "room" full of control interfaces for the vehicle that you can move with your thoughts. It's not being the vehicle (jumped-in), but better than having only a steering wheel and a few pedals.
I think this kind of VR-control is still there in SR5 page 256:
Quote
Remote control is the result of the Control Device action (p. 238),

as one of the four ways to steer a vehicle.
yeah this is why i'm asking. none of the vehicle section mentions anything about bikes not having/needing gyroscopes in this edition, it mentions that a pilot will quite happily take over/drive a vehicle if the driver cannot, with no mention that this doesnt apply to bikes. so by RAW, i should be able to pilot the bike in VR, but wanted to clarify that.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:55:31/09-25-13)
Am I correct in thinking that a Physical Barrier spell is extremely unlikely to stop bullets because bullets are a penetrating attack and will only do one damage to he barrier created if they have a DV greater than the armor of the barrier reduced by AP with the rest going through to hit the intend target?
It strikes me as odd that the barrier created by a Physical Barrier spell seems to be the only one with armor equal to structure. All the example barriers had double the structure in armor.

Physical Barrier is being discussed in errata, at least last I checked.

Q: Which specialization applies to cyber guns?

Whichever one you can get your GM to agree on.

So - did we ever get any clarification from Gen Con... Did players get to take a defense test [of some sort] against grenades and indirect LOS (A) spells?

Yes we did: there's no defense test against grenades, indirect LOS (A) spells, and other "zones of damage." The defense against these attacks is to take precautions against them. This is really really really true, and been confirmed by multiple sources inside the company. So unless there's been a meeting somewhere to which I wasn't privy, you really really honestly and truly don't get to make a defense test against grenades or indirect LOS (A) spells.

Very well. Then can we please get an explanation as to how counterspelling is meant to be used against area spells? The text goes out of its way to describe how you can give the bonus to multiple people, but counterspelling only adds to defense tests, and area spells like Fireball have no such tests.

Spell defense dice are rolled against Indirect Combat spells the same way they're rolled against other spells with no defense test: you roll them as a dice pool of their own.

Quote
(Additionally, the spellcasting example on page 283 has an unidentified defense test being made in it against a Blast spell, and the counterspelling example on page 295 specifically uses a fireball as the example of group counterspelling. This section has left me very confused.)

Please mention this in the errata thread.

Does that mean Sprawl Wilds Ashes needs to be errata'd, since it says the blanket of Military Grade Jammers blocks wireless communications, resulting in only infrared LOS and cables as possible communication measures?

No, because the specific case in the adventure overrides the general rule. The jammers aren't just there to add noise, they're deliberately cutting off wireless communications.

Q: How far does a character need to move to be considered running for the purposes of A) making a running jump, and B) making a charging attack?

About two or three meters. Maybe less if she's got something to push off of.

Q: please can you clarify the options for driving a vehicle for non-riggers?

Let me ask about this one.

Quote
Sub question: if you can drive in VR as a non-rigger, can you ride a bike in VR or does your limp body fall off everytime you make a turn?

If by bike you mean bicycle, the bike would slow to a halt. If you mean VR, you'd be controlling something that's carrying a limp body, yes. Not impossible, but not easy--kinda like riding with a drunk passenger who's passed out.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Csjarrat on (18:02:18/09-25-13)
Obviously I mean a motorbike. Thanks, will wait on the answer to the first question
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (18:04:16/09-25-13)
Thank you I had failed to find anything on Physical Barrier spell in my search (I am suspecting spelling mistakes from my dyslexia to be the cause)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (01:10:41/09-26-13)
to me it looks like you have the option of driving...
Auto pilot = Giving commands to the autopilot (while physically in the vehicle or via remote -or from within the matrix)
Manual operation = Old school manual driving (while in the meat and physically at the driver seat in the vehicle).
Remote control = AR, cold-sim, hot-sim (either physically in the vehicle or via remote)
Rigger control (*)= Jumped In (either physically in the vehicle or via remote)

I'd say that the "normal" way of driving a vehicle is via autopilot or remote control (while physically in the vehicle) via augmented reality.
The "normal" way of driving as a rigger would be jumped in (but in SR5 there are no rigger cocoons yet afik; high risk for whiplash)

The "normal" way of driving a bike that you are sitting on would be augmented reality (until we get more options).
(Or manual operation if you equipped the vehicle with that)


(*) Rigger control require control rig, owner or 3 marks on the vehicle, rigger interface in the vehicle and that you are jumped in.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (01:47:22/09-26-13)
Q: Does Noise Reduction (such as that offered by a wireless Datajack) affect the Noise Rating (not including distance) that prevents wireless functionality in gear with a device rating?
Example: Character A has a Datajack (+1 NR) and an Ares Alpha (smartgun system with a DR of 2); which Noise Rating will exceed the smartgun system in this case, 3 or 4?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Tyburn on (09:25:30/09-26-13)
...
Spell defense dice are rolled against Indirect Combat spells the same way they're rolled against other spells with no defense test: you roll them as a dice pool of their own.
...

So how does that play out in the case of an area effect that hits multiple targets who are all receiving spell defense? Each defender would roll their spell defense individually and reduce the hits of the caster? What happens if one or more of the defenders get enough hits to reduce the net hits of the caster before the 3 hit threshold for having the spell not scatter?

i.e. Caster casts a force 5 fireball at goon A and B and gets 4 hits. Goon A is a mage and puts up spell defense on himself and Goon B and devotes 6 dice to the effort. Both goon A and B roll well on their spell defense and score 3 and 2 hits respectively. The caster now has only 2 (or 1?) net hits and his fireball scatters either 1d6 (or 2d6?) meters off target and deals 5 damage to goon A and B depending on whether or not they're still in the blast radius? What would happen if the Goons only get 1 and 2 hits respectively? Does the fireball land on target and deal F+3 damage or does it scatter 1d6 m and deal F damage?

If the spell defense dice only reduce the damage of the spell and do not cause the spell to scatter if they reduce the casters hits below 3 why not just say the spell defense dice are added to the damage resistance test instead for indirect area spells?

Follow up question regarding spells that don't allow tests:

Direct spells allow a defense test (typically either body or willpower) but no damage resistance test. p170 of SR5 states that wound modifiers don't apply to this defense test but do other "general" negative pool modifiers like the -1 for electricity damage or the effects of a confusion spell apply? Normally they wouldn't apply to a damage resistance test, but this is a defense test.


Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (09:36:56/09-26-13)
Spell Defense vs Areas are only rolled once, hits apply to all protected. Still, the question is fair: Does it reduce the damage or reduce the hits?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Tyburn on (09:58:13/09-26-13)
Spell Defense vs Areas are only rolled once, hits apply to all protected. Still, the question is fair: Does it reduce the damage or reduce the hits?

Alright, so in the case of area indirect spells, spell defense roll is made by the counterspelling mage vs the caster as it was done in SR4 as opposed to adding to a defense roll on the part of the recipient? In the case of spells that have a defense test (all other spells?) the spell defense dice are added to the defense pool of the defender. Not exactly clean, but it's workable.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (10:22:20/09-26-13)
Not exactly. Vs an area direct spell it'd also apply as single roll rather than combined with other defense dice.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (10:24:37/09-26-13)
Q: How are items with a "+ X" Availability Rating handled for the purpose of Availability Tests?

As the rules on page 418 only state that you make an opposed test of Negotiation + Charisma (Social) vs Availability Rating, I see three possible scenarios:
1. Value as stated for item (example; 6 for Thermographic vision enhancement)
2. Sum of Availability Ratings of base item + new item (example; 6 for Contacts, +6 for Thermographic vision, for a total of 12)
3. Sum of Availability Ratings of base item + all existing and new enhancements (example; as 2. above, but with an additional +4 for existing Low-light vision enhancement for a total of 16)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (10:40:46/09-26-13)
As far as I can tell there are not rules to upgrade your existing imaging device with additional enhancements.
I would say you have to buy a new imaging device.
- This time factory modified with the correct vision enhancements.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Tyburn on (10:59:23/09-26-13)
Not exactly. Vs an area direct spell it'd also apply as single roll rather than combined with other defense dice.

Alright, so for area direct spells the casting mage is facing 2 "defense" rolls (1 by the counterspelling mage and 1 by the target) and no damage resistance roll.

But if that's the case, why not just have the counterspelling mage roll spell defense dice against the caster of the spell and in all cases independent of any rolls the target they're protecting would need to make? It seems like it would completely avoid any "special case" scenarios. It would be more or less consistent with how it worked in SR4 with the exception that the counterspelling mage now has a maximum pool of spell defense dice per combat turn.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Noble Drake on (11:07:49/09-26-13)
Not exactly. Vs an area direct spell it'd also apply as single roll rather than combined with other defense dice.

Alright, so for area direct spells the casting mage is facing 2 "defense" rolls (1 by the counterspelling mage and 1 by the target) and no damage resistance roll.

But if that's the case, why not just have the counterspelling mage roll spell defense dice against the caster of the spell and in all cases independent of any rolls the target they're protecting would need to make? It seems like it would completely avoid any "special case" scenarios. It would be more or less consistent with how it worked in SR4 with the exception that the counterspelling mage now has a maximum pool of spell defense dice per combat turn.
Probably because of the way that everyone targeted getting to add in Edge would work out in the spell, and because it creates a situation where the spell manifests a harmful effect in an area but some people don't feel it as much or at all... while the counterspelling as a single roll could result in the spell not actually manifesting (the difference between a bunch of unharmed people standing in the crater a powerball spell just created, and a counterspelling mage having completely stopped a powerball spell).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Tyburn on (11:51:14/09-26-13)
Probably because of the way that everyone targeted getting to add in Edge would work out in the spell

The defending mage could, in theory, apply edge to his spell defense roll and if the caster still gets enough his to cast the spell through the defense, the targets could still individually apply edge to their respective defense rolls per usual. I'm not sure what the issue is here other than this not being how the rules are written.

and because it creates a situation where the spell manifests a harmful effect in an area but some people don't feel it as much or at all... while the counterspelling as a single roll could result in the spell not actually manifesting (the difference between a bunch of unharmed people standing in the crater a powerball spell just created, and a counterspelling mage having completely stopped a powerball spell).

This actually doesn't occur anymore than it already does now. If the counter spelling mage gets enough hits to reduce the caster to 0 hits, the spell just doesn't go off (i.e. no crater) just as if the caster scored no hits on the spellcasting test.

If the caster gets enough hits to get through the defense, the target(s) face a uniform (but potentially less powerful) spell and get to defend normally.

In fact, if it does work like this, conceivably spell defense can make an area indirect spell scatter, but at least it does mean that the scatters in a consistent and easily resolvable way.

I recognize we're talking about a system not described in the books...it just seems to make slightly more sense from an interpretation and implementation perspective.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Noble Drake on (12:18:06/09-26-13)
This actually doesn't occur anymore than it already does now. If the counter spelling mage gets enough hits to reduce the caster to 0 hits, the spell just doesn't go off (i.e. no crater) just as if the caster scored no hits on the spellcasting test.

If the caster gets enough hits to get through the defense, the target(s) face a uniform (but potentially less powerful) spell and get to defend normally.
I'm not sure you caught my meaning... allow me to show a detailed example:

Scenario A: A hostile mage is throwing a Powerball spell into Jim's apartment, where Jim and his friend Eddy are hanging out watching Trid while cleaning their guns - and counterspelling applies only to each person that Eddy (a mage) decides to cover with it.

Hostile mage gets an impressive limit-hitting roll on a force 10 powerball; Jim gets his 5 body and Eddy's  astounding 10 counterspelling, and ends up only taking 5 damge on average; Eddy has similar results... but the entire apartment is now in a state ranging from beat-up to completely destroyed (even the gun parts and tridscreen!)

Scenario B: Same characters involved, but the counterspelling applies directly to the spell instead of to each chosen person.

The force 10 powerball is reduced to only having 7 hits; Jim still averages 5 damage, and Eddy too... but the apartment is looking at being largely okay, other than a few simpler objects which are damaged, but not destroyed.

It's a significant difference, and one that people usually just hand-wave away or gloss over because of the implication that a character blasted by a high force powerball might just end up functionally (if not actually) naked because of it.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (12:46:04/09-26-13)
(maybe we can start a new thread to discuss the mechanics of spell defense and use this thread for Q&A...)



A hostile mage is throwing a Powerball spell...
To answer your question:

Powerball is a direct LOS (A) physical spell that is resolved with Spellcasting + Magic [Force].

The opposed test for each target in the AoE pits the Spellcasting + Magic [Force] roll against their own Body.

If a friendly magician dedicate some or all dice from her remaining counterspell dice pool this combat turn to protect against the Powerball then each target (up to max magic rating number of targets) that the friendly magician choose to protect add the number of dice as a positive dice modifier to his or her Body test (rolled individually for each target together with their body dice pool when opposing the spellcasting test).

Unless, of course, how you resolve Spell Defense is also up for errata ;)

[spoiler]
Spell defense example p.295
...That means Chordae and each of her teammates receives a +4
dice pool bonus to their Defense Tests...


Spell defense p.294-295:
Spell defense is used against hostile spells cast at you or at targets that are within your line of sight (using the same rules as for targeting spells) that you decide to protect with spell defense. Declaring this protection is either a Free Action or, if you donít have one left, an Interrupt Action that reduces your Initiative Score by 5. Each Combat Turn, you have a pool of dice for spell defense equal to your Counterspelling skill. When a spell is cast, you may choose to use some or all of your Counterspelling dice to defend against an incoming spell. Against each spell attack, you have to choose how many dice from this pool to allocate for defense, and you can select how many people (including yourself if you desire) are covered by these defensive dice. You can protect a number of people at one time equal to your Magic Rating. These dice are then added to the defense tests of everyone youíre covering. The pool refreshes at the beginning of each Combat Turn.

And how to resolve a Direct Physical Combat spell p.283
Direct: When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your Spellcasting + Magic [Force] against either Body (for physical spells) or Willpower (for mana spells). The target does not get to resist the damage, only the Spellcasting test.


Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Noble Drake on (14:03:29/09-26-13)
To answer your question:
I wasn't asking a question... I was merely stating that I believe that "I got more successes from my spell defense dice than the caster got on his area direct combat spell," should mean that the spell does absolutely nothing (as if the caster had failed to cast the spell), and that the rules (which you've pointed out) don't actually support that.

Now for a question: When deciding on targets to extend your counterspelling to, would you say that "appartment" is 1 and "self" is 1, or is "self" 1 and then each piece of furniture, decoration, or appliance is each 1?

I mean, do you support the idea that a mage can prevent a direct area spell from destroying his living space, or does he have to choose something like "Me, my couch, my commlink, the coffee table, my coffee cup and the coffee pot," and hope that the object resistance dice of the rest of his Lifestyle manage to be enough?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (14:08:03/09-26-13)
Q: Does the smartgun system on an Ares Alpha provide +2 dice when firing the assault rifle part of the weapon AND the grenade launcher part of the weapon?
I couldn't really find anything that would contradict this reading, and the grenade launcher does have Accuracy 4 (6), so it would seem to apply.

Also:
The description text for Airburst Link reads "this grenade/rocket launcher smartgun accessory"; as a smartgun accessory with no slot listed, does it use capacity instead, or is it installed without taking up slots or capacity?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Tyburn on (14:18:38/09-26-13)
(maybe we can start a new thread to discuss the mechanics of spell defense and use this thread for Q&A...)


Agreed. Since there's already a thread in the rules discussion forum I'll continue the discussion back there. http://forums.shadowruntabletop.com/index.php?topic=12951.0 (http://forums.shadowruntabletop.com/index.php?topic=12951.0).

As a parting comment here: there's no confusion as to how spell defense affects powerball since, as a direct spell, it both allows a defense roll  and doesn't scatter if it doesn't hit a certain threshold. This works just fine with the rules as they are written or as Michael Chandra suggested they should be interpreted. The problem is that indirect area spells don't allow a defense roll and can scatter and so need to be treated as a special snowflake when it comes to spell defense.

How a table wants to deal with collateral damage isn't really a huge deal in my mind. Once you get into the territory of a mage using spell defense to protect objects in his immediate surroundings from powerball (and only powerball since it's the only direct area physical damage spell) we're well beyond what the rule set covers. If you go with Micheal Chandra's suggestion then you'd have to designate objects that were protected by spell defense if you wanted to protect them and the group of them would get protected by the spell defence roll of the mage and then do their regular object/damage resistance checks.

That said further clarification on whether or not spell defense can cause a previously on target fireball to fly off course would be appreciated.

There's also that odd situation where general negative pool modifiers other than from wounds make direct combat spells harder to defend against.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (15:27:17/09-26-13)
Now for a question: When deciding on targets to extend your counterspelling to, would you say that "appartment" is 1 and "self" is 1, or is "self" 1 and then each piece of furniture, decoration, or appliance is each 1?
Self is 1
Apartment is not people.
Each piece of furniture, decoration or appliance is no people.

Spell Defense p.295
...and you can select how many people (including yourself if you desire) are covered by these defensive dice...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Noble Drake on (15:44:38/09-26-13)
Now for a question: When deciding on targets to extend your counterspelling to, would you say that "appartment" is 1 and "self" is 1, or is "self" 1 and then each piece of furniture, decoration, or appliance is each 1?
Self is 1
Apartment is not people.
Each piece of furniture, decoration or appliance is no people.

Spell Defense p.295
...and you can select how many people (including yourself if you desire) are covered by these defensive dice...
Correct, and also the worst decision on the matter that can possibly be RAW... "sorry bud, can't counterspell that - he targeted an object... so what if it was an object he then crushed you with."
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Tyburn on (16:13:09/09-26-13)
Correct, and also the worst decision on the matter that can possibly be RAW... "sorry bud, can't counterspell that - he targeted an object... so what if it was an object he then crushed you with."

If you're trying to use counterspelling versus a sustained effect such as a levitate spell lifting something heavy before it falls on your buddy (which seems to be what you're talking about here) that's an application of the skill as dispelling, not spell defense.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Noble Drake on (16:43:13/09-26-13)
Correct, and also the worst decision on the matter that can possibly be RAW... "sorry bud, can't counterspell that - he targeted an object... so what if it was an object he then crushed you with."

If you're trying to use counterspelling versus a sustained effect such as a levitate spell lifting something heavy before it falls on your buddy (which seems to be what you're talking about here) that's an application of the skill as dispelling, not spell defense.
I was thinking more like a high force fling spell - like slamming a 12 kg dumbbell into your face, which you can obviously dodge, but according to the rules read strictly cannot possibly counterspell because the dumbbell isn't a person, and can't dispel because it is instant.

...or something like blasting a tree so it falls on you, thus circumventing the ability to counterspell.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (19:13:32/09-26-13)
Q: Does Noise Reduction (such as that offered by a wireless Datajack) affect the Noise Rating (not including distance) that prevents wireless functionality in gear with a device rating?

Yep.

If the spell defense dice only reduce the damage of the spell and do not cause the spell to scatter if they reduce the casters hits below 3 why not just say the spell defense dice are added to the damage resistance test instead for indirect area spells?

This is a great suggestion. You should post it in the errata thread.

Quote
Direct spells allow a defense test (typically either body or willpower) but no damage resistance test. p170 of SR5 states that wound modifiers don't apply to this defense test but do other "general" negative pool modifiers like the -1 for electricity damage or the effects of a confusion spell apply? Normally they wouldn't apply to a damage resistance test, but this is a defense test.

As long as the test isn't about reducing the number of boxes you're about to take on a Condition Monitor, Wound Modifiers apply.

Spell Defense vs Areas are only rolled once, hits apply to all protected. Still, the question is fair: Does it reduce the damage or reduce the hits?

It reduces the hits. Makes the aim go all wobbly.

This all said, stay tuned. There's a weird edge case here and I'm going to bring it up with the other designers.

Q: How are items with a "+ X" Availability Rating handled for the purpose of Availability Tests?

As written, they're not typically available as individual parts. You might want to try asking your GM to allow you to get your hands on an upgrade kit if you can do the installation yourself.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: All4BigGuns on (21:05:53/09-26-13)
Question: If two casters both declare spell defense to protect their team, would both of their Counterspelling skill ratings apply to each test resisting a spell?

Mainly asked because it isn't something I'd thought of before, and while it would make sense, I wasn't sure if it would actually work that way.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (23:31:37/09-26-13)
Q: Does Noise Reduction (such as that offered by a wireless Datajack) affect the Noise Rating (not including distance) that prevents wireless functionality in gear with a device rating?

Yep.

Interesting. Does that mean that a decker can provide noise reduction for his team using the Scrub (i think that's the NR one) program? How else does one form of Noise Reduction work, but not another? Presumably, the decker would have to have access to the pan of each member for this to work. Thoughts?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: acolyte99 on (01:37:37/09-27-13)
Question: If two casters both declare spell defense to protect their team, would both of their Counterspelling skill ratings apply to each test resisting a spell?

Mainly asked because it isn't something I'd thought of before, and while it would make sense, I wasn't sure if it would actually work that way.
In SR4 it was explicitly mentioned, that in such a case Teamwork rules would be used. But you are right, this was left out in SR5.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (04:12:02/09-27-13)
If a caster decide to spend one, several or all of his remaining spell defense dice to protect a person being targeted by a spell then that person add the spell defense dice as a positive dice modifier to the opposed test. If another caster also decide to spend one, several or all of her remaining spell defense deice to protect a person being targeted by a spell then the person add the spell defense dice from this caster as a positive dice modifier as well.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:23:07/09-27-13)
Presumably, the decker would have to have access to the pan of each member for this to work. Thoughts?
Are you even allowed to slave a PAN to another device? Wouldn't you have to slave it all to the Decker without an intermediate Master?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Lobo on (09:26:10/09-27-13)
Presumably, the decker would have to have access to the pan of each member for this to work. Thoughts?
Are you even allowed to slave a PAN to another device? Wouldn't you have to slave it all to the Decker without an intermediate Master?

It would seem logical that you could not slave a PAN to a device - otherwise you could have an almost limitless number of devices slaved to your PAN - a rating 6 commlink can slave 18 devices.  If each of those device "slots" could be a commlink with its own 18 devices...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (10:55:34/09-27-13)
Running signal scrub on a cyberdeck give the decker 2 points of noise reduction (when for example performing matrix actions jacked in on the cyberdeck). It does not give your team mate noise reduction. Why would it?

Running data jack wireless give the user 1 point of noise reduction. It does not give his team mate noise reduction. Why would it?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (11:23:14/09-27-13)
Question: If two casters both declare spell defense to protect their team, would both of their Counterspelling skill ratings apply to each test resisting a spell?

Yes, but remember it's a resource that doesn't refresh until the end of the Combat Turn.

Q: Does Noise Reduction (such as that offered by a wireless Datajack) affect the Noise Rating (not including distance) that prevents wireless functionality in gear with a device rating?

Yep.

Interesting. Does that mean that a decker can provide noise reduction for his team using the Scrub (i think that's the NR one) program? How else does one form of Noise Reduction work, but not another? Presumably, the decker would have to have access to the pan of each member for this to work. Thoughts?

No, the noise reduction is only available to the person(a) using it.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (11:25:03/09-27-13)
Presumably, the decker would have to have access to the pan of each member for this to work. Thoughts?
Are you even allowed to slave a PAN to another device? Wouldn't you have to slave it all to the Decker without an intermediate Master?

No. Yes.

Also, everybody please remember to move discussions to another thread, starting one if necessary. That makes it a lot easier for me to find and answer questions.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (19:47:07/09-28-13)
Considering repairing Matrix Damage now takes a Hardware + Logic Extended Test, how does one go about repairing Matrix Damage for Cyberware, especially the Commlink and Cyberdeck Headware Augmentations? Can someone with this augmentation make the test on themselves, or would it require surgery?

If its the latter, having a Deck in your head is a complete waste of money and essence if you have to get your street doc to crack your skull open every time you botch an Attack action or get into Cybercombat.

On a similar vein, considering bricking is described as explosive failure of the device, complete with spark and fire, what happens to a piece of cyberware that gets bricked inside the body? Does it deal damage to the owner?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Chrona on (22:12:14/09-28-13)
Q. If a Logic 3+ character is learning 2 new skills (and doing nothing else during that downtime) at rating 2 each, how long does it take?

Improving a skill Rating 1Ė4 is New Rating x 1 day. If you are only Learning Skills in downtime you may learn Logic/2 (round up) Skills at the same time. Does this mean it takes 2 days (2x1 Day) getting two skills in one time span, 4 days (2x1 day + 2x1 day) learning both in the same downtime but one after another or 6 days ((1x1 day + 2x2 days) + (((1x1 day + 2x2 days)) learning both in increments?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DigitalZombie on (11:53:31/09-29-13)
I was just for s#ts and giggles making a terra first terrorist flesh rigger :o
A mystic adepts with a high handle animal skill and mob mind and control action spells, a bunch of RFID sensor tags and cockroaches/rats/pidgeons/chihuahuas sounded like fun. But several questions arose during his birth.

1. the range of control action is LOS, I presume its only when casting the spell, and that its perfectly viable for the caster to move his "puppet" out of LOS of sight later, as long as he sustains the spell, right? and then using either clairvoyance or RFID sensor tags to navigate with.

2. What happens when the resist roll (logic+will) is equal to or lower than the force of the spell? As the "puppet", if it so chose, must make the resist roll with the spell force as a penalty, and ends up with zero dices? is it/he then under the casters control as long as he sustains it, with no means to break free?

3. when using the control action spell, the caster uses his own skills, but does he use the "puppets" physical attributes and limits? and his own metal attributes?

4. what kind of modifers are on control action? say, the caster, with 1 wound modifer penalty, decides to control his troll buddy( because the troll doesnt have sneaking, but the
caster does) in order to get his friend close to the enemy forces unseen, what would the dice pool be for that if the troll also had a -1 wound modifier? -1 or -2?

5. can you cast control thoughts/actions on critters?

6. what would happen if the troll was unconscious, could I still control his body? and if yes, could he roll to resist it?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (12:00:02/09-29-13)
Considering repairing Matrix Damage now takes a Hardware + Logic Extended Test, how does one go about repairing Matrix Damage for Cyberware, especially the Commlink and Cyberdeck Headware Augmentations? Can someone with this augmentation make the test on themselves, or would it require surgery?

All the user-serviceable parts of cyberware with wireless bonuses are accessible without surgery.

Quote
On a similar vein, considering bricking is described as explosive failure of the device, complete with spark and fire, what happens to a piece of cyberware that gets bricked inside the body? Does it deal damage to the owner?

It's quite uncomfortable, but not enough to take out a box on the Condition Monitor.

Q. If a Logic 3+ character is learning 2 new skills (and doing nothing else during that downtime) at rating 2 each, how long does it take?

A total of three days. Each skill takes one day per rating to complete training, and your Logic allows for two skills "in the pipe" at a time. On Day 1 you learn the two skills and improve them to Rating 1, then spend Days 2 and 3 to bring them both up to 2.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (12:18:22/09-29-13)
I was just for s#ts and giggles making a terra first terrorist flesh rigger :o
A mystic adepts with a high handle animal skill and mob mind and control action spells, a bunch of RFID sensor tags and cockroaches/rats/pidgeons/chihuahuas sounded like fun. But several questions arose during his birth.

1. the range of control action is LOS, I presume its only when casting the spell, and that its perfectly viable for the caster to move his "puppet" out of LOS of sight later, as long as he sustains the spell, right? and then using either clairvoyance or RFID sensor tags to navigate with.

Once the spell is on the target, you can sustain the spell even when the target is out of your line of sight. Of course, with a spell like Mob Mind and a navigation system like a bunch of RFID tags, you're pretty obvious in both astral space and in the Matrix.

Quote
2. What happens when the resist roll (logic+will) is equal to or lower than the force of the spell? As the "puppet", if it so chose, must make the resist roll with the spell force as a penalty, and ends up with zero dices? is it/he then under the casters control as long as he sustains it, with no means to break free?

Without Edge (or help), the target is completely defenseless against the spell if its LOG + WIL is equal to or less than the Force of the spell.

Quote
3. when using the control action spell, the caster uses his own skills, but does he use the "puppets" physical attributes and limits? and his own metal attributes?

I believe you'd use the target's Attribute, because ultimately it's the target performing the action, you're just directing the target yourself.

Quote
4. what kind of modifers are on control action? say, the caster, with 1 wound modifer penalty, decides to control his troll buddy( because the troll doesnt have sneaking, but the
caster does) in order to get his friend close to the enemy forces unseen, what would the dice pool be for that if the troll also had a -1 wound modifier? -1 or -2?

You're doing the controlling, so your Wound Modifier counts. Your target is performing the action, so her Wound Modifier also counts.

Quote
5. can you cast control thoughts/actions on critters?

Yep.

Quote
6. what would happen if the troll was unconscious, could I still control his body? and if yes, could he roll to resist it?

Nope. Sleeping troll is sleeping, so his muscles are relaxed.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Imveros on (21:12:52/09-29-13)
Has there been any word on how many programs an RCC can run?

Thanks!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (21:18:02/09-29-13)
I recall DR but cannot remember who said it when so here's hoping someone else can provide a link.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Imveros on (21:36:28/09-29-13)
Yeah DR is what decks get as well. I just didn't want to make any assumptions in case decks were supposed to be much better than RCCs in that department
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (02:22:05/09-30-13)
Yeah DR is what decks get as well. I just didn't want to make any assumptions in case decks were supposed to be much better than RCCs in that department
Deckes actually have a special rating for that - that currently just happen to be the same as device rating
(odds are you can upgrade that rating without upgrading the device rating and that there will be other decks two different ratings).

I have personally not seen anyone confirm nor deny that they can run device rating number of cyberprograms.
If this is true, then I would too like a link ;)

The book explicit state Drones (and cyberdecks) can run cyberprograms and how many they can run.
Drones can load a total device rating / 2 cyberprograms and autosoft (for a drone cyberprograms and autosoft share the same "RAM")

The only place this is even mention that RCC can run cyberprograms is a red box on p.269...

Sharing talk about autosofts (but maybe they mean cyberprograms as well)
- In that case RCC would have up to device rating active cyberprograms (at the cost of noise reduction and autosoft programs).

Maybe RCC can load up to total device rating cyberprograms and autosofts (so they, like drones, share the same "RAM").

...or maybe they can load up to a total of device rating cyberprograms (and then a number equal to sharing rating autosofts on top of that).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (06:57:16/09-30-13)
It's not entirely clear, one point talks about Sharing Autosofts and no running autosofts, another (in the Autosofts section) talks about programs but given how this is in the section about Autosoft programs, it might be a simple slip.

I would assume myself an RCC can run its DR in Cyberprograms+Autosofts combined, and can then share part of its Autosofts with drones (but it cannot share Cyberprograms). Since Cyberprograms, under this assumption, cannot be shared (Drones and RCCs can both run Autosofts and Cyberprograms but only Autosofts are explicitly stated as sharable), and the Sharing limitation only mentions not running Autosofts, the Drone can run multiple Cyberprograms and then share its Autosofts from the RCC. However, this is an assumption that requires errata to confirm or deny.

(Interesting detail: Virtual Machine gives you two Program slots, not Cyberprogram slots. Autosofts are programs, so running VM on a drone lets you run 3 Autosofts instead of 2.)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (07:20:08/09-30-13)
Yes, but they talk about "this program", except for Shell (which wouldn't stack with Autosofts since those don't include such a bonus) and Virtual Machine.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Mara on (10:20:06/09-30-13)
Here is an interesting question that came up in discussion with my group:
If Ones Initiative gets reduced to 0 or lower, they cannot act that turn.
Say you have a character who has only reaction and intuition of 2 each, and only 1 Initiative die.
He rolls horribly, getting a 1, but, he is a mage so he has Increased Reaction with 3 hits up, so
he is good. Enemy side mage goes ahead of him, and dispels the Increased Reaction, eliminating
the bonus that provides to initiative. Over the turn, this mage takes physical and stun damage
to give him -6 dice pool penalty between the two. Since wound penalties apply to initiative, and
apply immediately, this means that, at this point, the character has a -1 initiative score, and has
not acted yet. Does he still get to act?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Noble Drake on (11:15:14/09-30-13)
No, a character reduced to zero or lower initiative - no matter how they get there - does not get to act further in the combat turn. Not even if they hadn't acted to start with.

Consider it one of the many reasons that players should avoid Attributes rated at 2 and lower unless they are prepared for significant consequences of their choice.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (14:18:44/09-30-13)
You still have a free action in every initiative pass.

...and i believe you can still run (but not sprint) up to agility x 4 meters per combat turn by spending one of your free actions on the free action called "Run".
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: T-Hatchet on (15:56:59/09-30-13)
A issue that was brought up by one of my players this sunday.
Can linguasofts (or for that matter knowsofts) be run on a comlink or the like to provide, possibly much slower, access to translations (or knowledge)?
If not is there such things as translation software available for comlinks and the like?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:29:56/09-30-13)
Has there been any word on how many programs an RCC can run?

Noise Reduction and Sharing, p. 267, SR5. The Sharing rating refers to the combination of autosofts and cyberprograms (neither of which my spell checker likes).

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (17:31:41/09-30-13)
According to page 233, if you are in a Host that is part of a WAN, you are directly connected to every device slaved in the WAN. Does this mean that if you enter a host, you could immediately hack any of the slaves directly, while ignoring the host's Firewall?


If this is the case, this seems like a terrible idea, as it actually makes setting up a WAN less secure, since a mark on a slave also gives you a mark on the master. So a decker could walk into any public host, which automatically invites marks to allow patrons to enter, and immediately be directly connected to any devices on their WAN. You then hack marks on those Rating 2 or 3 devices, and automatically get marks on the Host itself.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (17:42:00/09-30-13)
Has there been any word on how many programs an RCC can run?

Noise Reduction and Sharing, p. 267, SR5. The Sharing rating refers to the combination of autosofts and cyberprograms (neither of which my spell checker likes).
That is how many you can share, not how many you can run. Unless you are saying you cannot have more programs active than you can share.

Also, as we discussed before, there's 2 conflicting segments on whether it's the combination or just autosofts that can be shared. If since then you became aware of an official stance on the matter, I missed that, otherwise I'd rather wait for errata.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (17:54:13/09-30-13)
Rules Clarification: Resting and Natural Recovery

What constitutes "resting" for the purpose of Natural Recovery?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Reaver on (18:53:58/09-30-13)
Rules Clarification: Resting and Natural Recovery

What constitutes "resting" for the purpose of Natural Recovery?

any non strenuous activity. Bed rest. Watching TV. Reading a book.

basically if doing it would put you "ahead" then you are not resting :p
So:
No shopping
no contact meetings
no B/R tasks
no raising a skill
no <insert action that is usually done during down time that requires mental or physical exertion. >
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Imveros on (23:10:29/09-30-13)
Has there been any word on how many programs an RCC can run?

Noise Reduction and Sharing, p. 267, SR5. The Sharing rating refers to the combination of autosofts and cyberprograms (neither of which my spell checker likes).

That page states

Quote
The Sharing rating is the number of autosofts you can run on the RCC that simultaneously run on all slaved drones at the same time.

Nothing in that entire section mentions cyber programs at all. The only thing that makes me assume you even can is the red box on p269.

Also, as  Michael Chandra said, The noise and sharing section also only mentions the sharing of said programs. I was looking for programs solely for the RCC. Mainly extra dice to resist taking damage while diving in drones would be awful nice to have
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (02:24:06/10-01-13)
It is entire possible that number of cyber programs is your sharing rating (which in normal case IS your device rating) but you can choose to load less cyber programs and load more auto softs instead. Or increase your noise reduction.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (04:03:03/10-01-13)
Can you slave a device across grids? For example, have your deck on a Global Grid, but your Smartgun on the Local Grid. If so, would a decker on the Global Grid take the -2 for hacking across grids if he hacks the gun, or would the penalty not apply, since it uses the Master's ratings on the same grid?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (04:25:42/10-01-13)
The device icon can only exist on one grid (or in one host). If the decker is on the same grid as the icon he is attacking then he does not suffer -2 dice for working across grids.


It is very possible that a device slaved to a master device (being part of a PAN) will only exist on the same grid as the master device - and in the case when a device is slaved to a host (being part of a WAN) that the device icon only exist inside the host. Aaron, do you have any insight on this...?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (05:11:44/10-01-13)
That page states

Quote
The Sharing rating is the number of autosofts you can run on the RCC that simultaneously run on all slaved drones at the same time.

Nothing in that entire section mentions cyber programs at all.
Under Autosofts (next page I think) it mentions Sharing and programs, which might be because it's just talking about [Autosoft] programs and didn't think about Cyberprograms, or because it's intended Cyberprograms are included in the limit. Hence my statement that until we get errata, we do not know the exact intent. Both versions have consequences.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (11:31:16/10-01-13)
Q Do you get -2 to all matrix action if you are inside a host located on the public grid (even if you jacked into the matrix from the local grid before you entered the host)?

Q Do IC in a host located on the public grid suffer -2 dice to all it's actions?


p.234
As a result, all Matrix actions are performed at a Ė2 dice pool penalty when youíre using the public grid, even in a host.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (17:06:13/10-01-13)
Does being the Master of a Slaved device grant any degree of control over the Slaved Device?

For example, if the Street Sam slaves his smartgun to the Decker, how much control does the Decker have over the Smartgun? Does he count as having an Owner mark?

This came up because of the Wrapper program. A Decker wants to use Wrapper to make an ally's smartgun look like a credstick, as per the example. However, Wrapper uses the Change Icon matrix action, which can only be used by the Owner of the device.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:37:45/10-01-13)
According to page 233, if you are in a Host that is part of a WAN, you are directly connected to every device slaved in the WAN. Does this mean that if you enter a host, you could immediately hack any of the slaves directly, while ignoring the host's Firewall?

Yep. Well, you probably needed to get by the host's Firewall to get in there in the first place, but the slaved targets don't get to use the host's ratings for defense against you once you're in there.

Quote
If this is the case, this seems like a terrible idea, as it actually makes setting up a WAN less secure, since a mark on a slave also gives you a mark on the master. So a decker could walk into any public host, which automatically invites marks to allow patrons to enter, and immediately be directly connected to any devices on their WAN. You then hack marks on those Rating 2 or 3 devices, and automatically get marks on the Host itself.

This is why hosts that are open to the public aren't part of WANs, and those hosts that are part of WANs are guarded by patrolling spiders and IC.

Has there been any word on how many programs an RCC can run?

Noise Reduction and Sharing, p. 267, SR5. The Sharing rating refers to the combination of autosofts and cyberprograms (neither of which my spell checker likes).
That is how many you can share, not how many you can run. Unless you are saying you cannot have more programs active than you can share.

That is the number you can run. Thanks in advance for taking further discussion to another thread.

Rules Clarification: Resting and Natural Recovery

What constitutes "resting" for the purpose of Natural Recovery?

Whatever your GM says is resting.

Can you slave a device across grids? For example, have your deck on a Global Grid, but your Smartgun on the Local Grid. If so, would a decker on the Global Grid take the -2 for hacking across grids if he hacks the gun, or would the penalty not apply, since it uses the Master's ratings on the same grid?

The cross-grid penalty is based on the target's grid, not the master's grid. In your example, the decker would take a -2 penalty for hacking across grids if he was not on the same grid as the gun.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (17:46:39/10-01-13)
Q Do you get -2 to all matrix action if you are inside a host located on the public grid (even if you jacked into the matrix from the local grid before you entered the host)?

b]Q [/b] Do IC in a host located on the public grid suffer -2 dice to all it's actions?

"Hosts are part of the Matrix, so once youíre inside a host, the grid youíre on doesnít really matter." (p. 246, SR5)

Hosts don't perform actions outside of themselves, so the question is academic.

Does being the Master of a Slaved device grant any degree of control over the Slaved Device?

Given that by definition you're either the owner of the slave or it's not in your PAN, I'd say that it doesn't grant any additional control; you were its owner before you slaved it.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (17:50:16/10-01-13)
Does being the Master of a Slaved device grant any degree of control over the Slaved Device?

Given that by definition you're either the owner of the slave or it's not in your PAN, I'd say that it doesn't grant any additional control; you were its owner before you slaved it.

So the Street Sam who slaves his smartgun to the Decker's deck to get the firewall bonus is in fact handing over ownership?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (18:22:37/10-01-13)
Q: Does Virtual Machine help with Sharing?

For example, if my Sharing ratio is 2, can I run Virtual Machine, Signal Scrub, Toolbox and Maneuvering[MCT-Nissan Roto-Drone]?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (18:46:37/10-01-13)
Initiating as a magician requires an Arcana + Logic Extended test, however no such test is mentioned for Submerging as a technomancer, nor is any timeframe provided. Does this mean that Submerging takes no time and requires no test, or is this up for Errata?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Agonar on (23:51:42/10-01-13)
Quote
2: How does the Indirect Touch spell, Punch, work?

In the specific case of a touch-range combat spell, the Spellcasting test takes the place of the Unarmed attack. So you only need to make the Spellcasting Test, which is defended against by the target's Reaction + Intuition.

I find this answer odd, or a mistake, since on page 282, under Range, the book says "Some spells require you to Touch (T) the targetóif the target is unwilling, youíll need to make an unarmed attack against the target"

And on Page 187, under Touch-Only Attack  "If the intention of an attack is to simply make contact, whether to discharge a spell, plant a RFID tag, or just playing tag, than the attacker gains a +2 dice pool bonus. Additionally, if all that is needed is contact, the attacker and not the defender succeeds on a tie."

So either both of these entries referencing Touch Spells are wrong, and needs serious errata, or As part of casting a touch spell, you first make an unarmed attack +2 dice vs Target, and if you succeed, then you make the spellcasting vs their reaction + Intuition since it's Indirect, then they get to resist damage (which granted is a lot of dice rolls for Punch, as one of the only indirect touch spell).

Which one is actually the correct procedure?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (00:07:28/10-02-13)
Quote
2: How does the Indirect Touch spell, Punch, work?

In the specific case of a touch-range combat spell, the Spellcasting test takes the place of the Unarmed attack. So you only need to make the Spellcasting Test, which is defended against by the target's Reaction + Intuition.

I find this answer odd, or a mistake, since on page 282, under Range, the book says "Some spells require you to Touch (T) the targetóif the target is unwilling, youíll need to make an unarmed attack against the target"

And on Page 187, under Touch-Only Attack  "If the intention of an attack is to simply make contact, whether to discharge a spell, plant a RFID tag, or just playing tag, than the attacker gains a +2 dice pool bonus. Additionally, if all that is needed is contact, the attacker and not the defender succeeds on a tie."

So either both of these entries referencing Touch Spells are wrong, and needs serious errata, or As part of casting a touch spell, you first make an unarmed attack +2 dice vs Target, and if you succeed, then you make the spellcasting vs their reaction + Intuition since it's Indirect, then they get to resist damage (which granted is a lot of dice rolls for Punch, as one of the only indirect touch spell).

Which one is actually the correct procedure?

He said Touch range combat spell. Presumably, with a spell like Reduce Attribute, you make the unarmed touch attack as per those rules.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Cyber-Dave on (00:21:53/10-02-13)
Is the listing for bows of 0-STR short range distance intentional? It seems very odd. First of all, it seems like a bows range should be based on its rank, not a character's STR. Second of all, based on all other existing patterns of progression, it seems like a bows short range should be Rank*2 or Rank*3, not 0-Rank (or STR). I mean, why does a bow have such a worse short range than a crossbow? For that matter, why does a bow and a thrown weapon have the same short range? That can't be right, can it? Is this a case of something needing errata, or is this intentional? And, if it is intentional, what is the logic?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (01:27:16/10-02-13)
Q A physical device slaved to a Host (belong in a WAN) always only have it's icon inside the host?




(p.234 , SR5)
As a result, all Matrix actions are performed at a Ė2 dice pool penalty when youíre using the public grid, even in a host.

(p. 246, SR5)
Hosts are part of the Matrix, so once youíre inside a host, the grid youíre on doesnít really matter.

The two statements seem to contradict each other.
One say that you (always) get -2 dice pool penalty if you jack in from the public grid (always bad connection) even if you are in a host and the other say that once you are inside a host it [really] does not matter which grid you came from (always good connection).

Q Is it a correct interpretation that the second statement mean that being inside a Host you no longer suffer cross-grid penalty and distance noise penalty (but you still suffer public grid penalty if you used the public grid while jacking into the matrix)?



Initiating as a magician requires an Arcana + Logic Extended test...
(p.325 SR5)
The time it takes to complete initiation is determined by an Arcana + Intuition [Astral] (initiate grade, 1 month) Extended Test.

So either both of these entries referencing Touch Spells are wrong, and needs serious errata, or As part of casting a touch spell, you first make an unarmed attack +2 dice vs Target, and if you succeed, then you make the spellcasting vs their reaction + Intuition since it's Indirect, then they get to resist damage (which granted is a lot of dice rolls for Punch, as one of the only indirect touch spell).
...or a third option would be that the target does not get to dodge indirect T combat spells after you made the connection with unarmed combat to touch the subject. The connection is already made - you can't dodge the spell. Spell defense would be rolled as a pool on it's own against the actual spellcast; possible reducing the damage or even cause the spell to fail/miss if you have enough spell defense hits.

(similar to targets does not get to dodge indirect LOS (A) combat spells. you are already inside the blast area - you can't dodge the spell. but spell defense is rolled as a defense pool of it's own).
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (18:03:19/10-02-13)
Q: Do items that take up capacity count as separate items when slaved to a master?

Examples:
Does an Ares Alpha containing a smartgun system (1), airburst link (2), and a bipod (3) count as 1 or 3 devices for the purposes of slaving?
How about a cyberarm with a Large Smuggling Compartment (1) and an SMG containing a smartgun system (2) and a silencer (3)?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (18:21:43/10-02-13)
Does being the Master of a Slaved device grant any degree of control over the Slaved Device?

Given that by definition you're either the owner of the slave or it's not in your PAN, I'd say that it doesn't grant any additional control; you were its owner before you slaved it.

So the Street Sam who slaves his smartgun to the Decker's deck to get the firewall bonus is in fact handing over ownership?

Yep.

Q: Does Virtual Machine help with Sharing?

Yep.

Initiating as a magician requires an Arcana + Logic Extended test, however no such test is mentioned for Submerging as a technomancer, nor is any timeframe provided. Does this mean that Submerging takes no time and requires no test, or is this up for Errata?

Errata is in process.

Quote
2: How does the Indirect Touch spell, Punch, work?

In the specific case of a touch-range combat spell, the Spellcasting test takes the place of the Unarmed attack. So you only need to make the Spellcasting Test, which is defended against by the target's Reaction + Intuition.

I find this answer odd, or a mistake, since on page 282, under Range, the book says "Some spells require you to Touch (T) the targetóif the target is unwilling, youíll need to make an unarmed attack against the target"

And on Page 187, under Touch-Only Attack  "If the intention of an attack is to simply make contact, whether to discharge a spell, plant a RFID tag, or just playing tag, than the attacker gains a +2 dice pool bonus. Additionally, if all that is needed is contact, the attacker and not the defender succeeds on a tie."

So either both of these entries referencing Touch Spells are wrong, and needs serious errata, or As part of casting a touch spell, you first make an unarmed attack +2 dice vs Target, and if you succeed, then you make the spellcasting vs their reaction + Intuition since it's Indirect, then they get to resist damage (which granted is a lot of dice rolls for Punch, as one of the only indirect touch spell).

Which one is actually the correct procedure?

In the specific case of a touch-range combat spell, the Spellcasting test takes the place of the Unarmed attack. So you only need to make the Spellcasting Test, which is defended against by the target's Reaction + Intuition.

Is the listing for bows of 0-STR short range distance intentional? It seems very odd. First of all, it seems like a bows range should be based on its rank, not a character's STR. Second of all, based on all other existing patterns of progression, it seems like a bows short range should be Rank*2 or Rank*3, not 0-Rank (or STR). I mean, why does a bow have such a worse short range than a crossbow? For that matter, why does a bow and a thrown weapon have the same short range? That can't be right, can it? Is this a case of something needing errata, or is this intentional? And, if it is intentional, what is the logic?

Answers, in order:
Yes. That's not a question. That's not a question either. Neither is that. Crossbows typically have a stronger pull than bows. Bows are fired in an arc, and that arc starts sooner than you think. Yes it can. It's intentional. The drop on a fired arrow starts out pretty quick; it's been my experience that even a three-meter shot doesn't go directly where you aim it on a bow with a thirty-pound draw (Rating 3-ish).

Q A physical device slaved to a Host (belong in a WAN) always only have it's icon inside the host?

No. In fact, there's no way by the current rules for that to happen. The device is outside the host, the same way the ACHE is outside the Space Needle--you can just see it from there.

Quote
Q Is it a correct interpretation that the second statement mean that being inside a Host you no longer suffer cross-grid penalty and distance noise penalty (but you still suffer public grid penalty if you used the public grid while jacking into the matrix)?

If you are on the public grid, you take a -2 penalty. If you entered the host from the public grid, that penalty comes along for the ride.

Q: Do items that take up capacity count as separate items when slaved to a master?

Examples:
Does an Ares Alpha containing a smartgun system (1), airburst link (2), and a bipod (3) count as 1 or 3 devices for the purposes of slaving?
How about a cyberarm with a Large Smuggling Compartment (1) and an SMG containing a smartgun system (2) and a silencer (3)?

If it's integral to the device, it's part of that device. If it's an accessory, it's a separate device. If it takes up Capacity, we're talking integrated.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Lobo on (10:40:16/10-03-13)
Q A physical device slaved to a Host (belong in a WAN) always only have it's icon inside the host?

No. In fact, there's no way by the current rules for that to happen. The device is outside the host, the same way the ACHE is outside the Space Needle--you can just see it from there.
Quote

Aaron - if that is the case, then what does this mean:

Page 246:

"The virtual space inside a host is separate from the
outside grid. When youíre outside of a host, you canít interact
directly with icons inside it, although you can still
send messages, make commcalls, and that sort of thing.
Once youíre inside, you can see and interact with icons
inside the host, but not outside (with the same caveat for
messages, calls, etc.)."

What devices are inside a Host then?
How does a spider who is inside a Host interact with the devices that are outside the Host  - does he have to leave the Host to do so?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (08:51:23/10-04-13)
Q: Can one implant more than one datajack, and if yes, does the Noise Reduction wireless bonus stack?
Example; Quantum Princess (SRM Season 5 contact) is shown as having two datajacks. What is the purpose of this if the bonuses do not stack?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (09:07:34/10-04-13)
Question got asked before, I think Aaron pondered an answer in another topic. As for why two: Plugging 2 different pieces of equipment into them, getting 1 Noise Reduction on each?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (09:14:56/10-04-13)
Michael; duly noted. I tried using the search function, but I couldn't find a clear answer. Also, I just noticed the fact that Quantum Princess has two of the buggers (heh), and wondered what that would mean for her if it ever came to a GM playing her in the CZ.

Also, since Noise Reduction is a wireless bonus that applies to all gear the runner is using (as per a previous answer in this thread), the Noise Reduction does not apply to "just" what's plugged into the datajack. How else would one explain that a runner with an implanted commlink AND datajack receives a noise reduction bonus, when the commlink clearly isn't plugged into the jack?

I'll try searching again, but I would very much appreciate it if Aaron had another go at this one. Cheers!

[EDIT]
Well, would you lookat that, I actually found it: http://forums.shadowruntabletop.com/index.php?topic=12597.msg232959#msg232959
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (09:35:04/10-04-13)
Noise Reduction is a wireless bonus that applies to all gear the runner is using (as per a previous answer in this thread)
I looked but cannot find an answer supporting that the Noise Reduction of a Datajack would apply to all gear, rather than solely the item implanted into it. Aaron might be able to give you an official clarification or an argument himself, I'll stay out of that debate.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (09:56:44/10-04-13)
you have 2 jacks to hardwire 2 devices at once.

(you only need 1 jack to get the wireless bonus).

If wireless bonus of the jack stack (not very likely) then i would get 8-10 jacks and never worry about noise ever again. Even when hacking devices on the other side of the world.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (10:01:15/10-04-13)
See answer from Aaron in other thread:
I see no reason why a second data jack wouldn't offer extra signal scrubbing, and neither have any of the other freelancers I've asked. I figure you've bought the thing with Essence and nuyen, so knock yourself out.

Also, his answer in this thread indicates that the Noise Reduction affects the gear a person is using, not just whatever is plugged in (which would be directly connected anyway, so what's the point of the wireless datajack bonus except to provide Noise Reduction for all gear the runner is using).
http://forums.shadowruntabletop.com/index.php?topic=11514.msg239527#msg239527
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Michael Chandra on (10:20:08/10-04-13)
Ah, so elsewhere. Yes, I know he made those comments. Like I said, staying out of that debate.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (10:43:58/10-04-13)
...so what's the point...
you have 2 jacks to hardwire 2 devices at once.
you can't hack a device that is directly connected with a wire.
with 2 jacks you can directly connect two devices.

do you have a link to the character that have two data jacks?


IF wireless bonus stack (unlikely) THEN all deckers would have multiple jacks.
Hacking any device in the world and in any spam or static zone without suffering noise penalty(?!)
- Yes please.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (10:49:19/10-04-13)
Last post on the subject for my sake, as my original question has been answered.

Michael; Duly noted. Thanks for pointing me in the right direction re: quote from Aaron!

Xenon, see quotes from and links to posts made by Aaron above.

As for the character, it's Quantum Princess, contact from the Season 5 SRM prep files. Get them for free at http://rpg.drivethrustuff.com/product/119272/Shadowrun-Missions-Season-5-Prep-Files

"Augmentations:Beta Cybereyes Rating 4 [Flare Comp, Image Link, Lowlight, Smartlink, Thermo, Vision Enhancement 3,
Vision Mag], Beta Datajack x 2, Beta Skilljack Rating 5"
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (14:16:38/10-04-13)
Q: Hydraulic Jacks (page 457) add their Rating to your limit for certain physical tests, but the wireless bonus is a fixed +1 dice pool; is this a typo and should the wireless bonus also be dependent on Rating, or is the dice pool bonus intended to always be +1?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: DigitalZombie on (17:26:55/10-04-13)
Statement: Only natural recovery can remove drain/fading damage, no medkits or magic can heal it.
Question: can boosts to natural healing, increase the natural healing dicepool and thereby assist in removing more drain/fading?
like medicine (and medicine boosted with medkits) increase body/willpower spells(as long as they are active during the whole natural recovery period, improved attribute body, rapid healing etc.

My reasoning: first aid with medkit uses are applied directly towards removing damage and therefor cant be used at healing drain. While medicine+medkit use doesnt heal any damage at all. (But gives an increased recovery pool, when the natural recovery test is taken) so even though many of those mentioned are either technological or magic, none of them actually "heals" any drain. 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (15:25:33/10-05-13)
Q: How are cybertorsos and cyberskulls treated if they are shells instead of limbs, as stated on page 455?
In other words, how are they treated for the purposes of:
1) having their own STR and AGI attributes
2) being a particular limb used for a test
3) being coordinated with arms and legs for a task
4) being enhanced with STR, AGI, and armor modifications
5) adding 1 physical condition monitor box
6) any other specific mention of "cyberlimb" in the book

Since they are specifically mention to be shells rather than replacements, what effect does this have in terms of game mechanics?

Q: Since cyberlimbs have their own attributes, do you use their attributes to calculate limits when using them for a test, either individually, as an average, or as the weakest limb?
Since cyberlimbs are augmentations, and augmentations can affect limits (as per page 100 under Final Calculations, "since many [derived mechanics] are adjusted by augmentations"), it logically follows that when a cyberlimb is used in a test they affect the relevant limit for that test. Otherwise, the rules become rather inconsistent.

Example A: A character with STR and AGI 3, and a single cyberarm with STR and AGI 6 fires a pistol one-handed. Does he get 1 or 2 points of Recoil Compensation, and rolls 3 or 6 + Pistols skill, using the accuracy of his pistol?
Example B: The same character throws a punch, leading the attack with his cyberarm and counting as using a particular limb for a test. Does he roll 3 or 6 + Unarmed skill, does he do 3P or 6P unmodified-DV, and is his physical limit calculated with 3 or 6 STR?

If the limb is not counted for the purposes of limits, then the mechanics have the potential to work out rather unfairly for the character who uses cyberlimbs for anything where physical limits are imposed.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: deek on (21:47:43/10-05-13)
On page 184, under Active Targeting, it mentions a vehicle/drone could break sensor contact with an Evade Detection action, but there is no other mention of such an action in the book. I can basically figure out it is just another Opposed Sensor Test, this time initiated by the vehicle/drone being targeted.  Since a normal Sensor Test is a Simple Action, is the Evade Detection also a Simple Action?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (22:28:01/10-05-13)
Q: When firing at a barrier, does penetrating weapons bypass the Structure + Armor rating test of the "Shooting through barriers" rules on page 197?

The example on page 198 seem to indicate this, but the rules seemingly contradict each other.

Q: Is surprise a situational event, or does it apply every time a combat is started?
Since Surprise is listed under Special Actions, it is my belief that surprise is situational and is applied as the GM sees fit, rather than at all times.

Q: What does being Unaware of an attack entail, and when can it occur?
The rules on defenders being unaware seems contradictory; on one hand, page 189 states that being unaware results in "no defense possible", while also stating that it "does not apply to defenders who are already engaged in combat" and then referencing the Superior Position rule on page 187. Furthermore, characters in cover gain a defense pool equal to the cover, +2 or +4. How should this rule be interpreted?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Cyber-Dave on (01:22:09/10-06-13)
Is the listing for bows of 0-STR short range distance intentional? It seems very odd. First of all, it seems like a bows range should be based on its rank, not a character's STR. Second of all, based on all other existing patterns of progression, it seems like a bows short range should be Rank*2 or Rank*3, not 0-Rank (or STR). I mean, why does a bow have such a worse short range than a crossbow? For that matter, why does a bow and a thrown weapon have the same short range? That can't be right, can it? Is this a case of something needing errata, or is this intentional? And, if it is intentional, what is the logic?

Answers, in order:
Yes. That's not a question. That's not a question either. Neither is that. Crossbows typically have a stronger pull than bows. Bows are fired in an arc, and that arc starts sooner than you think. Yes it can. It's intentional. The drop on a fired arrow starts out pretty quick; it's been my experience that even a three-meter shot doesn't go directly where you aim it on a bow with a thirty-pound draw (Rating 3-ish).

Cool. Thanks for the response! I have another question, on another subject.

Question: right now, there does not seem to be a reason to use autofire against a foe when you have surprised that foe, unless you are looking to divide multiple attacks up against the target; are there any plans to grant slight errata to the "rate of fire" rules so that there is some reason to burst fire or autofire against a surprised target when you only want to make a single attack against the target, or does the development team feel that the current benefit (in the form of being able to make multiple attacks against a target that cannot defend) is enough?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (08:29:06/10-07-13)
Since they are specifically mention to be shells rather than replacements...
Despite being a shell rather than a limb; both skull and toros are still Cyberlimbs, they are still listed in the Cyberlimbs table and still use Cyberlimbs rules.

(unless a more detailed rule say so; melee cyberguns for example can only be installed in cyberarms. That mean you can not install them in cyberlegs, cybertorso or cyberskull).

...do you use their attributes to calculate limits when using them for a test, either individually, as an average, or as the weakest limb?
There are 3 options here. It depend on the test.

1) Shooting a light pistol use the agility and strength of the arm and the limit of your weapon even if the rest of your body have higher or lower agility, strength or physical limit.

2) Shooting an assault rifle use the average agility and strength of your left and your right arm (round up) and the limit of your weapon even if the rest of your body have higher or lower agility, strength or physical limit.

3) Using your arms to lift something really heavy from the ground use the weakest rating of your right leg, left leg, torso, left arm and right arm. Since this is an attribute test there is no limit so for this test it does not matter what your physical limit is.

Q: Is surprise a situational event...
Yes.
If there is a surprise situation it is most often at start of combat but combat can start without anyone taking a surprise test. GM can also call for a surprise test after combat started.

Q: What does being Unaware of an attack entail...
Defender does not roll reaction + intuition when defending against an attack. If defender is behind cover then defender roll a total dice pool of 2 dice for 25-50% cover or 4 dice for >50% cover.

...and when can it occur?
When defender is unaware of the attacker. For example melee successfully sneak up behind the character before combat started, Ranged attack from behind, Sniper from far far away, Defender can't see the attacker due to total darkness or being fully concealed behind cover.

A surprised character also fall under this category but only against targets he is surprised by.

...characters in cover gain a defense pool equal to the cover, +2 or +4. How should this rule be interpreted?
A character that is unaware of the attacker (see above) will not roll reaction + intuition when defending against an attack. He does, however, still roll a total dice pool of 2 dice if he got 25-50% cover or 4 dice if he got >50% cover.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (09:00:26/10-07-13)
All due respect, Xenon, but we already know our differences of opinion on some of these topics. I asked in this thread in order to hopefully get more clarification from some of the sources regarded as more official than you and I.

All I'm saying.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Cyber-Dave on (10:10:31/10-07-13)
I, too, actually have a question about the "Unaware of an Attack" rules. My question is specific to the following sentence: "This does not apply to defenders who are already engaged in combat (see Character Has Superior Position, p. 187)." That sentence is being interpreted in two different ways on the boards. The way I read it is follows: the main clause, that the condition does not apply to defenders who are already engaged in combat, is always true. The parenthetical modification supplies extra information, which allows melee attackers to gain a dice pool benefit from perceptual advantage, but in no way shape or form stops the main clause from always being true. A few other posters seem to believe that the parenthetical modification makes the main clause only true when the parenthetical modification is applicable. In other words, if you are not attacking with a melee weapon it is possible for your target to still be unaware of the attack during combat. Which interpretation of that sentence is correct by the Rules as Intended? 
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: RHat on (12:40:45/10-07-13)
(In point of fact, if you're already debating the subject with someone, it is simply inappropriate to "answer" them here, since you're actually just bringing the debate over to this thread, not providing an answer or clarification)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Cyber-Dave on (12:48:48/10-07-13)
(Ok. Sorry about that. I self-moderated my responses and deleted them.)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (13:46:15/10-07-13)
Q: How does one use the Complex Action Use Skill: Leadership?
The rules state that by using a complex action (presumably Use Skill) you can use Leadership for one of four effects; Command, Direct, Inspire, and Rally.

Command, Direct, and Rally all seem straight forward; the character uses the Use Skill Complex Action, rolls Charisma + Leadership [Social], then hits apply in various forms. But the Inspire function has a curious effect, in that net hits "act as a Teamwork Test for your subordinates' Surprise Test for the rest of the Combat Turn.

A Teamwork Test adds net hits as dice to the focus' (in this case subordinates) dice pool. How would you be able to take a Complex Action to aid subordinates before being Surprised? Or do they get to roll extra dice after the surprise test, effectively changing the sequence of surprise?

[EDIT]
If wearing multiple pieces of gear providing AV, which armor modifications apply?
The rules for "Armor and encumbrance" on page 169 states that only "the value of the highest armor piece applies for determining armor applies". Then, under "Specialized protection" on the same page, it is stated that "additional protection is used along with the modified Armor values to determine total Armor against an attack.".

Does this mean that only the modifiers on the highest armor value piece apply regardless of circumstance, or do you get to choose?

For example:
Character A is wearing Armored Clothes (AV6) and an Armor Jacket (AV12).

1. The AV6 item has Chemical Protection 6 and the AV12 item has Nonconductivity 6 and Insulation 6. He is hit by a sword coated in a contact vector toxin; does he roll AV12 + BOD for the melee damage resist, and then BOD + WIL + Chemical Protection 6?
2. The AV6 item has Fire Resistance 6 and the AV12 item has Nonconductivity 6 and Insulation 6. He is hit by a fire based attack; does he roll AV12 - AP, or can he choose to roll AV6 - AP + Fire Resistance 6?

Q: When wearing multiple pieces of armor that provides the same AV, can you choose which AV to use
Similar question as the above, but with two distinct differences.

1. If a character wears an Armored Vest over an Urban Explorer Jumpsuit, or a Lined Coat over a Chameleon Suit, can he choose which item to use? (this could potentially matter for acid and cold attacks, which have the potential to damage the armor piece)
2. As 1, but this time the character has armor pieces with modifications; would the modification be included in the AV calculation (so AV9 - AP 5 electrical = 4 vs AV9 - AP 5 electrical + Insulation 6 = (9 or 10, depending on reading) for example)
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (12:05:08/10-09-13)
Q Is it actually intended that an awakened character that initiate (but does not spend karma to raise magic rating, common for [Physical] Adepts) is harder to heal with magic?
(SR5, p288)
...this means you take a dice pool modifier equal to the targetís actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.

Q What augmentations, drugs or magic enhancements increase Matrix AR Initiative?
(I would like to think that Matrix AR Initiative is the same as your [Physical] Initiative as you can mix physical and AR actions in a combat turn - or maybe even take a simple physical action and a simple AR action in the same action phase. Table on SR5 p.101 list Initiative and Matrix AR Initiative at two different rows and in that table there is no comment for augmentation bonuses on Matrix AR Initiative but it is for [Physical] Initiative).

Q What augmentations, drugs or magic enhancements -if any- increase Matrix VR Initiative (Cold Sim and Hot Sim)?



...How would you be able to take a Complex Action to aid subordinates before being Surprised?
You use inspire before attacking (and rally while in combat).

...can you choose which AV to use...
(SR5, p169)
...the value of the highest armor piece applies for determining Armor
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Sichr on (13:46:38/10-09-13)
It was nice, when FAQs in this thread were to be answered by Aaron, not just by another forums member.
IIRC:
We're putting together the FAQ for Shadowrun, 5th Edition. We've already been scraping questions from the various SR5 threads, but we could always use more questions, so if you have any questions about how the game works, please chime in!

While some questions might be answered in this thread, it's mainly for the collection of questions, so please bear with us if folks aren't able to answer right away.

And yeah, I know it's still a couple days from the PDF release, but this thread will still be open when it becomes available. Ditto for the dead tree version.

Just saying...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: deek on (19:37:09/10-09-13)
Quick question on reach.  Say a character has +3 reach, does that mean he is engaging the opponent 3m out or are they adjacent (say within a meter) and the 3m is just relevant for determining intercept range?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: JackVII on (08:21:45/10-10-13)
It was nice, when FAQs in this thread were to be answered by Aaron, not just by another forums member.
In all fairness, they did consolidate the Rules Clarifications and FAQ threads into one. I don't think anyone affiliated with CGL ever answered questions in the RC thread, it was mostly posters.

But I fully agree. Can we all agree that this thread should serve as a compendium of questions? If there is or has been a discussion about the question elsewhere in the Forum and/or if Aaron has previously answered a question, can we just LINK to that discussion/answer rather than starting arguments over interpretation in this thread?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Carmody on (08:30:18/10-10-13)
Q Is it actually intended that an awakened character that initiate (but does not spend karma to raise magic rating, common for [Physical] Adepts) is harder to heal with magic?
(SR5, p288)
...this means you take a dice pool modifier equal to the targetís actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.

Initiation increases the Magic attribute maximum, not the Essence maximum. So it has no effect on magical healing.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (03:50:23/10-11-13)
Q: How does toxins with multiple vectors affect the toxin resistance test?

In other words, can you apply multiple pieces of protective gear against such toxins?
Quote from: Page 409, Using Toxins: (emphasis mine)
When a toxin comes into play, note its Speed to determine when it takes effect. At the end of the appropriate Combat Turn, the victim makes a Toxin Resistance Test to see if the toxin takes effect. This test uses Body + Willpower + the rating of any protective gear/systems; each hit reduces the toxinís Power by 1 point.
So a character hit by CS/Tear Gas (Contact and Inhalation vectors) could roll Body + Willpower + Chemical Protection + Respirator, as opposed to just adding dice equal to the rating of Chemical Protection OR Respirator, correct?

Q: How big is a non-implanted simrig device?
There is little information on this in the rulebook, so it'd be nice to know if I'm carrying around a credstick sized, item, something a little bigger like a cyberdeck, or even larger like a rating 4 or higher medkit.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: rizzo on (08:20:06/10-11-13)
Some question:

1. Is your answers are "official" answers from the SR5 developer group?

2. How chargen skill limit works: (A) Summary of skill and improved ability adept power should be less or equal to chargen skill limit 6(7) or (B) improved ability can increase the skill over the chargen skill limit?

3. Analytical Mind quality: "This quality gives the character a +2 dice pool modifier to any Logic Tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles."
Does the character get +2 for all of her Logic test (and the listing is only a filler text) (A), or she can get the bonus only those Logic tests, where she has to recognize patterns or analyze evidences or etc. (B) ?

4. Gearhead quality: "She also receives a +2 dice pool modifier when attempting difficult maneuvers or stunts in the vehicle. This bonus lasts for 1D6 minutes."
How long this ablity's cooldown? If it isnt time based, what event triggers the cooldown of this ability? Pilot has to rest, or just a new action or vehicled fight or something else?

5. Weapon mount and clip size: "Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo."
How does it work? The smaller sized weapon get bigger clip (A), or some automat changes the standard clips (B), or the weapon is modified to belt (C), or you have to change the small clips by hand (D), or other way?

6. If an extended test has not treshold does it mean, the dice pool doesnt decreasing after every throw? (for example at Natural Recovery)

Thank you!
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Bach_The_Fox on (08:53:53/10-13-13)
Hi! Hunting around for these questions on the boards and elsewhere, and not seeing it. Would appreciate anyone's input.

Main Q: Can I hack a commlink and have it turn on a device that is slaved to it (that currently has wireless off)?

These are the assumption questions that need to be answered for a yes to the main question.

Q: Can a device be slaved if it's wireless is off? (if not, that mean it needs to be re-slaved each time it's rebooted or turned on; that doesn't seem to be the case)
Q: Where does the command to turn on a wireless device originate from? (I assume if it's slaved, from the commlink it's slaved to, but this is the part I am least sure of)
Q: Is control device or spoof the appropriate matrix action? If neither, IS there an appropriate matrix action?

My goal is proactive grenade defense...by hacking the commlink of the guy with wireless grenades slaved, turning them on, then turning him off.  ;D
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Ryo on (13:25:23/10-13-13)
Slaving requires the two devices can communicate, so if the wireless on the grenades are off, the only way it could be slaved is if the guy has a direct connection cable plugged into them, which doesn't strike me as likely.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (17:32:58/10-13-13)
Q: What happens if you fire a cybergun installed in your arm while wearing a pair of AR or Gecko Gloves?

And for that matter;

Q: How long does it take to ready a cybergun?
In other words does a cybergun even require readying, and if it does is it a free, simple, or complex action to do so? Can a cybergun be quick-drawn? So many questions, so little time...
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (08:51:55/10-14-13)
Q A physical device slaved to a Host (belong in a WAN) always only have it's icon inside the host?

No. In fact, there's no way by the current rules for that to happen. The device is outside the host, the same way the ACHE is outside the Space Needle--you can just see it from there.

Aaron - if that is the case, then what does this mean:

Page 246:

"The virtual space inside a host is separate from the
outside grid. When youíre outside of a host, you canít interact
directly with icons inside it, although you can still
send messages, make commcalls, and that sort of thing.
Once youíre inside, you can see and interact with icons
inside the host, but not outside (with the same caveat for
messages, calls, etc.)."

What devices are inside a Host then?
How does a spider who is inside a Host interact with the devices that are outside the Host  - does he have to leave the Host to do so?


It means this:

Page 233:

"If you are in a host that has a WAN, you are considered directly connected to all devices in the WAN."

The device isn't in the host, but you can still access it as though you were directly connected to the device.

Q: Can one implant more than one datajack, and if yes, does the Noise Reduction wireless bonus stack?
Example; Quantum Princess (SRM Season 5 contact) is shown as having two datajacks. What is the purpose of this if the bonuses do not stack?

Yes and yes.

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (09:14:08/10-14-13)
Q: Hydraulic Jacks (page 457) add their Rating to your limit for certain physical tests, but the wireless bonus is a fixed +1 dice pool; is this a typo and should the wireless bonus also be dependent on Rating, or is the dice pool bonus intended to always be +1?

The rules definitely say that you get a flat +1 dice pool bonus. You might want to post in the errata thread, just to be sure.

Statement: Only natural recovery can remove drain/fading damage, no medkits or magic can heal it.
Question: can boosts to natural healing, increase the natural healing dicepool and thereby assist in removing more drain/fading?
like medicine (and medicine boosted with medkits) increase body/willpower spells(as long as they are active during the whole natural recovery period, improved attribute body, rapid healing etc.

Yes. A good guideline would be to make sure that all the healing comes from the patient's Body + Willpower or Body x 2 Test.

Q: How are cybertorsos and cyberskulls treated if they are shells instead of limbs, as stated on page 455?
In other words, how are they treated for the purposes of:
1) having their own STR and AGI attributes
2) being a particular limb used for a test
3) being coordinated with arms and legs for a task
4) being enhanced with STR, AGI, and armor modifications
5) adding 1 physical condition monitor box
6) any other specific mention of "cyberlimb" in the book

Since they are specifically mention to be shells rather than replacements, what effect does this have in terms of game mechanics?

There's no real mechanical difference; the book describes the cybertorso and cyberskull as shells to indicate that while they fall under the mechanical category of "cyberlimb," they aren't actually limbs. All rules that apply to cyberlimbs also apply to cybertorsos and cyberskulls.

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Q: Since cyberlimbs have their own attributes, do you use their attributes to calculate limits when using them for a test, either individually, as an average, or as the weakest limb?
Since cyberlimbs are augmentations, and augmentations can affect limits (as per page 100 under Final Calculations, "since many [derived mechanics] are adjusted by augmentations"), it logically follows that when a cyberlimb is used in a test they affect the relevant limit for that test. Otherwise, the rules become rather inconsistent.

Cyberlimbs are not included in inherent limit calculations.

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If the limb is not counted for the purposes of limits, then the mechanics have the potential to work out rather unfairly for the character who uses cyberlimbs for anything where physical limits are imposed.

I'm not sure if this is a question, but you're right. There's a difference between having a buffed cyberlimb and knowing how to use it effectively.

On page 184, under Active Targeting, it mentions a vehicle/drone could break sensor contact with an Evade Detection action, but there is no other mention of such an action in the book. I can basically figure out it is just another Opposed Sensor Test, this time initiated by the vehicle/drone being targeted.  Since a normal Sensor Test is a Simple Action, is the Evade Detection also a Simple Action?

This one should be posted in an errata thread. If I was your GM, I'd call it a use of a skill and make it a Complex Action.

Q: When firing at a barrier, does penetrating weapons bypass the Structure + Armor rating test of the "Shooting through barriers" rules on page 197?

The example on page 198 seem to indicate this, but the rules seemingly contradict each other.

When a penetrating weapon strikes a target, it passes through the barrier causing a small amount of damage. Per the same rule, the GM could decide that it takes no damage at all. One way to determine this is to have the barrier resist the damage normally, although if the barrier isn't all that important to the action you can safely skip so much dice rolling.

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Q: Is surprise a situational event, or does it apply every time a combat is started?
Since Surprise is listed under Special Actions, it is my belief that surprise is situational and is applied as the GM sees fit, rather than at all times.

It is situational and can happen at any time during a fight.

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Q: What does being Unaware of an attack entail, and when can it occur?

If you are not expecting an attack from the direction it is coming, you are unaware of the attack. This rarely happens once combat is in full swing, except in cases where an ally turns against you or an attack comes from a quarter you had no reason to believe wasn't secure (like through a solid wall).

Question: right now, there does not seem to be a reason to use autofire against a foe when you have surprised that foe, unless you are looking to divide multiple attacks up against the target; are there any plans to grant slight errata to the "rate of fire" rules so that there is some reason to burst fire or autofire against a surprised target when you only want to make a single attack against the target, or does the development team feel that the current benefit (in the form of being able to make multiple attacks against a target that cannot defend) is enough?

There probably won't be any errata on the subject, but there just might be some advanced firearm rules coming out in a future release (which might have the initials R&G).

Title: Re: [SR5] Rules Clarifications and FAQ
Post by: martinchaen on (09:44:13/10-14-13)
Q: How are cybertorsos and cyberskulls treated if they are shells instead of limbs, as stated on page 455?
In other words, how are they treated for the purposes of:
1) having their own STR and AGI attributes
2) being a particular limb used for a test
3) being coordinated with arms and legs for a task
4) being enhanced with STR, AGI, and armor modifications
5) adding 1 physical condition monitor box
6) any other specific mention of "cyberlimb" in the book

Since they are specifically mention to be shells rather than replacements, what effect does this have in terms of game mechanics?

There's no real mechanical difference; the book describes the cybertorso and cyberskull as shells to indicate that while they fall under the mechanical category of "cyberlimb," they aren't actually limbs. All rules that apply to cyberlimbs also apply to cybertorsos and cyberskulls.
Does that mean cybertorsos and cyberskulls count as limbs for the purposes of calculating the average and/or value of weakest limb when "careful coordination of several limbs" are required or not? Take skills like Gymnastics (used for a Dodge intercept action, for instance), Swimming or running (just regular swimming and running). In other words, is a cybertorso with STR and AGI of equal or greater value as other cyberlimbs required to maximize potential gain?

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Q: Since cyberlimbs have their own attributes, do you use their attributes to calculate limits when using them for a test, either individually, as an average, or as the weakest limb?
Since cyberlimbs are augmentations, and augmentations can affect limits (as per page 100 under Final Calculations, "since many [derived mechanics] are adjusted by augmentations"), it logically follows that when a cyberlimb is used in a test they affect the relevant limit for that test. Otherwise, the rules become rather inconsistent.

Cyberlimbs are not included in inherent limit calculations.
I'm going to have to ask for some more clarification here; why is this (see below)?

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If the limb is not counted for the purposes of limits, then the mechanics have the potential to work out rather unfairly for the character who uses cyberlimbs for anything where physical limits are imposed.

I'm not sure if this is a question, but you're right. There's a difference between having a buffed cyberlimb and knowing how to use it effectively.
As with the above, this seems highly illogical; a character with low "natural" Strength and Agility but two cyberarms at Rating 9 Agility and Strength can fire a high-accuracy rifle (limits at 9 and up) with pin-point accuracy and with little-to-no recoil penalty, but doesn't know how to throw a simple punch (limit difference of 4+)?

As per the above, why is it that cyberlimbs, when used solely, as an average, and/or in a calculation of lowest rating, do not affect limits for tests that expressly uses said cyberlimb attributes (for better or for worse, for that matter)?

Thank you for the rest of your answers, as always much appreciated. Feel free to let me know if I'm nitpicking too much, but some of these rules just make absolutely zero logical sense to me.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (09:48:33/10-14-13)
I, too, actually have a question about the "Unaware of an Attack" rules. My question is specific to the following sentence: "This does not apply to defenders who are already engaged in combat (see Character Has Superior Position, p. 187)." That sentence is being interpreted in two different ways on the boards. The way I read it is follows: the main clause, that the condition does not apply to defenders who are already engaged in combat, is always true. The parenthetical modification supplies extra information, which allows melee attackers to gain a dice pool benefit from perceptual advantage, but in no way shape or form stops the main clause from always being true. A few other posters seem to believe that the parenthetical modification makes the main clause only true when the parenthetical modification is applicable. In other words, if you are not attacking with a melee weapon it is possible for your target to still be unaware of the attack during combat. Which interpretation of that sentence is correct by the Rules as Intended? 

Once you're in combat, you're pretty much expecting an attack from anywhere. The only times you'll be unaware of an attack is if it comes from somewhere you were certain was safe, as with an ally turning on you, or perhaps a bush that you thought was cover but turned out to be an Awakened carnivorous plant ...

Q: How does one use the Complex Action Use Skill: Leadership?
The rules state that by using a complex action (presumably Use Skill) you can use Leadership for one of four effects; Command, Direct, Inspire, and Rally.

Command, Direct, and Rally all seem straight forward; the character uses the Use Skill Complex Action, rolls Charisma + Leadership [Social], then hits apply in various forms. But the Inspire function has a curious effect, in that net hits "act as a Teamwork Test for your subordinates' Surprise Test for the rest of the Combat Turn.

A Teamwork Test adds net hits as dice to the focus' (in this case subordinates) dice pool. How would you be able to take a Complex Action to aid subordinates before being Surprised? Or do they get to roll extra dice after the surprise test, effectively changing the sequence of surprise?

Since surprise can happen at ANY TIME (see, you didn't see that coming), you can substitute the Surprise Test with your Leadership Test. Your team is better prepared for sudden changes in the situation.

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If wearing multiple pieces of gear providing AV, which armor modifications apply?
The rules for "Armor and encumbrance" on page 169 states that only "the value of the highest armor piece applies for determining armor applies". Then, under "Specialized protection" on the same page, it is stated that "additional protection is used along with the modified Armor values to determine total Armor against an attack.".

Use the best protection for the attack you're resisting on a case-by-case basis. On the other hand ...

Q: When wearing multiple pieces of armor that provides the same AV, can you choose which AV to use
[/quote]

If your armor is doing the resisting (as with cold or acid attacks), then the armor on the outside (farthest from your tender skin) is the subject of the effect.

Q Is it actually intended that an awakened character that initiate (but does not spend karma to raise magic rating, common for [Physical] Adepts) is harder to heal with magic?
(SR5, p288)
...this means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.

Initiation doesn't increase your Essence, just your maximum Magic rating, which doesn't have anything to do with Essence health spells.

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Q What augmentations, drugs or magic enhancements increase Matrix AR Initiative?

All of them. Your AR Initiative is the same as your physical Initiative because while everything happening is virtual, the AR controls and displays are, at least for you, in physical space.

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Q What augmentations, drugs or magic enhancements -if any- increase Matrix VR Initiative (Cold Sim and Hot Sim)?

Anything that raises your Intuition, basically.

Quick question on reach.  Say a character has +3 reach, does that mean he is engaging the opponent 3m out or are they adjacent (say within a meter) and the 3m is just relevant for determining intercept range?

The physical measurement (1m times Reach) is only for interception (p. 194, SR5). Your Reach 3 character can intercept anyone who comes within 4 meters.

Q: How does toxins with multiple vectors affect the toxin resistance test?

In other words, can you apply multiple pieces of protective gear against such toxins?

Nope. Only the best one (or the worst one if your GM hates you).

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Q: How big is a non-implanted simrig device?
There is little information on this in the rulebook, so it'd be nice to know if I'm carrying around a credstick sized, item, something a little bigger like a cyberdeck, or even larger like a rating 4 or higher medkit.

It can fit into a commlink, so it's not that big. Put it between a credstick and a cell phone.

Some question:

1. Is your answers are "official" answers from the SR5 developer group?

They're as official as I can make them. I worked on the book and on the rules committee that came up with the rules before the book was written. I'm working on the Shadowrun FAQ that will be released once Line Developer Jason M. Hardy has a chance to look it over. Those answers I'm not 100% certain about I vet with Jason and the folks who work on Shadowrun. I never post an answer that I think might be contradicted in a future update. Other than that, you get what you pay for.

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2. How chargen skill limit works: (A) Summary of skill and improved ability adept power should be less or equal to chargen skill limit 6(7) or (B) improved ability can increase the skill over the chargen skill limit?

Yep, to the maximum that ability allows (natural rating x 1.5).

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3. Analytical Mind quality: "This quality gives the character a +2 dice pool modifier to any Logic Tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles."
Does the character get +2 for all of her Logic test (and the listing is only a filler text) (A), or she can get the bonus only those Logic tests, where she has to recognize patterns or analyze evidences or etc. (B) ?

The dice pool modifier from Analytical Mind applies only to those tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles. The list is not filler text.

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4. Gearhead quality: "She also receives a +2 dice pool modifier when attempting difficult maneuvers or stunts in the vehicle. This bonus lasts for 1D6 minutes."
How long this ablity's cooldown? If it isnt time based, what event triggers the cooldown of this ability? Pilot has to rest, or just a new action or vehicled fight or something else?

The "cooldown" of this power is after the vehicle that's been pushed to its limits has had some maintenance performed on it. Pushing a vehicle isn't like pushing a mount; it doesn't heal between sessions.

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5. Weapon mount and clip size: "Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo."
How does it work? The smaller sized weapon get bigger clip (A), or some automat changes the standard clips (B), or the weapon is modified to belt (C), or you have to change the small clips by hand (D), or other way?

The weapon is modified to feed ammunition from an internal magazine. For some weapons it's a belt, for others it's a drum, for still others it's something completely unique to the weapon.

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6. If an extended test has not treshold does it mean, the dice pool doesnt decreasing after every throw? (for example at Natural Recovery)

That's been asked and answered a few times. For natural recovery, the pool decreases after every throw until you're fully healed or you discover that you need medical attention. It's possible that this will be changed with future errata, but I have no information either way, so I'm sticking to what the rules say.

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Thank you!

You're welcome!

Hi! Hunting around for these questions on the boards and elsewhere, and not seeing it. Would appreciate anyone's input.

Main Q: Can I hack a commlink and have it turn on a device that is slaved to it (that currently has wireless off)?

These are the assumption questions that need to be answered for a yes to the main question.

Q: Can a device be slaved if it's wireless is off? (if not, that mean it needs to be re-slaved each time it's rebooted or turned on; that doesn't seem to be the case)
Q: Where does the command to turn on a wireless device originate from? (I assume if it's slaved, from the commlink it's slaved to, but this is the part I am least sure of)
Q: Is control device or spoof the appropriate matrix action? If neither, IS there an appropriate matrix action?

My goal is proactive grenade defense...by hacking the commlink of the guy with wireless grenades slaved, turning them on, then turning him off.  ;D

Main A: No. A commlink isn't a user, it's a device. Devices can't own other devices, even when they're a master in a PAN.

A: It's not technically slaved when it's off, but can be set to re-slave by the owner when it turns back on. The master-slave relationship doesn't have to end when you power something down.
A: The owner of the devices (which, incidentally, has to be the same for both master and slave).
A: I'm not sure what you're asking. I imagine the Grid Overwatch Division considers Spoofing to be inappropriate at pretty much all times, and the Control Device action can be rather rude depending on the circumstances.

Q: What happens if you fire a cybergun installed in your arm while wearing a pair of AR or Gecko Gloves?

And for that matter;

Q: How long does it take to ready a cybergun?
In other words does a cybergun even require readying, and if it does is it a free, simple, or complex action to do so? Can a cybergun be quick-drawn? So many questions, so little time...

"Smaller cyberguns fire through a hidden port in the palm or knuckles, while larger cyberguns fold back the user’s hand at the wrist." (p. 458, SR5) That, I hope, answers your question about the gloves.

Arguably, a cybergun is always readied. You might need a Free Action to release the safety.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Crunch on (09:53:34/10-14-13)
Aaron, are you sure that you meant to say that the Augmented Maximum applies to SKILLS?
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (10:05:41/10-14-13)
Does that mean cybertorsos and cyberskulls count as limbs for the purposes of calculating the average and/or value of weakest limb when "careful coordination of several limbs" are required or not? Take skills like Gymnastics (used for a Dodge intercept action, for instance), Swimming or running (just regular swimming and running). In other words, is a cybertorso with STR and AGI of equal or greater value as other cyberlimbs required to maximize potential gain?

If your GM thinks your cybertorso or cyberskull should be included for the purposes of calculating the average and/or value of the weakest limb when "careful coordination of several limbs" is required, then it is. Otherwise, it's not.

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As with the above, this seems highly illogical; a character with low "natural" Strength and Agility but two cyberarms at Rating 9 Agility and Strength can fire a high-accuracy rifle (limits at 9 and up) with pin-point accuracy and with little-to-no recoil penalty, but doesn't know how to throw a simple punch (limit difference of 4+)?

I'm sure there are plenty of Web sites that describe in intricate detail the physical mechanics of throwing a punch (a process that involves core muscles, balance, and follow through) and those that describe the mechanics of using a firearm (lining up the weapon, steadying unnecessary movement, squeezing the trigger smoothly). Case in point: compare the best recommended stances for punching and sniping. Suffice it to say that the two tasks are, indeed, different, and that the rules take different approaches to each as a result.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Aaron on (10:07:11/10-14-13)
Aaron, are you sure that you meant to say that the Augmented Maximum applies to SKILLS?

I am absolutely certain that I didn't. =i)

Post edited. Thanks for catching that.
Title: Re: [SR5] Rules Clarifications and FAQ
Post by: Xenon on (13:58:15/10-14-13)
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