Shadowrun
Shadowrun Missions Living Campaign => Living Campaign Discussion => Topic started by: Bull on <09-17-13/0654:55>
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Ok gang, we have the official release for Season 5's prep files. The FAQ has been tweaked a little since the v0.99 release, adding in a few clarifications people have requested. The Contacts list is about the same, just all prettied up. The Calendar has been updated to a new style (though remains about the same as Seasons 3 and 4), and the Transfer Log to prep for Prime Missions is now available. :)
You can grab these on DriveThruRPG (http://rpg.drivethrustuff.com/product/119272/Shadowrun-Missions-Season-5-Prep-Files?) or on the Battleshop (http://www.battlecorps.com/catalog/product_info.php?cPath=28_187_215&products_id=3242).
There's also a sneak peek of the cover art for SRM 5A-01: Chasin' the Wind over on the SR Missions Facebook page (https://www.facebook.com/SRMissions).
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Nice. Thanks for getting all this together!
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The link doesn't work for me( I get the "Your order has no items!" message. Found the thing myself though.
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Updated the links in Bull's post.
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Thanks!
BtW, Simon Andrews misses his Initiative stat.
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Nah, he just goes whenever he wants. ;)
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I see the Max Starting Loyalty for some contacts still allows you to exceed the core rulebook's 7-Karma limit - bug or feature?
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"Players may purchase normal, alpha, and used cyberware at character creation, but not beta or deltaware." <-- No mention of bioware present.
I see Unsteady Hands was added. :)
I like the way it says anything without explicit expiration date requires buying hits. Interesting solution for Binding by the way. :)
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On the Incompetent quality, Biotech should not be on that list of "questionable" choices, as it is definitely one that is potentially useful to any character since First Aid is a part of it.
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On the Incompetent quality, Biotech should not be on that list of "questionable" choices, as it is definitely one that is potentially useful to any character since First Aid is a part of it.
I would have agreed with this until it was pointed out to me that your ranks in first aid cap the number of boxes you can heal, so there is no real benefit over a medkit until you put 3 or 4 points in. I say that was the right call.
Outdoors includes navigation, which can be useful in a city, but I see what he is saying and why they are banned as qualities.
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I would have agreed with this until it was pointed out to me that your ranks in first aid cap the number of boxes you can heal, so there is no real benefit over a medkit until you put 3 or 4 points in. I say that was the right call.
Really? Where in the rules is that?
A4BG, since you can buy an R6 medkit for 1500¥ and have it roll 12 dice with a limit of 6 in wireless mode, Biotech seems questionable to me if it's just for First Aid.
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Can I buy (fill in the blank)?
If the gear is legally available (has no Availability rating), you can buy it from your local Stuffer Shack, Weapons World, or Kong-Walmart at any time, provided you have the available nuyen. Gear with an Availability rating isn’t as readily available, and as such you need to go looking for it, or have your contacts go looking for it.
If you go looking for a piece of gear, use the standard Availability Test rules (see p. 418, SR5) and mark off the appropriate amount of time on your Missions Calendar. Note that you can only search for one item at a time, as this represents you physically going out and looking for the item, spending time making phone calls, talking with people, buying them drinks, etc.
If you wish to have contacts purchase additional items during a single downtime, use the standard rules for determining what items they can find, and how long it takes (see p. 418, SR5). Since you won’t always know the skills and attributes of all your contacts, all contacts instead use their Loyalty instead of Charisma attribute and Connection in place of their Negotiation skill for the Availability test.
You cannot buy used gear.
So, does this mean character-bought contacts are effectively useless for buying gear with an Availability of 8+? The section on Black Market Goods describes it as an opposed test of Negotiation (which is Connection) + Charisma (which is Loyalty) versus the item's availability rating. The maximum amount of dice a starting contact can have is 7 (6 Loyalty and 1 Connection, 1 Loyalty and 6 Connection, or something in the middle). This means they can only buy 1 hit, while an Availability 8 item gets 2 hits.
Basically, unless you're a troll with the social grace of a rabid wolverine, it's going to be easier and cheaper to ignore your contacts and search for the item yourself...or go to another player's face character and bribe him to get the items for you. I could see an optimized face (20 dice is possible at character creation) swimming in Nuyen from purchasing items for others and charging a small premium.
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Contacts also receive their Connection in bonus dice on Negotiation tests according to the Core book. So basically they have Connectionx2+Loyalty. This means that with 5/2 contacts, anything up to Availability 15 is an option and if you get one to 5/4 after a few Missions you can pay 50% extra for everything below 20.
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It might be good to put that in the FAQ, then. Also, an example would be nice...
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I would have agreed with this until it was pointed out to me that your ranks in first aid cap the number of boxes you can heal, so there is no real benefit over a medkit until you put 3 or 4 points in. I say that was the right call.
Really? Where in the rules is that?
A4BG, since you can buy an R6 medkit for 1500¥ and have it roll 12 dice with a limit of 6 in wireless mode, Biotech seems questionable to me if it's just for First Aid.
Negative. You would be completely unable to use the skill at all, even with the med kit.
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I would have agreed with this until it was pointed out to me that your ranks in first aid cap the number of boxes you can heal, so there is no real benefit over a medkit until you put 3 or 4 points in. I say that was the right call.
Really? Where in the rules is that?
A4BG, since you can buy an R6 medkit for 1500¥ and have it roll 12 dice with a limit of 6 in wireless mode, Biotech seems questionable to me if it's just for First Aid.
Negative. You would be completely unable to use the skill at all, even with the med kit.
Like I said, have "it" roll 12 dice. My point isn't that you'd be able to use a medkit, my point is you wouldn't have to:
Wireless: The Medkit provides a dice pool bonus equal to its rating to First Aid + Logic tests, or can operate itself with a dice pool of Medkit Rating x 2 and a limit equal to its Rating.
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I would have agreed with this until it was pointed out to me that your ranks in first aid cap the number of boxes you can heal, so there is no real benefit over a medkit until you put 3 or 4 points in. I say that was the right call.
Really? Where in the rules is that?
A4BG, since you can buy an R6 medkit for 1500¥ and have it roll 12 dice with a limit of 6 in wireless mode, Biotech seems questionable to me if it's just for First Aid.
Negative. You would be completely unable to use the skill at all, even with the med kit.
Like I said, have "it" roll 12 dice. My point isn't that you'd be able to use a medkit, my point is you wouldn't have to:
Wireless: The Medkit provides a dice pool bonus equal to its rating to First Aid + Logic tests, or can operate itself with a dice pool of Medkit Rating x 2 and a limit equal to its Rating.
Since most people in the Sixth World are going to use the hooking it up and setting to do the job itself, it does stand to reason that Incompetent with that group would mean you couldn't even do that. Sure, you could still buy a med kit and have a team member do it, but since there's a good chance that if you need it, then the rest of your team does too, so that's that much more time it will take which is that much more time that more trouble will show up.
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Even if setting up a medkit for autonomous mode goes beyond something a 5-step IKEA-style manual can guide even an Incompetent character through, the chance that somehow, you're the only one in the party still conscious enough to set up the medkit, is small enough that I don't think it counts.
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Even if setting up a medkit for autonomous mode goes beyond something a 5-step IKEA-style manual can guide even an Incompetent character through, the chance that somehow, you're the only one in the party still conscious enough to set up the medkit, is small enough that I don't think it counts.
Having to stop for longer because you have to wait for a team member to take care of themselves first does count. Cracking group I can see questioning and any of the Awakened or Resonance based groups, possibly Outdoors but Survival can be way too important in the Barrens, I can see questioning, but all the others should be straight up fair game.
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Bull,
Just to make sure that I am clear on things, if I run a mission (and I now get credit for it), it counts as if that character ran that mission, and thus that character cannot replay for credit. Is that an accurate summary?
Thanks,
TMF
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Correct. No double dipping :)
Bull
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Can a character participate in Sprawl Wilds and Firing Line missions and still be legal for SRM Season 5, or does each Season 5 require a completely fresh character?
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Sprawl Wilds & Firing Line are legal to combine with SRM Season 5.
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Excellent, thanks samiam!
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Q: In Missions, can Armor Modifications be installed onto an armor after purchasing?
For example, a Full Body Armor with Chemical Seal built in has Availability 20, so with a 5/4 contact you must pay +150% to get it. Meanwhile, the various modifications that cost Capacity have their own individual Availability, rather than modifying the base Availability of the Armor. These availabilities do not exceed 12, so would not require extra payment if bought individually afterwards through a 5/2 or 4/4 contact. Thus, adding e.g. NC 6, FR 6, TD 3 would cost either 4.5k base, or 4.5k*2.5=11.250 nuyen, depending on whether Armor can be modified after initial purchase.
Aside from whether or not you'd have to pay extra for the modifications on a high-availability item, a player with e.g. an armor jacket might want to modify it without buying a new one.
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Got another question: The Mission Contacts have Uses listed in their cutout sheets, are they capable of getting you any gear outside the types listed in Uses? Are there any bonuses to tests involving their uses? I know they get +3 on knowledge tests involving their specialties, is there such a bonus on their kind of gear for swag tests?
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Q: With Assassin's Primer, which Positive Qualities, if any, are allowed for Missions?
Now it says they're like Code of Honor, but they're significantly different and 3 of them are not tied to RP-related business in any way, unlike Code of Honor. The upsides of two of them are a bit unclear (what constitutes a wound?) and their disadvantage side is rathher complicated to manage. The other 2 have clear rule advantages and disadvantages. The negative quality is almost a positive one in disguise so I assume that one won't be allowed.
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They'll be under review. As per the FAQ, the product does not "kick over" for Missions play for 30 days. We'll review and update as needed. :)
Bull
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I really wish I'd have had 2 more spare karma for qualities so I could have considered the awesome 12-karma one, but alas, I like Catlike and Indomitable too much. :'( If it turns out to be legal I might advise the 'look out for number 1' to a player I know. :)
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How do monthly intervals (new specialization, Initiating, stuff like that) work with the week-based Missions calendar? Do you just count them as 4 weeks, or do you 'lose' an extra 13th week for every 3 months you spend on things like that?
Similarly, what about daily intervals? Could I, for example, spend 1 day learning a new skill, 2 days setting up a Force 2 Magical Lodge, and 18 days learning 3 new spells with 2 hits each, for a total of 21 days or 3 weeks?
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Not sure about an official ruling, but I've always treated a "month" as 4 weeks. It seems to fit with the Season 5 Missions calendar and how it actually lays out time in months, with the odd weeks as "Free Weeks". Just be careful that you don't spend more than 4 weeks downtime between missions--that's forbidden by the FAQ (top of p. 11).
For daily intervals, I usually go with 1 week for every 7 days (or fraction) spent in total. If I spend a total of 8 days increasing 2 skills from 3 to 4, it costs me 2 weeks. If I spend 12 days increasing 3 skills from 3 to 4, it still costs only 2 weeks...as long as I have that much Karma available to spend.
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I didnt want to spam the forum by adding a new post just for that question, but i've been looking around, and gathered a lot of varied info, and i just kinda want to make sure.
What are Missions season 5 *official* runs/quests/supplements?
I've seen the mention of Sprawl Wilds, Firing Line, and now Chasing Wild (Designated as 5A-01), but again, i don't really know what can be considered ''official'' or not.
Basically, is there a repository of ''approved'' SR5 season 5 mission listing anywhere, and if so, can anyone point me in the right direction? Mighty appreciated, tks.
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"Shadowrun Missions" is a product line, and are noted by the Missions Logo.
(http://i5.photobucket.com/albums/y156/bulldrek/SR5-Missions-Logo_small3_zps0b4ea80e.jpg) (http://s5.photobucket.com/user/bulldrek/media/SR5-Missions-Logo_small3_zps0b4ea80e.jpg.html)
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With Assassin's Primer being past the 30-day window and Gun Heaven 3 nearly at it, as well as one of my regulars feeling cheesy about taking the one problematic gun from GH3 even though he was looking for a better-punch SA Assault Rifle, is there any word on anything that is or isn't allowed from these two supplements?
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This question came up in a game last night and we are looking for a clarification. The FAQ states has the following Question and Answer.
Q: I want to do X, which can be done in game or as a downtime action. Do I roll skill dice or buy hits?
A: Anything that is permanent or has no explicit “expiration date” to it must be done using the “buying hits” method.
The question is if this applies to Addiction Tests since they have no explicit expiration date. There are opinions that you do buy hits for addiction tests elsewhere in the forums, but we prefer to go with 1st and 2nd tier answers for things like this. Any help would be appreciated.
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Bump
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Got another Taxes question: When a Mission offers loot as part of the rewards, under specific restrictions, players will tend to sell their share to anyone interested. Are taxes involved in any way here? It kinda is a wasp nest. :<
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Can I buy (fill in the blank)?
If the gear is legally available (has no Availability rating), you can buy it from your local Stuffer Shack, Weapons World, or Kong-Walmart at any time, provided you have the available nuyen. Gear with an Availability rating isn’t as readily available, and as such you need to go looking for it, or have your contacts go looking for it.
If you go looking for a piece of gear, use the standard Availability Test rules (see p. 418, SR5) and mark off the appropriate amount of time on your Missions Calendar. Note that you can only search for one item at a time, as this represents you physically going out and looking for the item, spending time making phone calls, talking with people, buying them drinks, etc.
If you wish to have contacts purchase additional items during a single downtime, use the standard rules for determining what items they can find, and how long it takes (see p. 418, SR5). Since you won’t always know the skills and attributes of all your contacts, all contacts instead use their Loyalty instead of Charisma attribute and Connection in place of their Negotiation skill for the Availability test.
You cannot buy used gear.
So, does this mean character-bought contacts are effectively useless for buying gear with an Availability of 8+? The section on Black Market Goods describes it as an opposed test of Negotiation (which is Connection) + Charisma (which is Loyalty) versus the item's availability rating. The maximum amount of dice a starting contact can have is 7 (6 Loyalty and 1 Connection, 1 Loyalty and 6 Connection, or something in the middle). This means they can only buy 1 hit, while an Availability 8 item gets 2 hits.
Basically, unless you're a troll with the social grace of a rabid wolverine, it's going to be easier and cheaper to ignore your contacts and search for the item yourself...or go to another player's face character and bribe him to get the items for you. I could see an optimized face (20 dice is possible at character creation) swimming in Nuyen from purchasing items for others and charging a small premium.
This got brought up over on the CDT forums. On page 418 of the Core rule book, it says that Connection Rating is a bonus to the Contact's Social Limit, not dice pool. Based on the Missions FAQ and SR5 page 418, contacts are only buying hits using Connection + Loyalty and Connection as Social Limit since Social Limit is not on the 1/3rd page contact sheets to be handed out at Missions. So, for say, Simon Andrews, that's 5 + Loyalty and a Social Limit of 5. Let's say for the sake of arguement, we've played enough that his Loyalty is 4. That's 9 dice. You can then spend an additional 275% over base cost (or 375% of base price) to get 11 bonus dice, to give him a dice pool of 20. That translates to the 5 hits he's allowed to keep per his Social Limit/Loyalty of 5. Which also means Item Availability of up to 23 since we drop all fractions when buying hits.
However, his full stats are available in the full page Season 5 Missions Contacts file showing he has Negotiation 8, Charisma 6, and a social limit of 8. So 8 + 6 = 14. Can spend up 300% additional (or 400% of base cost), but thanks to rounding only 10 dice or +250% makes a difference, as that brings the total to 24/4=6 hits or up to Availability 27 (27/4=6 using buying hits).
I think this is something to be clarified in the Missions FAQ.
Several of us remember Bull saying somewhere that the NPC Contacts are using Connection + Connection + Loyalty, but I can't find that anywhere in official documentation (nor can I find that in a post, but I'm sure someone can provide a link to that post).
Eric Kiefer
"Bronze Dragon"
Special Agent #524
Pittsburgh, PA
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http://forums.shadowruntabletop.com/index.php?topic=11944.msg220742
Was a pain in the neck to find, I eventually searched for a post where he said "both".
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So to help clarify then, in reference to "use both" we are talking about page 388 and page 418 of SR5:
Page 388 Swag: This is like networking, except you’re specifically trying to buy or sell something. A contact can use her connections to find potential buyers or sellers. Contacts looking for traders follow the same procedures for Availability and Fencing Tests (p. 418) that PCs do, using their own Charisma and Negotiation skill instead of yours,
along with their Connection rating as extra dice (they’re better at it than you are). If you’re willing to sweeten the deal for the potential trading partner, let your contact know in advance—they’re good, but they’re not psychic.
and
Page 418 Contacts and Availability You probably have a fixer, talismonger, deckmeister, or other contact find the gear you’re looking for. Contacts are better than you at acquiring the gear they specialize in. They spend most of their time making and maintaining their connections to the rest of the world while you’re out shooting corp security or banishing evil spirits or hacking hosts or whatever you’re doing on your shadowruns, so they’ve had time to hone their gear-acquiring abilities. When contacts look for an item for
you, they use their Negotiation and Charisma for the Availability Test, with their Connection Rating serving as a bonus to their Social limit.
So there is evidence in the book to support Connection rating as having two uses when finding gear. That's fine. Would it be too much of a hassle to re-do the 1/3rd sheet Contact handouts to include Social Limit? Or add a Missions Specific rule to use Connection Rating (again) when Social Limit isn't known?
Cordially,
Eric
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Actually, there's not actually a need for that when it comes to Swag. The most extreme scenario you can have is a Connection 1, Loyalty 6 contact with 12 extra dice bought: they'll have 1+1+6+12 = 20 dice, and a +1 on their Social Limit, and it is entirely reasonable to assume they'll have a Social Limit of 4 or more, which means that even with minimal Connection and as many extra dice as possible, they won't be able to buy more hits than their Social Limit.
Unless, of course, you're assuming all their 'attributes' are equal to their Connection rating for the Swag Social Limit, in which case their Social Limit for Swag purposes will be 4/3+1 = 3 at Connection 1 versus 20 dice or 5 hits maximum, but even then a Connection 2+ contact will have a high enough Social Limit (8/3+2 = 5, versus 22 dice or 5 hits maximum).
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Actually, there's not actually a need for that when it comes to Swag. The most extreme scenario you can have is a Connection 1, Loyalty 6 contact with 12 extra dice bought: they'll have 1+1+6+12 = 20 dice, and a +1 on their Social Limit, and it is entirely reasonable to assume they'll have a Social Limit of 4 or more, which means that even with minimal Connection and as many extra dice as possible, they won't be able to buy more hits than their Social Limit.
Unless, of course, you're assuming all their 'attributes' are equal to their Connection rating for the Swag Social Limit, in which case their Social Limit for Swag purposes will be 4/3+1 = 3 at Connection 1 versus 20 dice or 5 hits maximum, but even then a Connection 2+ contact will have a high enough Social Limit (8/3+2 = 5, versus 22 dice or 5 hits maximum).
There's a series of mods where you can get a Connection 6 contact and get that connection's loyalty to 4. So, 6+6+4=16 +12 dice bought = 28/4 = 7 hits.
So, I guess it depends on how we calculate an unknown Social Limit using Connection and Loyalty with Connection as a bonus to Social Limit. Is it zero plus Connection? Is it Connection + Loyalty? I don't have a 1/3 sized sheet in front of me, do they include current Essence? If not, what should we substitute into the normal formula to calculate social limit?
That's why I was wondering if it wouldn't just be simplier to add Social Limit to the 1/3rd size sheets?
???
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My point is that since a contact's Connection is also added to their Social Limit (in addition to their Swag dicepool), their Social Limit can be abstracted for the purpose of Swag, since their base Social Limit is "high enough" for all but the most extreme cases.
Those most extreme cases, by the way, are contacts with Loyalty 6 and 12 bought dice, in which case a Connection 1 contact would need [CHA + CHA + WIL + ESS] >= 10, and a Connection 2-3 contact would need [CHA + CHA + WIL + ESS] >= 7. At Connection 4+, it's not an issue, since the only way to not have a Social Limit of 2+ is to be dead. So unless you're getting your gear through a Connection 1 contact, it's a non-issue.