What rules from Unwired are off-limits?
In keeping with the usual policy, optional rules are not used in
Shadowrun Missions games. Unwired has one minor exception to this rule,
in that the Dramatic Encryption rules (p. 66, Unwired) may be used by
scenario writers.
Can my character spoof her lifestyle?
Yes, but in doing so she must devote at least one week to the task. The
Extended Test must be done in the presence of a Missions GM. Also, you
may not spoof months in advance, you may only improve a character's
lifestyle for the current month.
Can I be a Dissonant ...
Stop right there. No. Dissonance is for NPCs.
Can an Agent with the Profession (Software) Autosoft spoof a lifestyle?
How about a Tutor Sprite? (They get the Software skill)
Can I drone with a Profession (Software) Autosoft spoof a lifestyle? Drones can make matrix actions - e.g. electronic warfare - so they can 'obviously' act in the matrix.
Edit: I don't playmissions and am just being mulish, though I do feel the obvious third case bears examination.
May the rules for rushing an Extended Test be used to shorten the minimum duration to a half of a week?
(SOURCE: "Rushing the Job", BBB pg59)
If it was me, and Mr. Dunn hadn't said anything, I'd say no, it'd just give you more chances for hits in the week. For what that's worth.
SOURCE: Unwired, pg136
I'm confused on what parts of pg136 are and are not optional, if at all. I'm specifically interested in the Program Options for Complex Forms (and program options for hackers are not, AFAIK, optional).
How should I interpret what parts are optional? It says new complex forms in one spot then uses vague terms in another...
<merged Wasabi's question into this thread>
Program options are not "optional." (Really, isn't that fun to say?) Though, it is noted as subject to GM discretion.
The Advanced Complex Forms section on p.136 is is also "At the gamemaster's discretion."
We'll be using the Advanced Complex Forms and the Program Options rules.
The rules for Resonance Bond's (unlike Spirit Pacts from Street Magic) seem to be able to be forced upon a Sprite and unable to be ended at-will like most of the Spirit Pacts. (SM, pg26 and pg108).
For my NY character I'm shooting for a TM who uses Threading like a SR 2.0 Decker would use "Hacking on the Fly". That means I'll need a ton of Fading mitigation and a Resonance Bond (Unwired, pg37) chosen as an Allocation Bond (Unwired, pg 160) looks like it could help with that.
Since the Resonance Bond rules are GM Discretion and not Optional does that mean they are ok for SRM use or do I need to inquire about their use?
*We appreciate your call and will be with you shortly...*
At the moment, Dunner is buried under several projects, the largest of which should clear off his desk in the next couple of days. You can also try questioning Aaron.
No worries, thanks BishopMcQ!
he was asking about that stuff,with that thing, you know that happened that time, at the place, you where all over dude,
Oh, you mean that place I put that thing that time?
Yup
The one with the girl? The the one where he was doing the Cincinnati Sprinkler with that Troll?
No; the dude with the hair!
Oh! That one. Got it.
As BishopMcQ indicated, I've been a bit busy lately with a couple of behind the scenes projects. Sorry for the late reaponse.
NP, The_Dunner. Busy is understandable. As to the Resonance Bond I'll skip getting it as I build my NYC character.
As to the 'forced' part I meant in the sense it is a positive quality able to be chosen at chargen and not able to be broken by the free sprite. The initial creation of the bond would then be handwaved as part of chargen leaving an unbreakable resonance bond.
Again, not pushing, just 'splainin my choice of wording.
What about the Flashbacks negative quality?
I can see how this works well in a home game... but enforcing level 5 flash backs is going to be hard in a convention setting... there isn't a hard way to note if somebody had a flashback... and if it only hits every couple weeks, it seems to complicated to worry about.
In this case that's one of those things that should be noted on the back of the character's adventure debriefing log.
It occurs to me that some qualities, like Flashbacks, tends to draw the narrative attention toward a single character. While this works fine in a serial home game (I like to give my players turns at being the star, once a campaign gets rolling), in a campaign like Missions it seems somewhat unfair to hog the spotlight in a convention game.
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