Saturday, August 27, 2016

[SR5] Gear Rules Summary

Acquiring Gear

  1. To purchase illegally yourself, make an "Availability Test":
    • Negotiation + Charisma[Social] vs. (item Availability Rating, as number of dice)
      • 1+ hits...
        • you purchase at listed price, available in (Base Delivery Time)/net hits
      • Tie...
        • available at listed price but takes twice as long as (Base Delivery Time)
      • Fail...
        • you get nothing. You can retry after twice the (Base Delivery Time)
      • Each +25% nuyen you put into the cost gives you an extra die to this test up to +400% nuyen spent
  2. Alternatively, use a contact
    • Contact's Negotiation + Contact's Charisma[Social+Connection] vs. (item Availability Rating, as number of dice)
    • Assuming you have a working history with the contact, by default they charge no additional fee
    • (House rules) Specialists get bonus dice for items in their field.
  3. Base Delivery Times per item:
    • 1-100¥ = 6 hours
    • 101-1,000¥ = 1 day
    • 1,001-10,000¥ = 2 days
    • 10,001-100,000¥ = 1 week
    • 100,000+¥ = 1 month
  4. Note that you can do a Teamwork Assist with a Contact as well.
    1. Choose you or the contact to act as the leader (whoever is better)
    2. For the helper, make the Availability Test as normal.
    3. Any hits increase the leader's limit and dice pool by one.
      • The most dice that can be added is equal to the leader's Negotiation rating 
    4. Leader performs their Availability Test with bonus dice and limit, if any.
    5. Glitches prevent any assistance, critical glitches cause the leader to critically glitch as well.


Fencing Gear (SR5 p.418)

  1. You can choose to sell it to a contact for 5% * Loyalty rating.
  2. You can sell it yourself:
    • If it's a "standard good" (legal, common item) you can't sell it for more than a "couple nuyen"
    • Otherwise...
      • Finding a buyer: Extended Etiquette+Charisma[Social] (10) Test
        • Interval:
          • 0-100¥: 6 hours
          • 101-1,000¥: 1 day
          • 1,001-10,000¥: 2 day
          • 10,001-100,000¥: 1 week
          • 100,001¥+: 1 month
        • May use the item's Availability Rating to help you with a Teamwork Test.
        • A glitch or critical glitch on Etiquette results in unwanted attention (authorities?)
      • Selling it: Opposed Negotiation+Charisma[Social] Test
        • Final price is 25% of list price, +/-5% per net hit
        • You can choose to make the deal with that buyer or restart the search process.
        • A glitch or critical glitch while negotiating means you managed to insult the buyer, "the deal might be off... or worse."

[SR5] Inertia Team Table Rules

These apply only to house rules for my Shadowrun 5th Edition sessions.



  1. Advancement (base rules are here)
    • The time to improve skills and attributes can be sped up by using more Karma.
      • Cost to cut training time in half (/2): +25% extra Karma
      • Cost to cut training time in quarter (/4): +75% extra Karma
      • Cost to cut training time in eighth (/8): +150% extra Karma
      • This stacks with instructor bonuses as normal.
      • As in the rest of SR, time should be rounded up to the nearest day and Karma should be rounded up to the nearest point.
      • Example 1
        • Upgrading a skill from rating 6 to 7 normally costs 14 Karma and 7 weeks (49 days).
        • At half speed, it would cost 18 Karma and take 25 days.
        • At quarter speed, it would cost 25 Karma and take 13 days.
        • At eighth speed, it would take 35 Karma and take 7 days.
      • Example 2
        • Upgrading a skill from rating 10 to 11 normally costs 22 Karma and takes 22 weeks (154 days).
          • Note that the extra training time is because at ratings 9+ training time is doubled from ratings 1-8.
        • At half speed, it would cost 28 Karma and take 77 days.
        • At quarter speed, it would cost 39 Karma and take 39 days.
        • At eighth speed, it would take 55 Karma and take 20 days.
      • Why did I put in this rule?
        • For plot reasons, my campaign moves "slower" in calendar than I think other tables. People were getting 4-6 Karma per mission but were unable to spend it fast enough. At one point people had 60+ Karma banked! This ruling was to allow them to actually use their Karma without forcing me to change my in-game timelines.

Atlas of Worlds Strategy (Path of Exile Heist League 5.12)

 Despite reading the wiki and other good resources, I still found the POE atlas/map dropping to be extremely confusing. I've written a s...