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."

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