Author Topic: [SR5] Downtime guide  (Read 2270 times)

Chimera

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[SR5] Downtime guide
« on: 25 February, 2014, 21:34:57 »
OK, this is my summary of all things downtime. Just throwing my notes up for now, I will be updating this as I go.
Training, purchasing and cash for karma are the main three and can't be overlapped.
Tests during downtime use the purchesing hits rules.

Training (exclusive)
(pg.103)
During a downtime training period you may pick one training option.
The number of skills/attributes you may train in a downtime period is limited to one of the following:
1) 1 physical and 1 mental attributte.
2) 1 attributte and 1 skill
3) Logic / 2 (round up) skills
4) 1 specialisation
5) 1 skill group
6) 1 magical learning (pg.299)

You can’t improve attributes during the same downtime period in which you receive implants or augmentations that improve those same attributes.
Edge does not require training time.
Training times and costs are on page 107.
Cost in Karma is paid at the end of the training time.
Trainers may be used for skills.

Maximum improvement in rating during a single downtime are as follows:
Attributtes: 2 points.
Active, Knowledge, or Language skills: 3 points.
Active Skill Groups: 1 point.

Instructors will charge (10 x Instructors Skill Rating) nuyen per day. They follow the standard rules for Instruction (see p.105, SR5) and need a minimum skill rank of 3 or the skill rank you are training to, whichever is higher.
Instructors over rating 6 are not readily available and require tracking down in game time. (HR)

Purchasing (exclusive)
You may only source one item at a time. The delivery time takes up downtime.
Contacts may source items for you, each may only source one item at a time.
Contacts can only source items relative to their type (GM call).

Contacts may purchase items for you in downtime only. These purchases use the 'buy hits' rules as per the FAQ. Contact skills are not used as per the FAQ. Test is Connections + Connections (pg.388) + Loyalty (none).

Contacts can only purchase items relative to their background, I am looking into this some more.

Cash for Karma (exclusive)
As per p.11 of the FAQ.
Once between each Missions adventure you may choose to Work For The Man or Work For The People.
If you are Working for the Man, you can trade 1 Karma for 2,000¥. This represents your character going out and doing the
dirty, sleazy, or simply boring grunt work for a company or corporation. It pays well, but eats away at your soul.
If you Work for the People, you can trade 2,000¥ for 1 Karma. This represents you going out and doing some pro-bono run-
ner work, helping out at a local soup kitchen, or doing some volunteer work. It costs you a little something, but you feel better
about yourself afterward.
In either case, you may only trade away or gain a maximum of 5 Karma each time you Work for the Man or the People, and
it takes up one week of downtime during which you can do nothing else. You cannot do this again until after you pull another
Shadowrun.


Healing and repairing (non-exclusive)
All damage tracks are repaired after one week of downtime, this can overlap with an exclusive downtime.
I may place restrictions/costs on this from time to time if appropriate skills/facilities are not available.

What isn't downtime.
At the start of an episode, after downtime is complete, characters may test for things such as binding, or even sourcing their own gear using dice rolls and edge. Edge used here stars the game used. Succesfull sourcing equipment in this way locks up the characters downtime to source the item in question as per normal.
« Last Edit: 27 February, 2014, 08:49:27 by Chimera »

Kaneski

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Re: [SR5] Downtime guide
« Reply #1 on: 26 February, 2014, 10:07:45 »
I got questions. As if I wouldn't :D A lot of these are somewhat addressed in the Missions FAQ, granted... just... affirming so the planning and game go smoother

First - calendar stuff

1. Are we using the missions calendar? I assume yes. It would also be immensely useful tracking addictions and gear orders. If no, ignore next 4 questions.
2. Does a run take up a whole calendar week? I assume yes because preparation, cooldown, rest and track covering and maybe a parteh.
3. Do our calendars need to be synchronised? Missions don't care, but our group probably should, because... time dilation isn't really a shadowrun theme 8).
4. Do days still count within a calendar week for gear, training and other time-relevant purposes? Ie, 1 Missions week = 7 days. Do any combination of downtime stuff in those 7 days.
5. On the back of 4, if a task/combination takes 8 days, does it spill over into week 2 of Missions downtime? Further on the back of 3, does this mean everyone else will need to take a week? This should be player discussion, but it reinforces 3 & 4 either way.


All the rest are training/gear/downtime specific.

6. Trainers need the skill at least the rating to train. That's cool. Instruction, however, is a different skill. How would we determine the instruction and Charisma rating of a trainer to determine the dice pool for the roll/purchase?
7. "Maximum improvement is rating during a single downtime" should be "Maximum improvement in/for rating during"? I'm guessing. And also - I assume single downtime means any length period between 2 runs. So a 1-week break, and a 4-week break is still a single downtime for these limits?
8. Do contacts sourcing items take downtime? I assume no - someone else is doing the legwork.
9. Not really a question, but I totally  :clap: the contact-relevant gear restriction. Woo!
10. Cash/Karma, Karma/Cash - 1 week between sessions... Confused. I assume this is for this activity, rather than for all downtime activities? If memory serves, the FAQ says the maximum break between missions is 4 weeks? I'm totally fine with the override, just... very few things in the 4+ rating category can get done in a week...

11. Last paragraph re sourcing our own gear. Confused again. The FAQ mentions this for binding which takes hours, and therefore isn't a huge impact, but any expensive gear takes days, weeks. So doing it just before a mission is moot - whatever gear we ask for would only get delivered after the mission's done. I mean... do we ignore the time requirement?

OR

Is this a case of Step 1: regular downtime (training, karma, whatever); Step 2: Own gear acquisition, with extra time (if needed) taken as downtime; Step 3: Mission?

OR

Is this a case of Step 1: regular downtime; Step 2: Ask for gear using rolls; Step 3: Do mission; Step 4: Downtime use starts based on gear/rolls in step 2 to receive gear?

Chimera

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Re: [SR5] Downtime guide
« Reply #2 on: 27 February, 2014, 09:17:41 »
1) yes to calanders,
2) runs take up weeks, but I will be assigning spare days in those weeks to offset currently running downtimes. Eg, run takes two days, I add a day at each end for prep and recovery, and declare 3 downtime days free in that week. Actual downtime does not start until the next week block. These would be used on training times. I am doing this to give a bit of Time back to the thumping schedule I have planned.
3) yes, mission uptime is synchronized, downtime is player specific.
4) days count.
5) Realistically I am really looking at day tracking more than week tracking, skills are day based. Mostly this is for training anyway. I see acquiring gear as setting a delivery date that locks out downtime for training (&CfK), so even uptime would not stop the clock ticking for that.
5-4) Their will be no choice at the players end for downtime length, so no player can hold up a player. At the start of downtime I will declare its length, this is then out of game time, a montage until the inevitable "two weeks later".

6) still looking into this one, off the top of my head the trainer would be like a device rating, all dice rateings equal that, min 3. As you saw I am concerned about traininers over rating 6, they should be npcs or contacts.

7) "in", autocorrect... Assumption is correct, your not likely to see 3 weeks though. Just re-inforcing this when I can.
8 ) Contacts sourcing takes up the contacts time not yours - will explicitly state that.

9) likely to be expanded somewhat, each contact will get a "uses" list like in the main book, "gear" will state type, and a broadness. The three catagories of broadness are roughly.
Unrestricted: eg a fixer, can get anything, but uses base connections.
Focused: eg a corporate Johnson or milspec gear smuggler, can get items related to an area or theme, can be restrictive, connections +1.
Specific: can get gear only in a very narrow area, eg talismounger, vehicle parts, medical supplies, guns. Connections +2.
Still contemplating this, has been my main delay.

10)??? Read the FAQ, the sentance I wrote is just a reminder of the last paragraph. Will just post it into the forum actually, easier.

11) This is GM call not missions. Mostly due to the shock caused by the downtime restriction on sourcing gear. Something I am happy to allow, the use of edge before the session :). The other bonus is its an actual roll if done in game, not buying hits. Anyway, similar to binding yes. The initial test takes hours. Realistically if this would occur in the prep day time before the run that I take out of spare days. If successfull, the delivery time is set, as said earlier the delivery time can overlap with both uptime and downtime, just locking out any other downtime activity until finished. Will flesh this out more, text was brief.


12) I'm also looking at putting a cost on acquiring contacts in game, to stop them getting prolific. Basically the 1 karma a point thing from character Gen, but allowing cash to be used in proxy, at CfK rates. Still thinking on it... also adding a rating 0 loyalty, "hey don't I know you?" For contact you want to purchase but have not cemented a rating, they won't do anything for you, just you have them on the books.

Kaneski

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Re: [SR5] Downtime guide
« Reply #3 on: 27 February, 2014, 10:51:16 »
Re: 9 - interesting one... humm... Will be interesting to see what comes of that. Maybe have contacts at the 'focused' level and give +1 for specialised and -1 for general instead? All malleable, ofcourse... interested to see how that turns out.

Re: 10 - yep, no probs.

Re: 11 - the shock came from not reading p. 388 with the double connection thing. I really thought for a while that Rating 7 gear was the best our contacts could offer. I think that's pretty justified shock :)

Re: 11 MK2 - Just as a consequence I immediately notice - any gear under $10,000 will likely become available at the conclusion of the run. Or partway through it, technically. $10,000 is not a huge threshold, though. Still - odd consequence, one that will save quite a bit of downtime over the campaign :)

12: I guess thematically it would be the same as 'working for people' / 'working for the man'. Along the same theme... maybe have loyalty be priced at 1 x new rating in Karma, while Connections at 2 x new rating in Karma? After all - expanding a contact's connections powwah should be pretty damn hard.