SR Missions - NeoTokyo

  • Hoi Chummers,

    ich frage mich wer sich von euch für die neuen Missionsregeln von SRM-NeoTokyo interessiert und welche Infos ihr schon aus diversen Foren gezogen habt?

    Ich werde hier mal beginnen die Infos zu sammeln.


    (aus Shadowrun Missions FAQ ver 1.3 14 27 January 2019)

    Where do Seasons 9-12 take place?
    Missions Seasons 9-12 will take place in Neo-Tokyo, Japan from 2079 – 2082.
    What are the plot hooks and themes for this Season?
    The Neo-Tokyo story arc picks up amidst Emperor Yasuhito’s populist agenda, as described in Corporate
    Enclaves. Right-wing nationalists had been holding power in Japan for the last six decades, advancing an imperialist
    agenda which led to an expansion of the Japanese Empire while holding fast to a societal xenophobic superiority
    complex and unabashed racism.
    Rampant military spending left little to repair crumbling infrastructure at home and deregulation of business
    created a more desperate working class. Japan looked to be an invincible economic juggernaut, but a disease was
    festering within. The coming of Haley’s Comet and the rise of young Emperor Yasuhito in the midst of a family
    tragedy indicated a shift in the tides of power.
    Repealing sections of the Yamato Act, which gave broad power to Japanese megacorporations and empowered
    military expansion, the Emperor brought Imperial troops back and set them to work restoring the beauty and glory of
    Japanese cities. He completely abolished the act of ‘quarantining’ metahumans on Yomi Island. Further, he has
    opened the possibility of foreign corporations to invest in Japan. In 2063, by Imperial Decree, Neo-Tokyo’s limits
    were expanded, strengthening the might of the Imperial Household while weakening political enemies and detractors.
    With the changes sweeping like a tsunami through the country, the Japanacorps-sponsored nationalists are
    desperate to maintain their grip on power, extolling traditional virtues and labeling the increased number of foreigners
    and metahumans in the streets of their cities as an attack against the identity of the country. Their success has been
    limited and by 2079, foreign corporations have a foothold in Japan’s marketplace. Metahumans are nearly as common
    a sight in Neo-Tokyo as in Seattle and the impact of Yasuhito’s changes are being felt at all levels of society. Despite
    the animosity between the Diet’s reformists and Japanacorps traditionalists, there is no denying that the young
    Emperor is popular with the people.
    It’s this simmering stewpot that the runners find themselves jumping into. The instability created by the silent
    war between the two ideals is a goldmine of opportunity for those shrewd and determined enough to navigate the
    culture. Foreign runners may find themselves working alongside or at odds with native operatives. Tanaka-san (the
    Japanese equivalent of Mr. Johnson) may be forced to hire assets he’d normally eschew in favor of someone with
    rounder ears.
    There’s a lot to learn in the shadows of Neo-Tokyo. It’s not the average sprawl and anyone used to running
    wild in the streets is due for a rough ride. The corporate Tanaka-sans are never comfortable with unknown variables
    and so their assets generally come with recommendations from their contacts in the streets. An unproven runner can
    expect to spend the better part of a year shouldering the loads of the Yakuza who, incidentally, are not immune to the
    shifting tides.
    So pay your dues, save face, and employ nemawashi; you just may get to witness a new dawn over the Land of
    the Rising Sun. Oh, and of course, just as you would in any sprawl across the world:
    Watch your back. Shoot straight. Conserve ammo. And never, ever deal with a dragon.
    Are there any special rules related to the Neo-Tokyo setting?
    Japan is a country that is both steeped in tradition and at the forefront of progress. This has created a society
    that operates at the cutting edge of technology but falls back on social norms that many feel were outdated at the turn
    of the century. Even among the most progressive reformists, social values such as honor and face hold great meaning
    and these principles guide all interactions. A shadowrunner who refuses to understand this and abide by those rules
    doesn’t run the shadows for very long.

    The following rules or considerations apply during Shadowrun Missions Season 9.

    Noise Rating
    Neo-Tokyo is a heavily commercialized sprawl with an abundance of AR Spam. The default noise rating in
    Neo-Tokyo is 2.

    Giri, Face, and Honor
    The concepts of Giri, Face, and Honor are tightly interwoven into Japanese society. As shadowrunners work
    their way through the streets of Neo-Tokyo, they will encounter actions that seem counter intuitive to the businessminded
    and those who often deal in ‘bottom-lines’. These may be reflected in various Social Modifiers for metarace
    or ethnicity. It comes up with the concept of nemawashi, or legwork, which is more nuanced in Japan than in the
    various sprawls around the world. Residents and visitors will experience this at every level of society. They also do
    not look the same on every person and those who adhere to traditionalist views will act differently than those who
    embrace change.
    In Japanese business dealings, it is expected that the best deal possible is offered upfront. Directly negotiating
    with your Tanaka-san is an affront to their Honor. When working with your Tanaka-san, a gentle reminder of the
    difficulties and the professionalism with which the task will be done may place them in a frame of mind to consider a
    generous bonus. This is one of many ways that these concepts will make themselves known in Seasons 9-12. (It is
    important to note that the system for Negotiating remains unchanged, though the result may not be revealed until the
    end of the Mission).
    Example of Standard Negotiations vs Negotiations in Neo-Tokyo
    The team is offered 5,000¥ for a particular task.
    Step One - Negotiator makes his case:
    Negotiator, Standard Negotiation: “This task is going to be more dangerous than you imply and the
    timetable is very compressed. I don’t think we can do this for less than 7,500¥.”
    Negotiator, Neo-Tokyo Negotiation: “Ah, Tanaka-san, this we can do. The timetable is very compressed
    and I see dangers at every corner, but I assure you that we are up to the task and that you will be exceedingly
    pleased with the result.”
    Step Two - Roll an opposed Negotiation Test:
    Results indicate increase in payment of 1,500¥. GM can announce the result to the table.
    Step Three - Employer responds to the Negotiator:
    Mr. Johnson, Standard Negotiation: “Hrm… I see your point, but I won’t go over 6,500¥.”
    Tanaka-san, Neo-Tokyo Negotiation: “Hai! You came highly recommended and I eagerly anticipate your
    Step Four - Complete the Mission.
    Step Five - Receive payment.
    Mr. Johnson, Standard Negotiation: “Good job, as agreed here is the 6,500¥.”
    Tanaka-san, Neo-Tokyo Negotiation: “Ah! You have indeed performed the task beyond our expectations.
    Here is the compensation you were promised, and as a gesture of our appreciation to your professionalism
    and skill, an additional 1,500¥ and our esteem.”
    * Please note that this is not a script. The negotiator is still able to make all of the same negotiating points as before, the request for
    additional pay is simply framed differently, in a manner that allows Tanaka-san to save face. This feature is meant to drive home the
    flavor of shadowrunning in Japan, not as a means to trip up the player of the team’s face.

  • Illegality of Firearms
    In Neo-Tokyo, the legality classification of all firearms and heavy weapons is changed to Forbidden and
    licenses cannot be created for them. The exceptions are weapons categorized as firearms that can never be armed with
    ammunition that causes physical damage. There are no exceptions for Player Characters. Further, the availability is
    increased for each category of firearms as follows:
    For instances where characters playing in the Neo-Tokyo Missions find themselves outside of Japan (such as
    when playing CMPs), these availability modifiers remain and represent the difficulties associated with smuggling your
    acquired weapon into and out of Japan when you travel.
    Police presence and response
    Neo-Tokyo is proud of their police force. Neo-Tokyo Metropolitan Police (NTMP) are not a private security
    firm like Lone Star. Their loyalties lie with the Imperial State and they take their duties very seriously. Well trained
    and equipped, they NTMP is prepared to deal with most issues as they arise.
    Surveillance is nearly omnipresent throughout Neo-Tokyo. Aerial patrol drones augment a sophisticated
    camera system that works to identify illegal activity quickly. The drones constantly scan for broadcasting SINs while
    advanced AI with human operators watch camera feeds in real time to find criminals.
    If any member of the group is attempting to conceal illegal items (such as firearms), the GM can make a single
    Perception test based on the Security Rating of the location they are in. Each Shadowrunner attempting to conceal an
    illegal firearm will have to roll a Palming + Agility [Physical] test. To streamline the process, instead of adding the
    Concealability Modifiers to the Perception Test, each player will subtract the modifier to their Palming Test.
    For example, William and Theodore are carrying firearms in Neo-Tokyo. William is carrying an SMG and
    Ted has a Light Pistol. Each of them have a Palming skill rating of 4 and an Agility of 5. William rolls Palming (4)
    + Agility (5) - the Concealability Modifier of an SMG (+2) for a total Dice Pool of 7. Theodore will roll Palming (4)
    + Agility (5) - the Concealability Modifier of a Light Pistol (-2) for a total Dice Pool of 11.
    The third indicator of potential criminal activity is suspicious behavior or openly flaunting restricted gear, such
    as wearing a suit of full body armor or carrying a crossbow. Swords are openly carried by most citizens in Neo-Tokyo
    and any melee weapon with a reach of 1 or less is usually ignored.
    Anytime the surveillance systems of the NTMP indicate potential criminal activity, officers are called to the
    scene. The NTMP has many two-man patrols operating throughout the city and one is usually within a block or two
    of any location in C or higher rated neighborhoods. These patrols will respond to any alerts and are followed by an
    aerial drone that records any interaction between the police officers and the citizens of Neo-Tokyo. Being confronted
    by one of these patrols will result in a SIN check along with checks for any required licenses (Core 2d printing, 364).
    These patrols have SIN Verification Systems with a default rating of 3. AA and AAA neighborhoods may be higher,
    up to rating 5. Depending on the circumstances, the GM may allow an Etiquette Test to smooth over the interaction
    and placate the officers into not conducting a thorough check. However, they always do a minimal check at rating 2.
    Characters with police contacts can attempt to use their contact to make any legal problems disappear. A police
    contact can influence patrolmen to look the other way for a price. For example, for the hefty price of 1000¥, your
    contact can convince the patrolmen that it isn’t necessary to check your SIN’s legitimacy. This must happen before
    the check, because once they discover the SIN is fake, all bets are off.
    The contact can also smooth over any ‘misunderstandings’ regarding firearms. The larger the firearm, the more
    influence the contact needs to convince the patrolmen that everything is fine. A Connection Rating 2 works for a
    Hold-Out, Connection Rating 3 for Light Pistols, and Connection Rating 4 for Heavy Pistols and Machine Pistols.
    The contact ‘charges’ 500¥ and one week of the character’s downtime. This represents the character investing time
    and money into a reciprocal favor for the contact. Additionally, 500¥ for every Rating of Loyalty under the required
    Connection Rating will be charged. For example, a Connection Rating 4, Loyalty Rating 2 police contact will ‘charge’

    The penalties for the crimes that can be handled by NTMP’s two-man patrols are generally more of an
    inconvenience than anything else. The following are the penalties that can be placed on characters who get the
    attention of the patrols:
    Crime Fine Notes
    Not Broadcasting a SIN 100¥ Will be made to broadcast a SIN, which will be checked
    Not possessing a SIN 500¥ Detained then relocated
    Possessing a fake SIN 500¥*SIN
    Rating SIN is burned, SIN Rating 4+ results in Arrest
    Possessing unlicensed items 250¥ per item If a fake SIN is detected, items are confiscated
    Possessing Grey Mana tattoo 250¥ per Rating Removal of Grey Mana tattoo, +1 Public Awareness
    Unlawful spellcasting 1000¥ -1 Street Cred
    Possessing a Firearm that is
    normally ‘Restricted’* 1000¥ -1 Street Cred, Weapon Confiscated
    Possessing Firearm that is
    normally ‘Forbidden’* 2000¥ -1 Street Cred, Weapon Confiscated, Arrest
    Possessing Grey Mana
    Integration 1-3 500¥ per Rating -1 Street Cred, Item Confiscated
    Possessing Grey Mana
    Integration 4-6
    1000¥ per
    Rating -1 Street Cred, Item Confiscated, Arrest
    Resisting Arrest 3000¥ Use of necessary force to incapacitate, issue criminal SIN
    * All firearms are counted as Forbidden in Neo-Tokyo, but the penalties for being caught with an Area Alpha will be stiffer than for being caught
    with a Light Fire. Penalties are based on their normal legality codes as noted in source material.
    A detained character is detained for 8 hours and then moved to the Sub-Tokyo area. An arrested character is
    held for 24 hours, gains one point each in Notoriety and Public Awareness, and loses 1 point of Loyalty with any
    police connections (to a minimum of 1 Loyalty). This time cannot be used to rest, heal, or regain edge.

    Magic Surveillance
    The NTMP also employs Magic Security forces, including mages on astral patrol and various watcher and
    other spirits. Anyone who looks up at the sky while astrally perceiving can generally spot an NTMP associated spirit
    at any given time. Magic is common in Neo-Tokyo and simply using it may not be enough to garner any attention.
    Combat Magic higher than Force 3, any Mental Manipulation, and other uses of magic at the discretion of the GM
    may garner attention from astral surveillance. When the GM determines that magic use would be suspicious, the GM
    may have the player roll their character’s Edge rating as a dice pool opposed by a dice pool created by the Force of
    the spell being cast and an additional die for every security rating level over C in that neighborhood.
    If they do not get any net hits, then a watcher spirit has tagged their action as suspicious and an astrally
    projecting NTMP mage will arrive on sight at the beginning of the next combat round and assense the situation. Based
    on their findings, they may remain on sight to monitor, determine that the activity is not criminal related, call in a local
    patrol to check things out in the mundane, or trigger an HTR response.
    Astrally projecting NTMP mages are Mind-Linked to a dispatcher within a few meters of their body.
    Two important caveats to Magical Surveillance are that adept powers don’t have astral signatures that can be
    read like spells and that NTMP watcher spirits will never patrol inside of privately owned buildings and will ignore
    magic that is cast on extra-territorial properties.

    High Threat Response
    The following incidents can trigger a High Threat Response: Explosions, fully automatic gunfire (4 or more
    bullets in a single action), sustained gunfire (more than 1 combat turn involving gunfire), violence against police
    officers, any LOS(A) combat spells, multiple (LOS) combat spells over multiple combat turns, and/or multiple
    casualties. The GM is not limited to this list.


    SRM 09-01 Started from the Bottom

    When you are new to the shadows of Neo Tokyo, without much in the way of reputation or established contacts, the work that comes your way feels beneath your talent. But this is Neo-Tokyo and you start from the bottom.

    SRM 09-02 Finders Keepers

    Tanaka-san has lost something and needs it retrieved. He won't tell you what it is, where to get it, or even reveal himself. Can you prove your worth and uncover the mystery?

    SRM 09-03 Learning Little from Victory

    Honor is life in Neo-Tokyo; how do you hold on to yours when Tanaka-san asks you to get involved in local politics? Can you put your candidate on the path to victory without losing face in front of new ‘friends’?

    SRM 09-04 Neo-Tokyo Drift

    The street racing scene of Neo-Tokyo is reknown worldwide so when the team is asked to get involved they jump right in. What happens when the stakes get higher and higher on the unforgiving streets?

    SRM 09-05 Violent Shadows

    Tanaka-san needs an inconspicuous crew to rescue a missing child, but his Yakuza rivals are already a step ahead. Do you rescue the child for Tanaka or will you turn him over to the rival faction?

    SRM 09-06 Seven Breaths

    War in the streets is threatening to boil over when an opportunity arises to bring it back to a simmer. Pick your preferred losers but don’t take too long as time is short.