SRM Chicago FAQ Ver 1.2 PDF
SRM Chicago FAQ Ver 1.2 PDF
SRM Chicago FAQ Ver 1.2 PDF
VER. 1.2
Credits
Special Thanks To the previous caretakers of the Shadowrun Missions(SRM) line: Richard Osterhaut, John Dunn,
Aaron Pavao, Stephen McQuillan, and Steven Bull Ratkovich. To prior members of the FAQ Committee: John
The Butcher Appel.
Additional thanks - To the Shadowrun SRM FAQ Committee: Robert Banshee Volbrecht, Nick DireRadiant
Van, Michael Cadre Elite Messmer, Tony The Pony Gambino, and Grace Pegasa Lyttle.
Updates and changes to this version of the FAQ are highlighted in green. These changes are Errata for SRMs only,
and are subject to change when the official Errata gets released.
Rules that no longer apply since the last update are typed in Red and have been struck through.
TABLE OF CONTENTS 2
SECTION 1: BOOKS 4
SECTION 11: GUN HAVEN 3, ASSASSINS PRIMER, SAIL AWAY SWEET SISTER, SHADOW SPELLS 37
APPENDIX C: CONTACTS 63
APPENDIX D: ERRATA 66
APPENDIX E: LICENSES 67
Shadowrun Missions characters may not utilize the following books (in any format) because they have been
designated as Optional:
The following are Shadowrun adventures not intended for Shadowrun Missions play:
The following are Shadowrun books with no rules, but are good for background information:
The following are Shadowrun alternate setting sourcebooks which may not be used for character generation,
background, etc. Note however that future Shadowrun Missions might involve exploring these settings.
Shadowrun Missions Chicago FAQ ver 1.2 4
- Court of Shadows (CAT-27009)
Someone said theres a reward for wearing Shadowrun shirts to Missions games?
Yes! If you wear a Shadowrun or a Catalyst Game Labs shirt to any Catalyst Demo Team convention or
Open Play Shadowrun Missions event, you get a single point of NERPS!
Can I take my character from my home Missions game to a convention or Open Play event?
Yes, but only if the character adheres to the Shadowrun Missions guidelines presented in this FAQ. The
character cannot be played in non-Missions events. You must have a completed Missions Calendar for your
characters career up to that point, as well as a GM signed Debriefing Log for each Missions adventure in which the
character played. The Debriefing Log must note all Karma, nuyen, and items earned during a run. Refer to Appendix
B for a list of legal Shadowrun Missions.
Gamemasters running Missions as a home game should adhere as closely as possible to the Mission as written
as they can (with certain allowances for players who go off-script, because they can and will!). House rules are
never to be used for these games, and gamemasters should be careful not to allow the acquisition of crazy, game
unbalancing gear.
Gamemasters at Conventions and Open Play have the right to perform a character audit at any point and
disallow any abilities that are not normally allowed in Missions (i.e. disallowed gear, spells, qualities, etc.) or any
gear that seems inappropriate for a Missions character to have obtained (e.g. military-scale gear such as tanks and
attack choppers or very expensive and/or high Availability equipment the player cannot show just cause to possess).
These rules seem strict, but as Missions is largely on the honor system and does not maintain a character
database or require any sort of character registration, its the only way to maintain a semblance of fair play for all
Missions participants.
Im gamemastering the adventure as a legal Missions adventure. How much leeway do I have to change
things?
You have a little wiggle room to add your own spin to the game, and of course to deal with whatever the
runners come up with. However, a few things you should never change:
Major NPCs: Never change the names or personalities of major, named NPCs. These characters can and
do come up in other adventures, so you dont want to cause confusion for the players, since not every GM knows
you renamed Bull the Ork Decker to Pony Boy.
Major Plot Details: Again, these may come up in future Missions, so changing major storyline details
could drastically alter the plot and make things confusing for players in the future.
Nuyen Awards: A few gamemasters and players think Missions awards too much nuyen. Many think it
doesnt award enough. Regardless, the run rewards are designed with both the campaign balance in general and the
suggested SR5 awards in mind, so please dont give out more nuyen (or take nuyen away). Its not fair to players
who are playing under other gamemasters.
Karma Awards: Same as nuyen awards. Its not fair to other players if you give out more karma, and not
fair to your players if you give out less that the Mission outlines.
Where can I go to get the latest news and updates about Shadowrun Missions?
Like us on Facebook (https://www.facebook.com/SRMissions) for up-to-date news, updates, and sneak peeks
of upcoming Missions releases. This is the primary place we post updates for the game.
Also join us on the official Shadowrun forums (http://forums.Shadowruntabletop.com) to discuss Missions
and rules with your fellow players as well as the writers and developers of the Shadowrun roleplaying game. The
Shadowrun Missions forum is also your go-to place for the latest news, rulings, and Missions updates. NOTE: The
SRM FAQ is the only official source for rulings. Should the Shadowrun Missions Developer make any rulings on
the forums, they are considered temporary until reviewed and incorporated into this document.
This Mission I just played doesnt have gamemaster rewards listed! What gives?
Gamemaster rewards were added with Shadowrun, Fifth Edition and Season 5, so if youre playing an earlier
edition and season, then those werent available. There are also some Convention Mission Pack (CMP) compilations
that have been up-converted for SR5, but because they were written for an older season they dont have these
rewards by default. In that case, take the baseline pay for the Mission and treat it as if you got two net hits on a
negotiation test for any bonus pay. You also get the maximum amount of Karma, and any other rewards as above.
Details for each of these are in Appendix D: Errata.
Can I replay a Mission with a different character? With the same character? What if I GMed the adventure?
The answer to all of these is yes, yes you may. However, be advised that you and your character should
largely act in a passive support role. You already know the adventure and how it turns out, so it is cheating if you act
Shadowrun Missions Chicago FAQ ver 1.2 8
on the knowledge of how the adventure plays out. You dont want to spoil the fun for other players, do you?
Ultimately this is on the honor system, so please re-play responsibly.
Also, while its possible to play the same Mission multiple times with the same character for whatever reason,
you only gain the Karma and nuyen from the adventure once, so only the first time you play counts. Also, if you are
replaying an adventure with the same character, any money you spend comes out of your actual balance even though
you do not earn any additional nuyen for the run. This prevents replay players from using their virtual share to
handle all contact bribes and buy gear for the other players, knowing he doesnt get to keep that money at the end of
the run.
Any special blanket rules players and gamemasters should be aware of?
Yes, there are three.
Wheatons Law: Dont Be A Dick. This means players and Gamemasters alike should remember that
everyone at the table is there to have fun. Characters might be utter bastards, but players should be courteous and
considerate of other players and not do anything that would ruin the fun of others at the table. This means accepting
that payments are divided evenly amongst the characters. This means not playing out flaws, character quirks, or
whatever else you think is in character if it will ruin the fun of other players or make them uncomfortable. And it
means no non-consensual PvP (player versus player) actions such as mind controlling, attacking, or stealing from
other players. One persons fun is never more important than anyone elses.
In Player We Trust. From time to time Gamemasters may do a character audit and look over your sheet, but
at the end of the day they are rarely going to sit and do all the math and inspect every item, every skill, every
contact, and every Debriefing Log. At the end of the day, we trust the player to be honest in their record keeping and
their math. Please be honest and dont abuse our trust. Its just a game, and if you need to cheat to win a
roleplaying game, its a little sad.
In Gamemaster We Trust. Missions are written to be as broad as possible and to encompass as much as
possible while still telling a good, fun story. However, we never know what the players are going to bring to the
table, and any Gamemaster who has sat behind the screen knows players rarely follow the roadmaps laid out for
them. Missions Gamemasters need to think fast on their feet, often have to improvise, and need to adjust the power
level and scale of the adventure to fit the characters and players. And thats okay! We trust the Gamemaster. Feel
free to adapt as needed, so long as the core adventure and events remain intact. Add what you need, remove what
you need. Just try to keep the adventure rewards within the established guidelines for the Mission, and dont go
giving out attack helicopters or let them have Lofwyr as a contact. Keep things sane for the next gamemaster who
deals with these players!
What are the plot hooks and themes for this Season?
The Chicago story arc follows up the status quo as laid out in Feral Cities and the electoral results set up in
Dirty Tricks. Illinois Governor Anthony Presbitiro won his re-election bid on the campaign of rebuilding Chicago,
and he helped newcomer Allan Brown get elected as the new mayor of Chicago on the same platform. The two have
initiated an aggressive campaign called Project: Takeback (Healing Chicago and making it safer you and your
family!) to repair and rebuild the shattered city.
The first part of this is revoking the Adverse Possession ruling of the Chicago Supreme Court (p. 32, Feral
Cities) which granted property ownership to anyone who lived on a piece of land continuously for an extended
period of time without the rightful owner stepping forward to claim it. As of June 1, 2075, Adverse Possession was
thrown out, and the residents of the former Containment Zone and areas of the Corridor no longer have any legal
rights to property they may have been living on for as long as twenty years. Needless to say, this angered many of
those living in these areas of the city.
The second part is offering up a one-year reclamation period where anyone who can prove they had a legal
claim to a piece of land prior to the Containment Zone going up or have since purchased rights to that property will
be given ownership immediately. After one year, any remaining property will be auctioned off to any interested
parties for immediate ownership.
However, there are two catches to this. The first is that any entities normally exempt from local land taxes
due to extraterritoriality will have to pay taxes for the first five years to pay for rebuilding critical infrastructures in
the area. The second is that all parties taking ownership of land have until June 1, 2077 to physically take
possession, clear the land, rebuild, and start using it, or else the city will declare eminent domain and seize the
property back for resale.
Many corporations, both new and old, are moving in to take advantage of Project: Takeback, and you can bet
the residents of the Zone arent going to take this lying down. Everyones looking to hire runners, whether its to
destroy evidence left behind before the CZ went up, reclaim lost data and tech, prove ownership of property, stop
someone else from claiming the land, or simply throw a monkey wrench in the entire process. Either way theres a
lot of money to be made, and its a good time to be a runner in Chicago!
Just keep in mind that Chicago was termed a Feral City for a reason. Ghouls, bugs, magical voids, toxic
zones, gangs, organized crime, and the government combine to make the Windy City a mess. In fact, the sprawl
made Aethernets Five Most Dangerous Cities list the last ten years running for a damned good reason.
Watch your back. Shoot straight. Conserve ammo. And never, ever deal with a dragon.
Wireless
Keep in mind that most gear is assumed to have some wireless function built into it, and many pieces of gear
benefit from being connected to your Personal Area Network in some way. Skinlink is not available at this point, so
youll either need to run wireless to take advantage of these bonuses, or run wires to your gear if you want to be
protected (youll look like a fraggin antique with wires running all over the place, but dont worry. Wires are cool
again!).
With this in mind, youll likely either need to make sure you have a good decker in the group to protect you
with his cyberdeck, and/or make certain you have a decent firewall on your commlink to protect your gear. Getting
bricked (SR5, pg. 228) sucks.
Qualities
Most qualities are allowed in Missions play. However, since Missions are designed to be run in a tight time
frame and because you may be playing under different gamemasters at different venues, some qualities simply
cannot come into play or be enforced, and as such are disallowed. The following qualities are disallowed in
Shadowrun Missions play and are inclusive with all available sourcebooks:
Positives:
Bandersnatch (Run Faster, pg. 136)
Banshee (Run Faster, pg. 136)
Better To Be Feared Than Loved (Chrome Flesh, pg. 54)
Brand Loyalty (Run & Gun, pg. 127)
Deus Vult! (Assassins Primer, pg. 17)
Dzoo-noo-qua (Run Faster, pg. 137)
Fame (Run Faster, pg. 146)
Fomoraig (Run Faster, pg. 138)
Friends in High Places (Run Faster, pg 147)
Ghoul (Run Faster, pg. 138)
Gnawer (Run Faster, pg. 138)
Shadowrun Missions Chicago FAQ ver 1.2 12
Goblin (Run Faster, pg. 138)
Grendel (Run Faster, pg. 139)
Harvester (Run Faster, pg. 139)
Loup-garou (Run Faster, pg. 139)
Mutaqua (Run Faster, pg. 139)
My Country, Right or Wrong (Assassins Primer, pg. 17)
Nosferatu (Run Faster, pg. 139)
Online Fame (Data Trails, pg. 45)
Revels in Murder (Chrome Flesh, pg. 56)
Trust Fund (Run Faster, pg. 151)
Vampire (Run Faster, pg. 140)
Wendigo (Run Faster, pg. 140)
Negatives:
Alpha Junkie (Cutting Aces, pg. 151)
Amnesia (Run Faster, pg. 152)
Bad Rep (SR5, pg. 79)
Big Regret (Run Faster, pg. 153)
Blank Slate (Chrome Flesh, pg. 57)
Bushido 2.0 (Run Faster, pg. 30)
Carrier (Run Faster, pg. 141)
Code of Honor (SR5, pg. 79)*
Code of Honor: Avenging Angel (Hard Targets, pg. 191)
Combat Junkie (Run & Gun, pg. 127)
Cyber-Snob (Chrome Flesh, pg. 57)
Curiosity Killed the Cat (Data Trails, pg. 46)
Data Liberator (Data Trails, pg. 46)
Day Job (Run Faster, pg. 154)
Dependent(s) (SR5, pg. 80)
Driven (Run Faster, pg. 154)
Earther (Run & Gun, pg. 169)
Ex-Con (Run Faster, pg. 155)
Flashbacks (Run Faster, pg. 155)
Harmony with Nature, The Shamans Code (Run Faster, pg. 26)
Hung Out to Dry (Run Faster, pg. 155)
In Debt (Run Faster, pg. 156)
LEEEEEEEROY JENKINS (Data Trails, pg. 48)
Loss of Confidence (SR5, pg. 82)
One of Them (Chrome Flesh, pg. 58)
Paraplegic (Run Faster, pg. 157)
Poor Self Control Compulsive (Run Faster, pg. 158)
Poor Self Control Vindictive (Run Faster, pg. 158)
Prank Warrior (Data Trails, pg. 49)
Records on File (Run Faster, pg. 158)
Social Stress (SR5, pg. 85)
The Code of the Good Cop (Run Faster, pg. 31)
The Code of the White Hat (Run Faster, pg. 31)
The Code of Wuxia (Run Faster, pg. 27)
The Hermetic Code (Run Faster, pg. 32)
Too Much Data (Rigger 5.0, pg. 33)
Tough and Targeted (Chrome Flesh, pg. 60)
Unsteady Hands (SR5, pg. 87)
Vendetta (Run Faster, pg. 159)
Wanted (Run Faster, pg. 159)
Wanted by GOD (Data Trails, pg. 49)
Shadowrun Missions Chicago FAQ ver 1.2 13
White Hats, The Code of the Hacker (Run Faster, pg. 27)
Other Qualities such as Addiction, Allergy, and Incompetent normally require gamemaster approval. These are
allowed with the restriction that they have to be something playable and appropriate to your character.
Addiction:
Existing: No tests are made for addiction during downtime, but at the beginning of each Mission you are
required to make an Addiction Test for each substance to which you are addicted. Edge may be spent on this roll,
but is considered spent and unavailable until you are able to recover Edge. The threshold for the test is based on the
Addiction Threshold minus any weeks spend conducting downtime activities on the SRM Calendar. The minimum
threshold to which it can be reduced is one (1). You may spend as much downtime as necessary to reduce the
Addiction Threshold to one (1); just mark the time off your SRM Calendar and pay for any lifestyle costs during that
time.
If you take a dosage or get a fix during downtime, you must make your Addiction Test(s) as above
(beginning of Mission). You are on the honor system for keeping track of thresholds when the GM asks you to make
the test(s).
If you do not take a dosage or get your fix during downtime, you are considered suffering from withdrawals
during downtime and at the beginning of the Mission. You make a Withdrawal Test(s) at the beginning of the
Mission and may buy off (or down) the quality and do not suffer from withdrawal if successful. Failure means you
suffer from withdrawal for the Mission. If you take a dosage or get your fix, you no longer suffer from withdrawal,
but the process starts all over again.
Whether you have an addiction or note:if you take any addictive substance during a Mission, you make an
Addiction Test(s) at the end of the Mission. The threshold for this test is equal to the full value of the Addiction
Threshold for each addictive substance. A test is made for each type of addiction (physiological, psychological, or
both) listed for the substance. If you fail this Addiction test, you either gain the Addiction negative quality (if not
already addicted) or your Addiction level worsens one step.
For addictions with no set price (such as gambling), you must spend at least 500 per level of addiction
each time you succumb to your addiction.
The Addiction must be to something either somewhat expensive, harmful to the character in the short term,
and/or otherwise difficult to obtain. There are many serious, real-life examples of addictions that can be very
harmful and have long-term effects on a person but would have little to no effect on a Shadowrun game, especially
in the Missions format. Things like caffeine or cigarette addictions would fall into the disallowed category, as
these can be harmful but are also legal, cheap, and easy to obtain. MMO and sex addiction likewise wouldnt come
up in play very often, other than as a minor distraction to the character. Narcotics, BTLs, and expensive gambling
are all acceptable examples of Addictions that can be used in Missions.
Example:
Billy Bob has a moderate addiction to Bliss (Addiction Rating 5, Addiction Threshold 3). He went on a
Mission and spent six (6) weeks before his next Mission. He suffered withdrawals during the six weeks (4 to
Mental and Physical attribute based tests). At the beginning of the next Mission he needs to make two Withdrawal
Tests (one physiological and one psychological). The threshold is one (1) so he needs a single hit on each test. If he
gets a hit on each test, he may buy off the quality and does not suffer from withdrawal. If he fails, he suffers from
withdrawal for the entire Mission, unless he takes another dose of Bliss. Of course, taking this does of Bliss means
he must make an Addiction Test at the end of the Mission. At the end of the Mission, he fails his Addiction Tests
and his addiction goes from moderate to severe.
Allergies: All Allergies must be things that are possible to come up in a game session without the Gamemaster
having to go out of his way to introduce them. An allergy to uranium or Macronesian bee stings, for example, are
things that are never likely to come up in a game, and thus would not be allowed.
Code of Honor: The basic Code of Honor negative quality as described on pg. 79 is not allowed in Missions play,
however specific Codes of Honor may be allowed from other sourcebooks. For example, Assassins Creed is
allowed from the SR5 sourcebook, but Warriors Code is not.
Incompetent: This quality can only apply to a skill group the character is likely to need and use on a regular basis.
Outdoors, Engineering, Cracking, and Biotech are groups that should only be taken as incompetent if they would
Shadowrun Missions Chicago FAQ ver 1.2 14
directly be a skill your characters build would use, such as a medic for Biotech, decker for Cracking, rigger for
Engineering, etc. This should be a skill that has an impact on your character and your gameplay, not something
easily ignored.
What about Exceptional Attribute and Lucky? Those say with gamemaster approval only.
Both of these are allowed in Missions.
Lifestyle Options (SR5, pg. 374) are allowed in general. However since Missions are pre-written and rarely
take place at the characters doss, the two negative options (Cramped and Dangerous Area) are not allowed since
they will rarely, if ever, come up. Characters should consider the positive options carefully, as they will likely come
into play rarely as well, so they may be a waste of money.
Team Lifestyles (SR5, pg. 375) are allowed, but if used all members of the team using this option must
synchronize their Missions Calendars. This means that if one member needs to spend an entire month of downtime
training and the other members do not, or if a player misses a Mission and skips a week, the other players must
waste this time and still pay full lifestyle costs. This is done to prevent the Calendar weirdness that happens when
one player is several months ahead of another player because he frequently needs extended downtimes, and thus, is
paying far more for his share of the rent.
Character Audit: Gamemasters may do a character audit before a game session and, if they deem a quality to be
unsuitable, they may disallow it. Please consider your qualities carefully and do not try to abuse the system.
Conventions/game day events: Sometimes you make a brand new character for a convention/game day
event and after playing it, discover it wasnt really what you wanted or it needs some tweaks. Sometimes you get in
on a First Taste event which uses pre-gens and you cant get into a Build-A-Runner Workshop and use the pre-gen
the entire convention. For conventions/game day events, we prefer you make any changes/tweaks as soon as you
have free time. However, we also realize this may not be possible. Officially, you may make any changes/tweaks to
that character after the convention/game day event is over, but before that character participates in another
Shadowrun Mission (SRM/CMP/SMH/PM). If you had a pre-gen or a character which simply did not work for you,
you may take any Karma and nuyen earned and apply it to a new character. NOTE: if you spent any Karma or nuyen
on the original character during the course of the convention/game day, you may NOT mulligan the character. For
example: CT comes up with this awesome idea in her head about a character concept and she creates that character
for an upcoming convention. Unfortunately, within the first couple of Missions, she realizes she does not enjoy the
concept and just cant get into the character. Since she loves Shadowrun, shes booked herself for every time slot
available and doesnt even have a chance to eat, let alone make a new character. She saves each Debriefing Log,
doesnt spend Karma or nuyen, and when she gets home creates a new character and applies the Karma and nuyen.
At this point, this character can no longer be tweaked or changed since shes applied the karma and nuyen, even
though the character hasnt played a single Mission yet. Also, even if she had spent no karma or nuyen, no further
Mulligan is allowed since she mulliganed the first character into this second character.
FLGS: As above, sometimes you have an idea in your head and create a character, but sit down at your
first Mission and discover you dont like the character. You may make tweaks/changes (or a new character) after the
first Shadowrun Mission (SRM/CMP/SMH/PM), but before that character participates in another Shadowrun
Mission. As above, once you spend karma or nuyen on that character, it is locked in and may not be
tweaked/changed/remade. If the Karma and nuyen were not spent, then they may be applied to a new character as
well, but once applied, no changes/tweaks may be made. Also, even if no karma or nuyen is spent, no further
Mulligan is allowed since the first character was mulliganed into a new character.
I want to do X, which can be done in game or as a downtime action. Do I roll skill dice or buy hits?
Anything that is permanent or has no explicit expiration date to it must be done using the buying hits
method.
If I Quicken a spell during play, do I buy hits or can I spend Edge and Reagents and roll my skill as normal?
You must buy hits and cannot use Edge or reagents.
Does Binding a Spirit have to be done as a Downtime Action (and must therefore buy hits)?
No. Bound Spirits have an expiration date (a.k.a., number of services). Further, since they get to resist with
double Force, buying hits makes it nearly impossible to ever bind a higher Force spirit and get a useful number of
services out of it. As such, players may choose to either buy hits or roll. If a player is binding as part of his normal
Downtime between games and wishes to roll his dice, he should let his gamemaster know at the start of his next
game session and quickly get all rolls done before the game starts. Players may spend Edge on rolls made in this
fashion, but they are considered spent at the beginning of the game session and are unavailable until the GM allows
Edge to refresh.
How much nuyen can I expect to make from the average Missions adventure?
Nuyen awards are based very loosely on the Run Rewards guidelines (SR5, pgs. 375-376). Most Missions
award around 10,000 to 12,000 nuyen. Missions are designed to be easier may pay a little less, and harder Missions a
may pay more. The maximum amount you are likely to ever see in a standard SRM or CMP adventure is 20,000
nuyen (on very rare occasions), and the minimum amount you should ever see is 5,000 nuyen. This pay is
Shadowrun Missions Chicago FAQ ver 1.2 18
sometimes subject to achieving multiple goals in a Mission, so if you fail one or more objectives its possible to get
paid less.
Special Missions will usually pay similar to a standard SRM or CMP, but occasionally may pay a little
higher if the risks are greater. Prime Missions are designed to be higher stakes and higher rewards, so they start at
the 20,000 mark and move up from there.
Note that some Missions may offer up their pay piecemeal, if there are several small jobs involved. This
means the initial Mr. Johnson may only offer a couple thousand nuyen for a job. When this happens, rest assured
that there are one or more additional job offers coming in the adventure. Be patient and dont start threatening Mr.
Johnson right away (or worse, threatening the gamemaster). Thats a quick way for your character to gain notoriety
and lose contacts, and generally you can count on there being more ways to earn nuyen designed into the adventure
to compensate.
How much Karma can I expect to earn from the average Missions adventure?
Like with nuyen, karma awards are based loosely on the Run Rewards guidelines (SR5, pgs. 375-376) as
well as the type of Mission and the difficulty of it will factor into the Karma awards, as well as how well you did
during the adventure. The average adventure awards between 6 and 8 karma.
Can I buy/train/do downtime items such as (fill in the blank) at the game table?
Yes, though the standard rules for making tests during downtime apply. Since not every game will have the
time or access to a gamemaster to handle their downtime activities, its only fair that everyone follows the same
guidelines at all times.
How do I raise skills or attributes, learn new spells, or otherwise advance my character between adventures?
Use the Character Advancement rules (SR5, pgs. 103-107) as normal. Any week spent on a Shadowrun
interrupts your training, but you can resume where you left off. If you spend more than three weeks without
resuming your training, you lose any progress made and must start from the beginning.
If my equipment takes Matrix damage or is bricked, how long does it take to repair?
Equipment that is bricked during gameplay is assumed to be fully repaired and operational as long as you take
at least one week of downtime between Missions. This downtime can be used for any other activity you wish.
The following rules for Reputation are for use in Shadowrun Missions.
Street cred
1. Reduce item Availability by the (Adjusted Streed Cred Value) 10 (round up)
2. Adjusted Street Cred Value = Street Cred - (Notoriety + Public Awareness)
For example: Joe Sam wants to purchase an Availability 24 item. His Street Cred is 55, Notoriety 0, and
Public Awareness 6. Adjusted Street Cred Value = 55 - (0+6) = 49 which is then divided by 10 giving him a 4.9
rounded up to 5. Availability is then adjusted to reflect 24 - 5 = 19.
When a character is known (see Public Awareness below), they may add their Street Cred as a positive
modifier to their Social Limit for Social Tests. They do not receive additional dice from their Street Cred.
Notoriety
Reduce limit of Social tests by Notoriety of the character with the highest Notoriety who is present at the
Social interaction. Note this is for Social tests in which a positive outcome is desired, e.g. Negotiation. As an
example Negotiation (or appropriate skill) + Charisma + Extraneous modifiers [Social Limit - highest Notoriety at
the table]. It may also be added as a positive limit modifier to Intimidation tests if known (*see Public Awareness
below).
Public Awareness
Use the table below to determine if the character is known.
If the other individual is already in the shadows, then you are known to them.
The below chart represents Thresholds for non-shadow people. The GM has the final say in determining if
an individual is in the shadows or not.
The roll is Relevant Knowledge Skill (e.g. Law Enforcement, Shadowrunners) + Intuition + Notoriety. A
failure means the non-shadow person doesnt recognize the character. On a Glitch, the non-shadow person doesnt
recognize the character and he/she may be mistaken for a non famous person. On a Critical Glitch, hilarity ensues,
e.g. the runner is mistaken for a famous (or even infamous) personality (corporate CEO, sim star, mafia don, SRM
author, etc.).
0-3 NA 4
4-6 4 3
7-9 3 2
10+ 2 Auto
For example: Dazzler wants to impress the bartender into giving her friends some free drinks (in other
words, Dazzler wants to increase her Social Limit with her Street Cred when she rolls since she doesnt have a high
Social Limit, she doesnt gain additional dice). In order for the bartender to recognize Dazzler, he needs to achieve
4 hits on his roll (Dazzler has a Public Awareness of 6). He rolls Intuition (3) + Local Runners (3) + Dazzlers
Notoriety (2) for a total of 8 dice. He achieves 3 hits...so Dazzler has to pay for everyones drinks unless she is able
to successfully use her Con/Negotiation/Intimidation skill without the benefit of increasing her Social Limit due to
Street Cred/Notoriety. On the other hand, Dazzler wants to sneak out of the CZ past the Lone Star patrol without
being recognized. The threshold for the authorities is 3 based on her Public Awareness of 6. The two Star officers
roll this as a Teamwork test Intuition (3) + Law Enforcement (3) + Dazzlers Notoriety (2). After all is said and
done, the officers get a total of 4 hits, which means they recognize her and now she has some explaining to do.
Positives:
None disallowed
Negatives:
Bad Rep (SR5, pg. 79)
Code of Honor (SR5, pg. 79)*See note in Section 4
Dependent(s) (SR5, pg. 80)
Loss of Confidence (SR5, pg. 82)
Social Stress (SR5, pg. 85)
Unsteady Hands (SR5, pg. 87)
In combat it says I can only make one attack action. What exactly does this mean?
It means dont get cute and try to play word games. Barring using the Multiple Attacks Free Action (in
which you split your dice pool to attack multiple targets), you cannot take a second offensive action towards another
character during your pass. This means throwing grenades, shooting guns, casting spells (recklessly or otherwise),
spitting in their cheerios, spiking their tea with arsenic, or anything else that could be construed as a physical or
mental attack in any way, shape or form. However, you may take a Free Action to cast disparaging remarks at their
mothers if you so choose.
If youre not certain if an action would be an attack, well, it probably is. But ask yourself if they used it
against you would it be an attack? And if youre still not certain, ask your Gamemaster. However, be warned, if you
try and argue with him he is authorized to smack you upside the head with the Shadowrun, Fifth Edition book.
Does the official errata for Magical Skills (SR5, pg. 142) mean that adepts cannot buy Arcana skill?
No. That ruling only applies to skills that directly use the Magic Rating to use them. Arcana is a Logic skill.
Any character may learn the Arcana skill.
Does the +3 Drain Value from Reckless Spellcasting apply before or after the minimum Drain Value of 2
kicks in?
You calculate all Drain modifiers at the same time. Thus if you were recklessly casting a Force 2 spell that
normally had a drain value of F 4, the drain would be modified to F 1, so the drain value would still be 2.
Shouldnt the cost for Submersion for technomancers be the same as Initiation for magical characters?
Yes. Submersion (SR5, pg. 257) should cost 10 + (Grade x 3).
If an item, skill, power, spell, etc. is listed with different stats in two different published books, which book
takes precedence?
This should not happen, and when it does its simply an accident. Usually its simply a typo or something
didnt get renamed as it is supposed to be a new or separate version of the item or power.
Official errata should be released to correct this oversight. However, if errata are not released before the book
becomes Missions legal use the earlier instance of the item until either the Official errata is released or the Missions
FAQ gets updated. As always, keep an eye on the official Shadowrun Missions forums for the latest news and
rulings before they are released.
How many Unbound Spirits can you have at one time? The text (SR5, pg. 300) isnt very clear.
You may only have one unbound spirit at any given moment.
Is it possible to run a Direct Connection between Device A (wireless off) and Device B (wireless on) and still
receive Wireless Bonuses on Device A?
No. An individual item must be wirelessly enabled and have access to the Matrix to gain the wireless bonus.
What attributes do Riggers use for controlling drones? (SR5, pg. 265)
Attribute to use is the normal attribute for the test as found in SR5, pgs. 130-147.
What exactly does the "Remote Control" specialization for pilot skills cover? (SR5, pgs. 146-147)
It covers any vehicle within that group. For example: Pilot Aircraft (Remote Operation) covers remotely
operating any vehicle classified as an aircraft.
If a toxin has multiple vectors and a character affected by it has Immunity to one of them, how is this
resolved? I.e. does the character have complete immunity to the toxin, or none at all?
They only have immunity to whichever vector the device is tailored. If a toxin has multiple vectors, they
are affected.
If a character has multiple pieces of gear that protect against different vectors are the ratings added together
(as seems indicated by page 409 of SR5; "+ the rating of any protective gear/systems", note the plural), or is
only the highest used?
Unless otherwise noted in the items description, they stack for that vector.
Positive:
Brand Loyalty (Run & Gun, pg. 127)
Negatives:
Combat Junkie (Run & Gun, pg. 127)
Earther (Run & Gun, pg. 169)
The Ares Thunderstruck Gauss Rifle (Run & Gun, pg. 45) seems awfully easy to get ahold of. Is that correct?
Ares shipping screwed up and actually sent off a small shipment of these to their Weapons World outlet
stores in crates that were supposed to hold boxes of Ares Predator Vs, so for about a day it was possible to get hold
of one of these monstrosities if you could find the right Weapons World store. Ares quickly realized their mistake
and recalled them, and theyre now only available through special order if youre a Platinum Club member. Or
through the Black Market, which is more likely where you will find one.
Simply put the 12F Availability is wrong, and should be 24F (as it is listed in the chart on p. 207).
What are the thresholds and intervals for weapons modifications? (Run & Gun, pgs. 50-54)
SR5: For Shadowrun Missions, the accessories listed in SR5 are accessories and not modifications.
Hard Targets: Modification thresholds and intervals are covered on page 183.
Run & Gun: The thresholds and intervals can be found in the below chart for modifications.
Can you wear multiple custom fit (stack) (Run & Gun, pg. 59) items?
If there were multiple (stack) items from the same manufacturer that were different types of clothing worn in
different locations, then yes it would be possible. You cannot wear two of the same type of item, though (such as
two overcoats/greatcoats). At this time, however, there are not two types of (stack) armor available from the same
manufacturer.
Does the custom fit (stack) count toward my armor accessory limit?
Yes. All that the custom fit rule does is allow an item that would normally be its own individual piece of
armor (and thus would not normally stack) become an armor accessory when worn as part of a set.
Its not clear what armors can the Second Skin armor stack with (Run & Gun, pg. 63)?
Second Skin is part of the Zoe line of products, and is intended to work with any of the Zoe brand armors
only. This includes the Executive Suite, Heritage, and Nightshade/Moonsilver armors as well as Second Skin.
Does a ballistic mask stack with a helmet? (Run & Gun, pg. 74)
No, you may only wear one or the other.
Do Gel Packs (Run & Gun, pg. 86) count as armor accessories for the purposes of encumbrance (Shadowrun,
Fifth Edition, p. 169), or do they "add to" (as opposed to stack with) the base armor?
Gel Packs count as an armor stack, and thus add to encumbrance. Generally anytime you adding something
else on top of, underneath, or in addition to your armor it will count as a stack, because its going to make the armor
heavier and more uncomfortable to wear.
Are any of the Optional Rules for Deadlier or Less Lethal Combat (Run & Gun, pgs. 107-110) used?
No. These rules, listed as RG1, RG2, etc. are not used in Missions gameplay.
How do you calculate the AP modifier for Bull-Eye Double-Tap (Run & Gun, pg. 116)?
Its the base AP of the weapon, before the APDS ammo if factored in, multiplied by the number of bullets.
Then add in the APDS AP modifier. So a weapon with a 2 base AP value firing a three-round burst would be (2 *
3) 4, for a total AP modifier of 10.
Are the Martial Arts rules (Run & Gun, pgs. 128-142) allowed in Missions play?
Yup! Time to start learning some Kung Fu!
Can we use the Martial Arts as a Specialization from the sidebar on Run & Gun, pg. 135?
Yes, but it only applies to the skill listed in the chart. The optional rule to allow some MAs to give you two
different specializations is not used.
In order to take a Martial Art as a Specialization, you must have the a Martial Arts style. Once you have the
style, you may then take the Specialization. The +2 bonus applies to attacks using the style or to those techniques
youve learned within that style, but does not stack.
For example: Covon faces a tough opponent, a Yakuza physical adept. Covon already has Carromeleg as a
style and took it as a Specialization, so he decides to use it during this challenge. Both opponents start strictly hand
to hand using Unarmed Combat. Covon gets to apply his +2 from his Carromeleg Specialization. During the fight,
Covon has an opportunity to use his Counterstike technique for which he receives a +2 for his Specialization in
Carromeleg. Note: he does not get +4. Unfortunately, the physical adept must have Killing Hands because his
punches hurt. Covon pops out his cyberspur so he can hurt this guy right back. Covon loses the +2 from his
Specialization because cyberimplant weapons are not an integral part of the Carromeleg (such as in Sangre Y
Acero). Covon also failed to take a Specialization in Cyber Implants...a mistake hes going to correct once he takes
this adept down.
Is the Blow Up Good chapter (Run & Gun, pgs. 171-197) being used?
Yes, except for two sections. Homemade explosives are disallowed, as crafting items is outside the scope of
Missions, and Gear Qualities are not used as they are designed for story and roleplaying hooks and rely on
gamemaster discretion to use, and so fall outside of what most Missions games will have the time to handle.
Positives:
None disallowed
Negatives:
None disallowed
I built my spellcaster before Street Grimoire came out. Can I trade out my tradition for one of the new ones?
Yes, you may switch traditions as a retcon to the character. If your new drain-linked attribute is different, you
may swap it with your old attribute only (i.e., Logic for Intuition). If you have any bound spirits of a type no longer
available to your character, you must swap them out for one that matches your new tradition (i.e., fire spirit for
guidance spirit), keeping the same Force and the same number of services your old spirit had.
Possession traditions from any source are not allowed in Shadowrun Missions. If you selected a possession
tradition, you may switch traditions as a retcon to the character.
Can you clarify what tests Background Counts (Street Grimoire, pgs. 30-33) affects?
Background Counts apply their modifiers to all Skill Tests that are being affected by magic in any way. This
means casting spells, tests to activate adept powers, any test that is being augmented through a skill or attribute
boost, etc.
The adept power Improved Reflexes increases your Reaction, and will affect any skill test based on reaction.
However, Initiative is not a skill test, so you do not take any Background Count related penalties.
Drain is a damage resistance test, so likewise does not suffer Background Count penalties.
When discussing foci deactivating if the background count is higher than their Force, (Street Grimoire, pg.
32,) says that A foci cannot activate while under the influence of the background count. Can you clarify if
thats referring to all foci in general, or just foci whose Force is equal to or less than the background count?
Just ones that are equal to or less than the background count. Considering how often runners are in a
background count for Shadowrun Missions: Chicago, it would be cruel to not let foci ever activate.
Whether a focus is active or inactive (deactivated) when brought into an area with background count, as long
as it is in the background count its force will be reduced by the background count. For example, JoeSam has a Force
6 weapon focus, but it is deactivated. He goes into an area that has a background count of 4 and needs his weapon
focus for a little boost to combat the bad guys hes facing. It activates as a Force 2 weapon focus.
Is anything out of the Dark Magic chapter (Street Grimoire, pgs. 78-101) available for players?
No.
Under tattoo magic (Street Grimoire, pg. 131) it says "Using the Artificing skill, the magician can create qi
and other foci as tattoos." May we get other foci as tattoos?
Yes, any focus may be bought as a tattoo, using the normal focus costs. However, keep in mind that these are
permanent magical markings on your body that you cant hide. You may turn them off, but they still show up in
the astral plane as magical foci. They make you very conspicuous, since you cant just leave them at home or lock
them up when you need to be incognito.
Can I join a magical group (Street Grimoire, pg. 129) and/or use Magical Ordeals or Schooling to reduce
initiation costs (Street Grimoire, pg. 140)?
Yes and no, within certain restrictions.
Magical Schools are not available as there are none in Chicago and few schools willingly accept a short-term,
part-time student of dubious or SINless background.
Players may only join the magical group The Ash Union (see sidebar for details). There are no other groups
in the Chicago area that will accept shadowrunners (theyre all dedicated to specific factions or groups not available
to the players), and players may not create their own group.
Nine Paths To Enlightenment: You must spend 4 full calendar weeks where he may do nothing else,
including having contacts work on his behalf as all of his focus must be on the Ordeal. At the beginning of
the next game session, before the game starts, ask the gamemaster to perform the opposed roll for this test,
and she should choose the higher of the two attributes involved. You may spend a point of Edge on this
roll, but that point is spent for the entire game session.
Deed: Any shadowrun involving Lothan the Wise as a Mr. Johnson (either in full or in part) may count as a
Deed for purposes of Initiation. However, you earn no money for the run (This is given to either Lothan or
The Ash Union for their part in the Initiation).
Familiar: Complete this ritual as normal.
Hermit: You must spend 4 full calendar weeks living by yourself in the wasteland of the Containment
Zone, scrounging for food and shelter. At the end of the first week you must succeed at an Intuition +
Survival (2) [Mental] test. At the end of the second week you must succeed at a Logic + Survival (3)
[Mental] test. The third week you must succeed at a Charisma + Survival (4) [Social] test. The fourth week
you must succeed at a Body + Survival (5) [Physical] test. These represent the various challenges you will
face alone and with no supplies or gear. These tests may be made at the beginning of the next game session
with the gamemaster supervising them. Edge may be spent on each roll, but that edge is then spent for the
entire game session. Failing any of these tests aborts the Ordeal after that week (So failing the third test
would only cost three calendar weeks), costs you no karma, and you may try again after your next Mission.
Sacrifice: This ritual may be taken as normal.
If I am getting discounts from both being a member of a Group and doing an Ordeal, how do I apply the
discount?
Always add up all percentage discounts before applying them. In this instance, you would add the 10%
from the group to the 10% from the Ordeal, and apply a 20% discount to the Karma cost, rounding up.
>>>>>Begin sidebar
The Ash Union
Purpose: The Ash Union is a loose group of magically active individuals, mostly shadowrunners,
operating in the Chicago area. They have banded together to help each other grow magically and help combat the
numerous magical threats to the city.
Members: 30+
Strictures: Dues, Exclusive Membership
Dues: 500/month
Patron: Lothan the Wise
Description and Customs: The Ash Union is a loose group of largely unaffiliated spellcasters, adepts, and
talismongers in Chicago. The Union was originally formed by a magician named Ash who had a talismonger shop in
northern Chicago, outside of the Containment Zone erected by Ares. He decided to try helping those displaced by
the CZ as well s to investigate what was going on, and he turned to the remaining shadowrunners in the city for help.
Since then the group has become the de factor runner initiatory group within the city.
After Ashs death last year due to age, Lothan assumed leadership and has maintained the group. Hes
turned the groups purpose toward investigating whether or not the bugs are truly gone from Chicago, dealing with
the many other magical threats that still exist in the area, and finding a way to try and cleanse the local astral plane.
Once any magically active character gains Lothan at Loyalty 1 or better, that character will be invited to
join the Union following the normal rules for joining an initiatory group, and gaining all the usual benefits from
being a member. Dues are due the 1st of each month.
>>>>>End Sidebar
The Ash Union magical group has several strictures that require an oath. However, Oaths are not permitted
Ordeals for initiating in Missions.
Divination: you must initiate and take the Augury and Sortilege ritual with your initiation (this ritual costs
no additional karma). This now means you are in the Divination school and may take the other rituals via karma
expenditure without further initiation. (Street Grimoire, pg. 139, Magic Arts Sidebar and SR5, pg. 299, Learning
Spells). Danger Sense is a metamagic and must be taken with a later initiation.
Invocation: you must initiate and take one of the rituals (Ally Conjuration or Summon Great Form Spirit)
or enchanting (Govi) with your initiation (the rituals or enchanting chosen for this initiation costs no additional
karma, except as required in conjuring an ally). This now means you are in the Invocation school and may
purchase the other rituals or enchanting via normal karma expenditure without further initiation, except as required
in Ally Conjuration. (Street Grimoire, pg. 139, Magic Arts Sidebar and SR5, pg. 299, Learning Spells).
For all other schools, once you initiate and take the required metamagic (see below), you are now in that school
and may take additional rituals or enchantings via normal karma expenditure (Street Grimoire, pg. 139, Magic Arts
Sidebar and SR5, pg. 299, Learning Spells). In order to take additional metamagics within that school, you must
initiate and meet any prerequisites for the metamagic.
The following schools dont have a metamagic or ritual requirement. In general, once you initiate, you may take
any of the Magic Arts listed for that school and you are considered to be within that school. Please see below for any
additional notes.
- Psychometry: any of the listed Magic Arts, though Sympathetic Linking is normally the first
- Channeling: The Channeling school and its Arts are not allowed in Missions.
- Exorcism: any of the listed Magic Arts (note: item crafting is not allowed in Missions, therefore, Shofar is
not available)
- Advanced Alchemy: any of the listed Magic Arts
- Advanced Ritual Spellcasting: any of the listed Magic Arts
- Advanced Spellcasting: any of the listed Magic Arts
Since possession traditions are no longer allowed in Missions, does this mean I may not take the Channeling
metamagic? (Street Grimoire, pg. 148)
Channeling is not allowed in Missions.
Can Nerve Strike be used with any melee attack? (Street Grimoire, pg. 173)
No, it must be an Unarmed Combat attack, it does not function with a melee weapon of any sort.
Can I make a Spirit Pact (Street Grimoire, pg. 191) with a Free Spirit?
No, Spirit Pacts are disallowed in Missions play.
Can a Teamwork test be made to create the ally spirit formula? (Street Grimoire, pgs. 200-202)
Yes, as long as the other magician is 1) of the same tradition, 2) a member of the same magical group (Ash
Union in SRM), and 3) either an initiate or also a magician attempting to complete the Familiar Ordeal. The other
magician must be a player character magician and may not be an NPC.
Are the Spirit Reputation rules (Street Grimoire, pg. 206) used?
No. Considering how often youre running inside an area with a background count, it wouldnt take long to
accrue a negative reputation high enough to disrupt gameplay.
Is any of the Turning Lead Into Nuyen (Street Grimoire, pgs. 208-230) chapter rules used?
The Magical Items listed on pg. 217 are available using the normal restrictions for buying goods. Otherwise
this chapter is disallowed as item creation is generally outside the scope of Missions play, and the alchemical
preparation magical compounds do not have any prices listed for the special materials and as such are unavailable
for the time being.
Are Govis allowed in Missions and how exactly do they work? (Street Grimoire, pgs. 212-213)
Yes. Govis (the container) may be purchased from a talismonger. In order to use the Govi, the magician
must attune it (Street Grimoire, pg. 211, Talismonger Shop) and must have the Watcher Ritual. In Shadowrun
Missions, only Watcher spirits may be contained in a Govi. When calculating the offering to extend the Govis
potency, assume the potency is always equal to the Govis Force. In order to perform the offering, the magician
must have the Govi Enchanting. Govis may not be created.
What is the Aspected/Domain background count in your Magical Lodge (Street Grimoire, pgs. 30-32). Per the
examples it should be no more than 6. Is it equal to the Rating of the Lodge?
Character created or built magical lodges do not have a background count.
Positives:
Bandersnatch (Run Faster, pg. 136)
Banshee (Run Faster, pg. 136)
Dzoo-noo-qua (Run Faster, pg. 137)
Fame (Run Faster, pg. 146)
Fomoriag (Run Faster, pg. 138)
Friends in High Places (Run Faster, pg. 147)
Ghoul (Run Faster, pg. 138)
Gnawer (Run Faster, pg. 138)
Goblin (Run Faster, pg. 138)
Grendel (Run Faster, pg. 139)
Harvester (Run Faster, pg. 139)
Loup-garou (Run Faster, pg. 139)
Mutaqua (Run Faster, pg. 139)
Nosferatu (Run Faster, pg. 139)
Trust Fund (Run Faster, pg. 151)
Vampire (Run Faster, pg. 140)
Wendigo (Run Faster, pg. 140)
Negatives:
Amnesia (Run Faster, pg. 152)
Big Regret (Run Faster, pg. 153)
Bushido 2.0 (Run Faster, pg. 30)
Carrier (Run Faster, pg. 141)
Day Job (Run Faster, pg. 154)
Driven (Run Faster, pg. 154)
Ex-Con (Run Faster, pg. 155)
Flashbacks (Run Faster, pg. 155)
Harmony with Nature, The Shamans Code (Run Faster, pg. 26)
Hung Out to Dry (Run Faster, pg. 155)
In Debt (Run Faster, pg. 156)
Paraplegic (Run Faster, pg. 157)
Poor Self Control Compulsive (Run Faster, pg. 158)
Poor Self Control Vindictive (Run Faster, pg. 158)
Records on File (Run Faster, pg. 158)
The Code of the Good Cop (Run Faster, pg. 31)
The Code of the White Hat (Run Faster, pg. 31)
The Code of Wuxia (Run Faster, pg. 27)
The Hermetic Code (Run Faster, pg. 32)
Vendetta (Run Faster, pg. 159)
Wanted (Run Faster, pg. 159)
White Hats, The Code of the Hacker (Run Faster, pg. 27)
Are the Codes from Ethics, Codes, and Other Jokes (Run Faster, pgs. 22-32) allowed to be used?
Unless listed in this section (and found in Section 4), the Codes of Honor are allowed. Remember Codes of
Honor are taken seriously, therefore please read Words to Live By found in Run Faster on page 23. Unless
otherwise specified, breaking a Code of Honor has some major consequences. Note: this is the minimum a GM may
Shadowrun Missions Chicago FAQ ver 1.2 34
impose and the GM might see a need for the universe to come down even harder on the character in question...and
this doesnt just apply to the Codes of Honor found in Run Faster, but any Code of Honor. (ref: Run Faster, pg. 30)
First infraction: loss of 1 Karma point (if the character does not have a point of good Karma, then a reduction
of 1 Karma from the Mission reward).
Second infraction: one Edge point burnt, gone forever...well, until the character spends Karma to buy it back.
Third infraction: not able to use Edge the remainder of the Mission (even if able to eat and sleep for 8 hours)
Fourth infraction: What? Would it ever get this bad? Well, no Karma reward for the Mission.
Are any of the alternative character generation methods under Construction Kits (Run Faster, pgs. 62-86)
allowed?
The Priority system from the core SR5 book is still considered the primary character generation method and
is recommended to be used.
The Point Buy system is also allowed, though players should note Point Buy will sometimes create slightly
less powerful characters than the Priority System, due to the balanced nature of using Karma to buy up your skills
and attributes.
The Sum to Ten and the Life Modules systems are generally not allowed in order to facilitate as much
balance as possible between characters playing Missions. At their discretion, however, gamemasters can allow a
character generated through these means that they have examined and found to be reasonably balanced.
Gamemasters should use this discretion very cautiously, keeping in mind the importance of balanced power levels in
Mission games
Can I play a Metavariant (Run Faster, pgs. 88-98 & pg. 104)?
Yes, all the normal racial variants are available to play (listed on Metavariant table found on pg. 104).
However, as an exception to this (and because they were allowed in prior seasons), metasapients are allowed
for Prime Mission play only if transferred from Season 4. Just remember that Prime Runners are not eligible
for the regular Campaign if converted from a prior season.
What happens if an Infected passes on their strain of HMHVV to me during a Mission? (Run Faster, pgs.
142-143)
Should you be unfortunate enough to get close enough to an Infected to possibly contract HMHVV the
following rules replace the rules for the HMHVV strains:
Shadowrun Missions Chicago FAQ ver 1.2 35
HMHVV Strain I: Sorry chummer, you are infected and no longer eligible to play in Shadowrun Missions.
HMHVV Strain II or III: you may burn a point of Edge to remain unaffected, i.e. you are not a carrier and
you do not become an Infected. If you choose to not burn a point of Edge, you are infected and no longer eligible to
play in Shadowrun Missions.
I summoned a spirit and I have the Spirit Whisperer quality. Its Force is one higher than declared. If I then
bind the spirit, is the test against the declared or actual Force? (Run Faster, pg. 150)
When binding the spirit, you will bind it at its actual force. For example, you summon a Force 6
chupacabra spirit and it appears as a Force 7. You now want to bind it. You must bind it as a Force 7. After binding,
the Force will be 7, not 8.
Is the Who You Know? section (Run Faster, pgs. 172-195) allowed?
No, this section is outside the scope of Missions.
Are the expanded Lifestyles from A Dump of Ones Own (Run Faster, pgs. 217-218) used?
Yes, though the lifestyles Traveler and Commercial are not allowed.
Are the Lifestyle Entertainment Options (Run Faster, pgs. 220-224) allowed?
Yes, you can add any of these to a Lifestyle, if eligible.
Do I have to make the Fatigue damage tests found in Comforts & Necessities prior to playing in a Mission?
(Run Faster, pg. 218)
No, youll be able to get enough rest prior to the Missions.
Are the PACKs (Run Faster, pgs. 228-252) allowed for Missions?
Yes, PACKs can be purchased at character creation to make your life a little easier. After chargen, gear
should be purchased as normal.
What are stats used for the spear found in the Magic Spear package? (Run Faster, pg. 252)
Spear, Acc 5, Reach 3, Damage (STR + 3)P, AP -2
For Prime Runners, metasapients from Run Faster are permitted as conversions from the previous campaign.
However, the Pixie Vanishing weakness is not defined in Run Faster. It also appears to be different from the
Critter Power "Vanishing" (Aetherology). How should this be handled?
For a PC, its called Vanish and here are the rules for it:
When a critter would die from any cause, be it old age or the detonation of a nuclear weapon, it vanishes
from this world, leaving no trace. This disappearance can be captured on film, video, or trideo cameras with ease,
but there is no way known to stop or prevent iteven the critter itself seems powerless to remain. Researchers
debate exactly where the critters go; many suggest they transition to some metaplane where they cannot die.
Naturally, no resuscitation, autopsy, or cybermantic procedure is viable on the critter without a body with which to
work.
Some metasapient powers are not allowed in Missions, so how do we handle this?
Since it is a listed power for the specific metasapient race, it is allowed for that metasapient race.
Are metagenic qualities which come along with the legal metavariants Missions legal?
Yes
The Ultimax Rain Forest Carbine (Gun Haven 3, pg. 32) seems too good to be true. What are the real stats on
this thing?
Yes, the Rain Forest stat block is a mistake. Use this stat block instead:
Assassins Primer
Disallowed Qualities:
Positives:
Deus Vult! (Assassins Primer, pg. 17)
My Country, Right or Wrong (Assassins Primer, pg. 17)
Negative:
None disallowed
Does Strive for Perfection half Called Shot penalties or does it reduce all Called Shot penalties to -2?
(Assassins Primer, pg. 17)
It halves all Called Shot penalties, e.g. from -10 to -5.
The Positive Qualities listed in this book (pg. 31) are repeated in Run Faster. Which rules do we use for these
qualities?
The descriptions for these qualities found in Run Faster supercede those found here.
Shadow Spells
Since you cant make two attack actions, how does the [Element] Grenade spell work, since it requires two
separate actions to cast and to detonate, both of which could be counted as an attack?
While it takes two actions, it counts as a single attack since its a spell.
Positives:
Online Fame (Data Trails, pg. 45)
Negatives:
Curiosity Killed the Cat (Data Trails, pg. 46)
Data Liberator (Data Trails, pg. 46)
LEEEEEEEROY JENKINS (Data Trails, pg. 48)
Prank Warrior (Data Trails, pg. 49)
Wanted by GOD (Data Trails, pg. 49)
Otaku to Technomancer (Data Trails, pg. 45): Otaku first came to light when it was discovered they could
interface with the matrix with only an ASIST converter and a datajack (Matrix, pg. 137). I know Im referencing an
SR3 sourcebook, but thats where you will find some background information on Otaku. Therefore, in order to take
this quality, the character must also install a datajack.
Prime Datahaven Membership (Data Trails, pg. 45): Prime Datahaven Membership applies to acquiring data
only, not gear. Use of the membership does not automatically grant access to the entire world of data, the Datahaven
is still treated a contact for purposes of Legwork.
Latest and Greatest (Data Trails, pg. 48): You just HAVE to have the newest thing out. This means the newest
AK-97 with gold plate, the diamond glitter encrusted armor jacket, and so forth. You must spend 60% of your
earnings from each run on upgrading your most commonly used gear. Note: this does not apply to consumable or
expendable items, e.g. bullets, reagants, etc.
May I use Paths to Hackerdom to create my decker or technomancer character? (Data Trails, pg. 50)
Yes
May I take both the Mind over Machine echo (SR5, pg. 258) and the MMRI echo (Data Trails, Pg. 59)?
No, you may only choose one or the other.
The initial run of Nixdorf Sekretaers (Data Trails, pg. 61) had a full blown agent included in the package.
Marketing quickly realized the error and sent out a patch to correct the situation. The only skill the agent
now has is the Computer skill. Those corporate programmers got rid of the Cybercombat and Hacking
package.
Can I put a commlink dongle on a cyberdeck or RCC? (Data Trails, pg. 61)
No, they are limited to just commlinks.
The chart for commlink dongles looks kind of weird, what should the prices for the attack and stealth dongles
look like? (Data Trails, pg. 62)
Is the chapter Deeper and Deeper going to be used? (Data Trails, pg. 110)
Deep Runs into host Foundations will not be allowed unless explicitly included in the Mission.
Can my technomancer access Resonance Wells while on a Mission? (Data Trails, pgs. 162-163)
No, unless its explicitly in the Mission.
Can I make a Dissonant Technomancer or take Dissonant echoes during Submersion? (Data Trails, pg. 164)
No, simply, no.
I want to buy MADAR for my character, but I dont see any prices listed. What gives? (Boston Lockdown, pg.
208)
Uncle Ares is still developing the MADAR system, so its not even close to being released. Its totally
experimental (as far as weve been told), so keep dreaming for now.
Okay, so I cant buy a MADAR, what about those cool microwave guns and the blaster (repeating laser)?
(Boston Lockdown, pg. 209)
Sorry, Uncle Ares is still experimenting with this stuff, so you cant find it anywhere. Save up your for
the day they are out!
Counting Coup
May I take the mentor spirit Coyote from Counting Coup (pg. 24)?
Yes
Positives:
Better To Be Feared Than Loved (Chrome Flesh, pg. 54)
Revels in Murder (Chrome Flesh, pg. 56)
Negatives:
Blank Slate (Chrome Flesh, pg. 57)
Cyber-Snob (Chrome Flesh, pg. 57)
One of Them (Chrome Flesh, pg. 58)
Tough and Targeted (Chrome Flesh, pg. 60)
Costs seem to be increasing across the continent due to CFD, has Chicago been affected? (Chrome Flesh, pg.
10)
No, Chicago appears to remain fairly unaffected, so costs have not changed.
May I take the mental illnesses found on the Mental Illness Table? (Chrome Flesh, pg. 51)
If any of the mental illnesses are linked to a disallowed quality (found on the right hand side of the table),
no.
Can we use any of the Changing their Mind rules and Programmable Assist Biofeedback? (Chrome Flesh, pgs.
51-53)
No, these are beyond the scope of Missions.
How does the math work for Biocompatibility (or ware grade for that matter) for implants which start with
an essence cost of 0.1 or less? (Chrome Flesh, pg. 54)
For Shadowrun Missions, Essence cost reductions from qualities/ware grades are to be calculated to the
hundredth place rounded down, i.e. two decimal points. For example: a Cats Eye, standard grade, costs 0.1 Essence.
With Biocompatibility, its reduced by 10% (0.01 reduction). Therefore, in Shadowrun Missions the final Essence
cost is 0.09. The absolute minimum cost for a piece of ware with grade/quality reductions is 0.01. Note this does
not apply to Prototype Transhuman in which there is no Essence cost for a full point of bioware...however, it does
apply to further ware the Prototype Transhuman may acquire.
If I take the Dead Emotion quality does that mean Im immune to effects (magical or mundane) which cause
those emotions? (Chrome Flesh, pg. 57)
No, this quality does NOT grant any form of immunity nor bonuses against such effects, e.g. failure to
resist a spirits Fear power still results in running away.
What is the cost and availability for fuel for Flametossers (Chrome Flesh, pg. 91 and Flame Bracers (Hard
Targets, pg. 184)?
The availability is 12F and each round/shot is 10.
Have they installed Wireless Skillsoft Networks in Chicago? (Chrome Flesh, pg. 78)
Since the corps started construction projects throughout Chicago, they realized the need for the networks.
However, not every square meter of Chicago is covered just yet, so some users find they cant connect or find their
effectiveness diminished.
Remember, skillsofts do not make you an expert (SR5, pg. 131) and Noise (SR5, pg. 231) may impact
access to the libraries.
What skills are legal in Shadowrun Missions for Cyberlimb Optimization? (Chrome Flesh, pg. 87)
Only those listed.
Do the Essence, Availability, and Cost listed next to the Aztechnology Cuanmiztli apply to the augmentation
bundle? (Chrome Flesh, pg. 93)
No, these numbers will be removed in future errata.
Bio-weapon claws grant a bonus to Reach (+1) when used in pairs, does this apply to cyber melee weapons
(SR5, pg. 458) as well? (Chrome Flesh, pg. 120)
Yes, as long as they are purchased and used in pairs. This does not increase damage and your hands must
be free to be able to use both hands, i.e. not holding anything.
Where do I find the costs for Immunizations? (Chrome Flesh, pg. 164)
They are found in the Optional Rule sidebar on the same page (note: Immunizations are not considered
optional rules, Similar Agents are).
How much do every day Pharma costs? (Chrome Flesh, pg. 176)
They cost anywhere from 5-15 at your local Stuffer Shack or other convenience store.
How do I get the Karma discount using Ripper in Missions? (Chrome Flesh, pg. 182)
It takes three doses per day for six weeks to receive the Karma discount. Addiction rolls are required at the
beginning of the next Mission.
Does Missions use the Overdose (SR5, pg. 415) and the Drug Interaction (Chrome Flesh, pg. 192) rules?
Yes
Too much of anything can hurt you, or even kill you. Whenever you take a substance while youre already on that
substance or one that has a shared effect (like the way cram and novacoke both affect Reaction), you take Stun
damage with a DV equal to the sum of the Addiction Ratings of the overlapping drugs, resisted with Body +
Willpower.
DRUG INTERACTIONS
When drugs are mixed, bad things happen. Sometimes you get lucky, sometimes you dont, and the more drugs
involved, the worse it can get. If you take a drug while still under the effect of another drug or recovering from a
drug crash, you run the risk of experiencing a drug interaction.
Roll 1D6 for each drug beyond the first, and total the results. Modify the total by drug grade (if applicable) and
consult the following table.
Designer drugs: 1 to roll result if all drugs used are designer drugs
Are the entertainment and lifestyle options in SIF: Butte (Pg. 20) legal for Missions?
Yes
Can I use the sample lifestyles from SIF: Butte (pgs. 20-21) for Chicago Missions?
No
Are the life modules from SIF: Metropole (pg. 31) Missions legal?
Yes
Positive:
None Disallowed
Negative:
Code of Honor: Avenging Angel
Can I take the Corps Cadavre ritual and make my own horde of undead? (Hard Targets, pgs. 128-129)
No, no, no...no, no, no.
If I cant make Corps Cadavres, can I at least make zombies? (Hard Targets, pgs. 131-132)
No, you cannot make a horde of zombies either and anything related to zombies (e.g. Zubembie Powder) is
off limits.
Are magicians able to summon the Loa and Orisha? (Hard Targets, pgs. 134-135)
Since possession traditions are not allowed, no.
Is the Great Form Possession metamagic available to initiates? (Hard Targets, pg. 134)
No, a magician must follow a possession tradition, which is disallowed.
The following Lifestyle Options are not allowed in Missions: (Hard Targets, pgs. 140-141)
Subsistence Hunting/Gathering and Manservant/Maid
Are any of the Lifestyle Qualities not allowed? (Hard Targets, pg. 141)
Household Gremlins and No Masters are not allowed.
Can I find any of the Lifestyle Examples in Chicago? (Hard Targets, pgs. 142-143)
The only example to be found in Chicago is the Personal Oubliette, the rest require a nice vacation to Cuba.
The Colt Manhunter in Hard Targets is different from the one found in SIF: San Francisco. Which is the
correct one? (Hard Targets, pg. 178, SIF: SF, pg. 18)
They are both correct, they are just different models. We decided to call the one in SIF: SF the Colt
Manhunter and the one in Hard Targets the Colt Manhunter A1.
Where can I find all the information (Avail and Cost) for the mounted crossbow, underbarrel laser and
shotgun? (Hard Targets, pg. 182)
All information for these modifications are found in the chart on page 183.
Shadowrun Missions Chicago FAQ ver 1.2 45
The chart for throwing syringes seems off a little bit, what is it supposed to look like? Also, are the throwing
syringes reusable? (Hard Targets, pg. 184)
No, they are not reusable and the chart is below.
[Phys] (STR-2)P -2 - - 6F 40
If used in pairs, do biospikes (bone spurs) grant a +1 bonus to Reach? (Hard Targets, pg. 185)
Yes, as long as they are purchased and used in pairs. This does not increase damage and your hands must
be free to be able to use both hands, i.e. not holding anything.
Does Bone Lacing increase a biospikes (bone spurs) damage? (Hard Targets, pg. 185)
No
Can I use the enchanting formula or even the material from enchanting gloves to create or sew together other
items, e.g. an enchanting backpack or coat? (Hard Targets, pg. 186)
No, the enchanting formula is meant for gloves only. Modifying the gloves in any way destroys the
enchantment, rendering them useless.
Can I find depleted uranium rounds for sale in Chicago? (Hard Targets, pgs. 188-189)
No
Will I be able to create my own hand loads? (Hard Targets, pg. 189)
No, but they are available for purchase.
Can hand loads be combined with specialty ammunition, e.g. APDS or Explosive rounds? (Hard Targets, pg.
189)
Yes
Can you get hand loads for Subsonic rounds, Stick n' Shock or capsule perhaps? (Hard Targets, pg. 189)
No
Do wood pulp rounds...trigger allergies like silver rounds? (Hard Targets, pg. 189)
Yes
Silver bullets and wood pulp rounds only list a number in the AP column. (Hard Targets, pg. 189)
Please add a + to those, e.g. silver bullets have an AP +2.
Are the adept powers Adept Accident and Kiai treated as spells or critter powers? (Hard Targets, pgs. 190-
191)
Both are to be treated as critter powers, therefore, counterspelling is ineffective defending against them.
Adept Accident cannot be noticed since it is not spellcasting, though one might notice the adept touching the
intended target. Kiai is obvious to notice.
Does the Practice, Practice, Practice quality increase all limits? (Hard Targets, pg. 191)
No, it only increases your Inherent Limits (Physical, Mental, Social, or Astral), not gear limits, e.g.
firearms (of course, it doesnt apply to combat skills anyway), cyberdecks, etc.
The Spellblades spell sounds awesome! Is it allowed in Missions? (Hard Targets, pg. 192)
No
Are the Expanded Concealment and Bow rules used? (Hard Targets, pgs. 196-197)
Yes, both are used. When using Expanded Concealment, the GM at the table has the final say on whether a
specific concealment method applies, e.g. attempting to conceal a light pistol on my arm when wearing a t-shirt is
simply not going to work.
Positive:
None Disallowed
Negative:
Too Much Data
Which vehicles are similar enough for me to scavenge repair parts from? (Rigger 5.0, pg. 29)
Page 29 says your gamemaster will decide what is similar. Shadowrun Missions considers any two vehicles
from the same table in the core book or Rigger 5.0 to be similar enough. This does mean that the Hughes Stallion
can be scavenged to repair your Krime Wing. Those of you who work real-life repair jobs will know that IRL this is
ludicrous; its a game.
For Shadowrun Missions, please delete the last sentence Your RCCs Noise Reduction rating is added as a
dice pool bonus for this action. from each action listed under Electronic Warfare. (Rigger 5.0, pgs. 30-31)
The Suppress Noise Action (Rigger 5.0, pg. 30) is the same action as the section titled Electronic Warfare for
Riggers (SR5, pg. 268), therefore, they do not stack.
Can a bunch of drones in a swarm really attack as one? What if one drone has a sniper rifle and the rest have
hold-out pistols? Do I still get to give the sniper drone an attack bonus? What if the drones are so far away
(say, long range for the sniper rifle) that the pistols are out of range? (Rigger 5.0, pg. 31)
Page 31 says for game purposes use only a single weapons stats, so yes they would get this bonus. This
might seem oversimplified, and it is. Keep in mind this oversimplification works both ways, Lonestar can do this
too. Any weapons out of range would not be counted for the attack test.
Do swarms receive a bonus to pool and limit for things that would be harder with multiple drones, like
sneaking? (Rigger 5.0, pg. 31)
Again yes. Just like you and your three friends can make a teamwork sneaking test. Also thinking more
stuff, harder to hide is oversimplifying things. More drones, more sensors is more accurate. The more drones, the
better they are able to examine the surroundings and make a decision about an intelligent path.
Can I choose not to use the swarm program and instead have my drones do teamwork tests? (Rigger 5.0, pg.
31)
Yes, however drones can take actions as part of a swarm, or as part of a team. Not both. In order for a drone
to participate in a teamwork test it must be removed from the swarm. A swarm cannot act as one and participate in a
teamwork test, the dog brains just aren't up to the challenge. An RCC is required to have drones perform a teamwork
test.
Does a Dealer Connection count as a free contact? If not do I need to apply this to a contact? (Rigger 5.0, pg.
33)
No, it does not give you a free contact. You must apply this to a contact you purchased during character
creation, or a 0/0 contact that is only good for this one thing. this could even be a discount code that somehow still
works on your favorite online store.
Could you please clarify the Speed Demon, Accident Prone, and Motion Sickness qualities? (Rigger 5.0, pgs.
33-34)
Speed Demon: you must be physically piloting the vehicle or jumped in via Control Rig.
Motion Sickness: it is at the GMs discretion when Motion Sickness may strike. It could happen when
accelerating, decelerating, or even just driving along at a steady rate.
Spoof chip
Road Strips - Medium sized drones and larger only
Tool Kit - Small sized drones and larger
Gliding System
Improved Economy
Rocket Booster
ALL Secondary Propulsion Systems
Anti-Theft System
Special Armor Modification
Drone Rack - must be at least two size categories smaller than the drone, example must be at least a small
drone or larger to mount a micro drone rack, while a huge drone can mount a medium drone rack at most
Missile Defense System
Oil Slick Sprayer
Road Strip Ejector - Medium sized drones and larger only
Smoke Projector
Assembly/Disassembly
Chameleon Coating
Extreme Environment Modification
Nanomaintenance System
Smuggling Compartment
Valkyrie Module - Large size drones or larger
Winch - note that weight capacity is limited by vehicle size
Electronic Countermeasures (ECM)
Retrans Unit
Satellite Link
Signature Masking
Suncell
Touch Sensors
Vehicle Tag Eraser
Yerzed Out - see Customized drone modification
How many MP does it actually cost to upgrade drone armor? (Rigger 5.0, pg. 122)
The first 3 points of Armor cost zero (0) MP. For each three (3) points of Armor (or fraction thereof)
beyond that it costs one (1) MP (in other words, always a 3 to 1 ratio). For example: if you get 5 Armor points, it
costs a total of one (1) MP. If you get 6 Armor points, it costs one (1) MP. If you get 7 Armor points, it costs two (2)
MP and so on.
Drone weapon mounts, Rigger 5.0, pg. 124: cost is MP*500; pop-out mount cost are in addition to this.
Sony Goldfish 4
Renraku Gerbil 2
Ares Cheetah 2
Shiawase Kanmushi 4
Ares Duelist 3
The Amphibious mod says I will need to add a Motiv System, I dont see that as a drone mod or vehicle mod.
Where do I score this? (Rigger 5.0, pg. 125)
This is a bit of a terminology difference between drones and vehicles. A Motiv System is just a
propulsion system for drones. You can find the amphibious propulsion system modification in the vehicle
modifications section, Rigger 5.0, pgs. 156-157.
What is the Group Autosoft for? I thought my RCC could already issue commands to all my drones at once.
(Rigger 5.0, pg. 127)
It can, this is for issuing commands to drones via a cyberdeck or commlink. While the drones cannot share
autosofts without an RCC, they can still receive commands as a group. Your low budget drone jockey can use this to
have several drones perform the same task. To have drones perform a Teamwork test requires a Rigger Command
Console.
Some drones show a parenthetical value after the Body attribute and some dont. For those missing a
parenthetical value how many MP should they have, Body or zero (0)? (Rigger 5.0, pgs. 128-149)
They have a number of MP equal to their body. Enjoy!
The Horizon Noizquito is not available, period, end of line. Horizon discovered some bugs in the software
that rendered them useless until further research is conducted. (Rigger 5.0, pg. 128)
What the heck is a recoil harness for a Gun Port? Do I have to use it? (Rigger 5.0, pg.160)
The harness is a small set of adjustable straps to hold your handheld weapon securely in the firing port.
They fit everything from holdout pistols up to HMGs. A complex action is required to put it on and take it off. You
do not have to use it, but if you dont you receive no recoil compensation from it.
Ejection Seats are not listed in the Mod Tables. What are the stats? (Rigger 5.0, pgs.164, 167)
Did we get rid of the two separate range tables for handling vs. speed environments? (Rigger 5.0, pg. 174, SR5,
pg. 204)
No, the table in Rigger 5.0 replaces the speed environment, the handling environment remains the same as
in the SR5 core rulebook. Due to the close quarters, there are no Close or Spotter ranges in the Handling
environment.
How does the Bootleg Turn work? (Rigger 5.0, pg. 174)
You must do this in the same combat turn as the two vehicles pass one another. Wheelman jack is playing
chicken with an Ares Roadmaster being piloted by a LoneStar officer. At the last second Wheelman jack realizes his
Jackrabbit is no match and turns away. He would like to swing his jackrabbit behind the Roadmaster to try and ram
it (wheelman jack is crazy) so he performs a Bootleg Turn. Wheelman Jack rolls Pilot Ground Craft + Reaction
[Handling] for a total of 12 dice. The threshold is Terrain (0) + The roadmasters speed stat of 2 for a total
threshold of 2. Jack gets 4 hits. 2 net hits put him behind the Ares Roadmaster at the Extreme range. He can now
attempt to catch the Roadmaster and do his worst to its backside.
Can ground or water vehicles also perform Switch the Six? (Rigger 5.0, pg. 177)
Yes. In a car this could mean smashing the brakes to force the chase vehicle to pass you. In a boat or other
watercraft its still a turn, but it does not get a cool nickname.
Bailout action (Rigger 5.0, pg. 179) can be performed at any range, at any speed.
Barding and Brutality begins a new section which is not part of Tricks. (Howling Shadows, pg. 185)
Purchasing an animal outside of Chicago costs a flat 500 per point of body in order to transport it back to
Chicago.
* Purebred, non-cloned, luxury, or exotic varieties are available. Costs for these are much higher than the standard
or cloned variety.
Note: We would like to take a moment to recognize RunnerPakhet and Silmacil for their work in putting together a
comprehensive price list for Howling Shadows. The SRM FAQ Committee borrowed and modified their tables for
the SRM FAQ.
Note 2: The above tables are not meant to be an all inclusive list of animals which may be found in the Shadowrun
universe. The animals listed have been reviewed and authorized for purchase in Shadowrun Missions at this time.
Positive:
None
Negative:
Alpha Junkie
Does the Ares Briefcase Shield really cause Physical damage when used as a weapon? (Cutting Aces, pg. 136)
No, it causes Stun damage when used as a weapon.
Can I douse myself in all those awesome Tailored Perfumes and Colognes in order to stack the bonuses?
(Cutting Aces, pg. 143)
No, you may douse yourself as much as you want (especially at GameCon), but the first one is the only one
from which you receive a bonus.
Do Tailored Perfumes or Colognes stack with Tailored Pheromones? (Cutting Aces, pg. 143)
Yes, except for Black Panther. Note, however, that the first tailored perfume/cologne you use is the only
one from which you receive a bonus.
The Shaman Tuxedo is sweet, but no matter where I go to buy it the price is way more than listed. (Cutting
Aces, pg. 144).
For Shadowrun Missions, Shaman Tuxedos cost 7000, the conjurer receives one service upon a successful
summoning, and the conjurer must continue wearing the outfit in order to command the spirit and to benefit from its
services. If the conjurer removes the outfit, the spirit gets upset and will not perform any further services until the
conjurer puts the outfit back on and issues a new command.
For example, JoeSam has his Shaman Tuxedo for hermetic spirits of earth (an old Carhartt jacket his great
pawpaw wore while farming; covered with dirt and straw with small farm implements dangling from it). He
succeeds at summoning his spirit of earth (BobbiJo) and because BobbiJo is so impressed with his Carhartt jacket,
JoeSam gets an extra service from her. JoeSam asks BobbiJo to conceal (optional power) the entire party because
they have to sneak into a factory. Its JoeSams turn to climb through the window, but his jacket it too thick and the
farm dangling implement get hung up on the windowsill...not thinking, JoeSam takes it off. BobbiJo is thoroughly
ticked with JoeSam right now because he took off that awesome Carhartt jacket, so she drops Concealment on
him. Luckily, JoeSam has been pretty good to BobbiJo in the past, so she didnt drop Concealment on the entire
party.
The price for the Holo-Conference Drone seems pretty steep. (Cutting Aces, pg. 147)
Come get them while supplies last ... they are only 9000 for the foreseeable future.
What skill do I use to pilot a Holo-Conference Drone? (Cutting Aces, pg. 147)
Pilot Aircraft
Are the amounts listed in Information for Sale hard and fast amounts? (Cutting Aces, pgs. 148-150)
No, these are guidelines only and are dependent upon GM discretion unless otherwise specified in the
Mission.
In the event a GM utilizes this section: for situations in which a bonus is granted from the information, the
maximum situational bonus a runner may receive is a +2 dice pool modifier.
Shadowrun Missions Chicago FAQ ver 1.2 55
Alibi (Cutting Aces, pg. 150)
Change the last sentence to read: You always receive a +2 modifier on Con tests as if you have plausible-
seeming evidence (per the Social Modifiers Table, p. 140, SR5), but it does not stack with the plausible-seeming
evidence modifier.
Do Memory Palace and Mnemonic Vault stack? (Cutting Aces, pg. 151)
Yes
Where can I find examples of common and specific groups for the Favored quality? (Cutting Aces, pg. 152)
Refer to the Prejudiced Table, p. 82, SR5.
Are we using the Faction Reputation rules in Missions? (Cutting Aces, pgs. 156-160)
No
How about the Expanded Rules for Negotiation? (Cutting Aces, pgs. 160-164)
The rules presented for Gear (pg. 161) is only used if written in the Mission.
The rules presented for Contacts (pg. 161) are permitted with the following modification: a player may
purchase a single contact with a Connection Rating equal to or lower than the hiring Johnson at a Loyalty of 1.
The rules presented for Service are not permitted in Missions.
Are the Expanded Rules for Con allowed in Missions? (Cutting Aces, pgs. 162-164)
No
Are the Expanded Rules for Using Intimidation allowed in Missions? (Cutting Aces, pg. 164)
Yes, with the following modifications: delete (ignore) the paragraphs related to glitches. The following
applies instead: a glitch increases the characters Notoriety by 1 and a critical glitch increases Notoriety by 2.
The following sections will not be allowed unless explicitly included in the Mission.
- Deck Building
- Aligning the Court
- Using Themes and Motifs
- Items and Objects
- People
- Taco Temple
- Codes and Puzzles
- Cards as Augury: though a character may use a Sixth World Tarot for augury, only magicians with the Augury and
Sortilege ritual (Street Grimoire, pgs. 124-125) will be successful and the results are from the Divination Table
found in Street Grimoire, pg. 125.
- Power of the Cards
Since you use errata, do I have to go back and fix (fill in the blank) as new errata is released?
Yes, characters will need to be updated as errata is released. Use the following guidelines:
Gear (non-ware): Use the updated stats. If the cost for the item changes, youll either get a refund that is
added to your total nuyen (if the cost goes down), or youll need to immediately pay the difference. If an item is
removed from the game completely, you get the full value refunded. If the Availability of an item you already
possess makes it otherwise unavailable, you do not lose the item. You just got lucky and your contact was looking to
unload it fast.
Cyber- and Bioware: Use the updated stats. If the Essence cost changes, you gain or lose the difference in
Essence. If you cannot afford to lose the Essence, you may immediately pay to upgrade the item to alpha or
betaware (if you have the nuyen), or you can remove the item from your gear list (and get a full nuyen and Essence
refund for the item).
Foci: Treat as normal gear. If the foci bonding cost changes, you either get a Karma refund or must
immediately pay the extra Karma.
Qualities: If the cost of a quality changes, you either gain additional Karma for negative qualities or must
immediately pay the additional Karma cost for positive qualities.
Minor Rules Changes: For most rules changes and errata, your character wont be directly affected.
However, some changes may directly impact character generation or how a character plays. If the change is
something simple, like a cost change to Karma or nuyen amounts, simply calculate the difference and immediately
gain or pay that cost.
Major Rules Changes: If the errata or change is something more drastic that cannot be adjusted by Karma
or money, you may rebuild your character completely, sticking as close as possible to the original concept and
applying any rewards youve earned for Missions played to the new character. This can only be done for major
errata, and only if the character cannot be easily fixed.
For the errata, it says I must pay any costs immediately. What if I cant pay?
If you need to pay Karma or nuyen and you do not have enough, you go into debt. This debt must be paid out
of your run rewards for the next Mission(s), and nothing else may be purchased until these debts are paid off.
With newer expansion books adding in additional rules and options, can I Retcon (Retroactive Continuity,
a.k.a. pretending a new addition always existed) my character, as Id have used one or more of those options
had it been available.
Yes, as with errata, you can make certain minor tweaks to your character. A Retcon to your character should
be done before you play the character for the first time after the book the new rule or option appears in becomes
Missions legal. Use the guidelines for making changes due to errata, except for the following:
Qualities: You may add new qualities at their base price only if this would not take you above the
maximum limit of 25 points worth of Positive or Negative Qualities, or you must discard Qualities to make the
room. For Positive Qualities, this may put you into karmic debt, which must be paid off immediately (or as soon as
Shadowrun Missions Chicago FAQ ver 1.2 58
you gain karma). For Negative Qualities, you may immediately gain additional karma, which may be spent during
your next downtime as normal. If the new quality would put you above your limit, you must purchase the Quality at
double the karma cost as you would any other Quality after character creation.
Alternative Chargen: You cannot do a full rebuild of your character if a new character generation system
is approved for Missions play.
Do karma discounts from positive qualities stack? For example, if raising a language skill from 3 to 4, would
it be eligible for a discount from both Linguist and Jack of All Trades, Master of None?
Only one discount can be used at a time.
What is the default sensor array for a vehicle or drone? If there is no factory stock sensor array, what are the
guidelines for standard sensor arrays?
For Shadowrun Missions, each vehicles sensor rating is the equivalent of a sensor housing of the same
rating. Customization is a big selling point for the corps, so you may choose whatever combination of sensors and
rating you wish when purchasing a vehicle/drone as long as it does not exceed the capacity of the sensor housing.
Some enterprising runners like to acquire vehicles from other sources and want to know what these stock
vehicles have for sensors. Stock vehicles (any vehicle without the sensors specifically described) come with the
following sensors at Rating 1 (or listed device rating):
NOTE: The cameras are just regular cameras (rating 1) and do not have any modifications. These may be
purchased separately. This is also a very basic list, GMs may decide NPC vehicles or drones have different options
than those listed above to suit the situation. Also, though cameras and laser range finders say front or rear facing,
some vehicles or drones may have them pointing a different direction, e.g. a floating drone may have a front and
bottom mounted camera.
NOTE 2: The types of sensors on the vehicle will not impact sensor tests. This is meant to be a guide for
those who wonder what type of sensors come with a vehicle.
With magic and drugs both considered "Augmentations" for the purposes of Augmented Maximums for
Attributes, does this mean that they also count against the restrictions on cyberware or bioware?
Yes, they do count against restrictions on cyberware and bioware. Note: initiative dice are not considered
attributes, therefore, they can be increased with drugs up to a maximum of 5D6, except in cases where the rules
specifically state they may not be further enhanced, e.g. Synaptic Boosters.
Will I be able to play my SRM character in SR: Anarchy Contract Briefs and transfer earned karma and
nuyen to the SRM Living Campaign?
Only if they are approved as Missions Legal. At this time, none of the Contract Briefs found in SR:
Anarchy or the prototype release are considered Missions Legal.
How do we handle SA grenade launchers when using Semi-Automatic Burst, i.e. do we count the damage as
three separate grenades?
How will the SRM FAQ Committee handle the errata issued from the Errata Team?
The SRM FAQ Committee will wait until the Errata Team issues completed Official Errata documents for
each book and then review them on a book by book basis.
4 4 5 6 7
Gear:
Blades
Clubs
Other Melee Weapons
Bows
Crossbows
Throwing Weapons
Tasers
Pistols (Hold-out thru Heavy)
Machine Pistols
SMG
Assault Rifles
Sniper Rifles
Shotguns
Special Weapons
Grenades
Armor (to include licensable accessories. Note: if a modification requires a license, but the armor does not,
a license must be acquired due to the modification.)
Explosives (to include licensable accessories, e.g. detonator caps)
Cyberdecks require an individual license for each deck, a category license is not available.
Remote Command Consoles require an individual license for each RCC, a category license is not available.
Stealth Tags
Communications Devices
Programs/software
Optical & Imaging Devices (to include licensable accessories. Note: if a modification requires a license, but
the device does not, a license must be acquired due to the modification.)
Audio Devices
Restraints
B&E Gear
Industrial Chemicals
Shadowrun Missions Chicago FAQ ver 1.2 67
Grapple gun
Augmentations:
Headware
Eyeware
Bodyware
Cyberlimb Enhancements
Cyberlimb Accessories
Implant Weapons (a single license includes possess/transport/conceal carry...kind of obvious, huh?)
Basic Bioware
Cultured Bioware
Magical Equipment:
Enchanting Focus
Metamagic Focus
Power Focus
Qi Focus
Spell Focus
Spirit Focus
Weapon Focus
Focus Formula
Combat Spell Formula
Detection Spell Formula
Health Spell Formula
Illusion Spell Formula
Manipulation Spell Formula (excluding Control Thoughts/Mob Mind)
Vehicles: each drone or vehicle must have its own license (to include licensable accessories). If a drone/vehicle does
not require a license, but a modification does, then a license is required.
What happens if I am caught possessing, transporting, carrying, using a spell, etc. if I dont have a license for
it?
Unless otherwise noted in the Shadowrun Mission or CMP, it is up to the GM to decide. It may be
something as simple as a small fine of 400-500, confiscation, all the way up to arrest and issuance of a criminal
SIN (e.g. if used in connection with a crime). There are even nasty rumors of certain prisons removing illegal
cyberware or keeping magicians in magemasks permanently.