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SHADOWRUN MISSIONS CHICAGO FAQ

VER. 1.2
Credits

Writing Ray Rigel and the SRM FAQ Committee

Shadowrun Missions Logo Brent Evans, Matt Heerdt, Jeff Laubenstein

Shadowrun Missions Coordinator Ray The Teutonic Overlord Rigel

Shadowrun Line Developer Jason Hardy

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.

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TABLE OF CONTENTS

TABLE OF CONTENTS 2

SECTION 1: BOOKS 4

SECTION 2: ORGANIZED PLAY 6

SECTION 3: CHICAGO BACKGROUND INFO 10

SECTION 4: CHARACTER CREATION 12

SECTION 5: PRIME RUNNERS 17

SECTION 6: GENERAL SRM RULES 18

SECTION 7: SHADOWRUN 5TH EDITION 24

SECTION 8: RUN & GUN 27

SECTION 9: STREET GRIMOIRE 30

SECTION 10: RUN FASTER 34

SECTION 11: GUN HAVEN 3, ASSASSINS PRIMER, SAIL AWAY SWEET SISTER, SHADOW SPELLS 37

SECTION 12: DATA TRAILS 38

SECTION 13: LOCKDOWN AND COUNTING COUP 40

SECTION 14: CHROME FLESH 41

SECTION 15: SHADOWS IN FOCUS: BUTTE AND METROPOLE 44

SECTION 16: HARD TARGETS 45

SECTION 17: RIGGER 5.0 48


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SECTION 18: HOWLING SHADOWS 52

SECTION 19: CUTTING ACES 55

SECTION 20: BOOK OF THE LOST 57

APPENDIX A: FREQUENTLY ASKED QUESTIONS (FAQ) 58

APPENDIX B: LEGAL SHADOWRUN MISSIONS 61

APPENDIX C: CONTACTS 63

APPENDIX D: ERRATA 66

APPENDIX E: LICENSES 67

APPENDIX F: SOCIAL MEDIA SITES 69

APPENDIX G: CHANGE LOG 70

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SECTION 1: BOOKS
Shadowrun Missions permits the use of the rules or equipment found in the following books with any exceptions to
content as noted in this FAQ:

- Shadowrun Fifth Edition (CAT27000)


- Run & Gun (CAT27002)
- Street Grimoire (CAT27003)
- Run Faster (CAT27004)
- Chrome Flesh (CAT27005)
- Data Trails (CAT27006)
- Rigger 5 (CAT27007)
- Howling Shadows (CAT27008)
- Stolen Souls (CAT27200)
- Hard Targets (CAT27201)
- Cutting Aces (CAT27202)
- Lockdown (CAT27300)
- Book of the Lost (CAT27452)
- The Vladivostok Gauntlet (E-CAT26S030)
- Aetherology (E-CAT26S032)
- Coyotes (E-CAT26S035)
- The Assassin's Primer (E-CAT26S036)
- Nothing Personal (E-CAT26S038)
- Shadows in Focus: City By Shadow: Metropole (E-CAT26S038)
- Gun Haven 3 (E-CAT26S040)
- Sail Away Sweet Sister (E-CAT26S041)
- Shadow Spells (E-CAT26S048)
- Shadows in Focus: Sioux Nation (E-CAT26S042)
- Shadows in Focus: City By Shadow: Butte (E-CAT26S043)
- Shadows in Focus: City By Shadow: San Francisco Metroplex (E-CAT26S050)

Shadowrun Missions characters may not utilize the following books (in any format) because they have been
designated as Optional:

- Bullets & Bandages (E-CAT26S027)

The following are Shadowrun adventures not intended for Shadowrun Missions play:

- Splintered State (CAT27400)


- Serrated Edge, Denver Adventure 1 (CAT27401)
- False Flag, Denver Adventure 2 (CAT27402)
- Battle of Manhattan (CAT27409)
- Bloody Business (CAT27450)
- Shadows in Focus: Sioux Nation: Starving the Masses (E-CAT26S044)
- Shadows in Focus: Sioux Nation: Counting Coup (E-CAT26S046)

The following are Shadowrun books with no rules, but are good for background information:

- Ten Terrorists (E-CAT26S037)


- Shadows in Focus: City by Shadow: Cheyenne (E-CAT26S043)
- Market Panic (CAT-27451)
- Seattle Sprawl Box Set (E-CAT27110)

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.
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- Court of Shadows (CAT-27009)

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SECTION 2: ORGANIZED PLAY
What is Shadowrun Missions?
Shadowrun Missions is the official living campaign for Shadowrun, Fifth Edition.

What is a living campaign?


A living campaign is a way for you to create a character and participate in games run in many different
locations with different Gamemasters (GMs). You are able to play in a single game and single campaign and gain
Karma and nuyen for your character, so the character can grow and evolve.

Where can I play Shadowrun Missions?


Shadowrun Missions are run at many game conventions and at Catalyst Demo Team Open Play events at
local game stores (FLGS) and game clubs. They may also be purchased in PDF format at the CGL online store
(https://store.catalystgamelabs.com) or at DriveThruRPG (https://www.drivethrustuff.com/) and run at home. Some
Shadowrun Missions adventures may also be available in print format from time to time.
Sometimes you dont have an FLGS or convention nearby, so you find an online session works best for all
parties. As long as the GM adheres to the rules found in this FAQ and provides signed Debriefing Logs to the
attendees, an online Mission counts the same as one run in person. Note: CDT Agents must meet certain
requirements for an online session to count as an official Venue.
If youre interested in finding out where Shadowrun Missions are being run, head over to the Shadowrun
Missions or Catalyst Demo Team Facebook pages (https://www.facebook.com/SRMissions/)
(https://www.facebook.com/CatalystDemoTeam/). If you want to inquire about and encourage Demo Team Agents
to run Shadowrun Missions at your convention or in your area, drop them a line and let them know!

What exactly are Missions?


Shadowrun Missions are short adventures designed to be run in a single game session. Typically they can be
run in less than four hours, so that they fit within the standard time block at gaming conventions. However, Missions
typically include additional information and material in the form of optional scenes and material in the Pushing the
Envelope sections that allow GMs to broaden and lengthen the game for those times they are not under a tight
schedule. For home game play where time is not a factor, most Missions can be run as two- or three-session
adventures.

What is the difference between an SRM, CMP, and PM?


A Shadowrun Mission (SRM) is part of the living campaign, so each adventure ties into an overall storyline
with recurring NPCs and character success (or failure) can have an impact on the story.
A Convention Mission Pack (CMP) is a series of adventures loosely tied together which do not tie directly
(or even indirectly) into the primary storyline of the SRMs.
Information about Prime Missions (PM) can be found in Section 5 of this FAQ.

What is an Open Play event?


When a Catalyst Demo Team member runs an official event at your Friendly Local Gaming Store (or other
approved Venue), open to anyone who wants to drop in and play, we call it an Open Play event.

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!

What are NERPS?


Within the world of Shadowrun NERPS are a fictional, all-purpose product. Theyre great for breakfast, can
cure your cough, are good luck, can remove stains, whiten teeth, improve your gas mileage, and are good for what
ails you! In Missions games, they represent points you can earn that give you some small benefit during a game
session.
Sometimes you might receive a promotional item that acts as a point of NERPS. These items usually come
with instructions for when and how you may use them. Usually you can use one per game session and theyre only
good for the duration of the convention or event during which you earned them.
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Other NERPS points, such as the one you earn for wearing a Shadowrun shirt, are temporary points that must
be used during the game session in which you earned it. These points cannot be saved and used during later Missions
games, but it is possible to earn new NERPS at subsequent Missions for the same thing. For example, if you play in
three Missions adventures at GenCon in a single day while wearing an awesome Shadowrun t-shirt, youll earn a
NERPS point at each of the Missions to which you wear that shirt.
It is possible to earn multiple points of NERPS for a single Mission. You may only spend one NERPS per
dice roll, and the use of these bonus dice must be declared before you make the test. You may use as many NERPS
as you have during a single Shadowrun session. Once you use a NERPS, that NERPS is not available until your next
Shadowrun session. For example, if you have a Shadowrun hat, t-shirt, and dice bag, thats three NERPS you may
use for that session. Each use of NERPS adds a +3 dice pool bonus for any test.

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.

What if I have no intention of playing at conventions or Open Play games?


In that case, go nuts. Treat Missions adventures as you would any other game session or Shadowrun
adventure. Have fun with it and the skys the limit. Just note that these characters are not eligible to play at
sanctioned Missions events, should you find yourself at one. In that case, though, youre welcome to sit down with a
new character and have some fun slinging some dice and running in the shadows!

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.

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What resources are available for Missions?
Missions are designed to be played with just the core rulebooks for Shadowrun, Fifth Edition. Players should
be familiar with any official SR5 errata and FAQs. Seasons 5-8 take place in Chicago, and while the primary source
of information will be Feral Cities, older sourcebooks such as Neo-Anarchists Guide to North America, Bug City,
and Target: UCAS all provide valuable background and information on the setting. All are available as PDFs
through the CGL online store (https://store.catalystgamelabs.com) and on DriveThruRPG
(https://www.drivethrustuff.com/).

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.

Do Missions gamemasters receive any rewards for running adventures?


Yes they do! Gamemasters who are members of the Shadowrun Catalyst Demo Team earn rewards for every
public event they run at game conventions and their local Venues. The more you run, the better your rewards. Head
over to https://www.facebook.com/CatalystDemoTeam/ to sign up and find out more information.
Gamemasters who are players also get in-game credit for their Shadowrun Missions characters! The Picking
up the Pieces section of each Shadowrun Mission contains a Gamemaster Reward section the Karma, nuyen, and any
other awards the GM receives for running the adventure, just as if theyd played through it with their character! You
also gain any contacts, loyalty, notoriety, public awareness, and street cred the team did. Be fair, be honest, and
dont lead your players to pad your own rewards, though!
A gamemaster receives the GM reward the very first time he/she runs a legal Mission. Subsequent sessions
running the same legal Mission are not eligible for the GM reward. The GM reward may be credited to a GMs
character who has not already been played in that particular Mission. A character can only gain credit for a Mission
once, whether its from the GM reward or playing it. A character cannot get credit for running it multiple times, nor
for playing in it and GMing it.
Grandfather clause: For those GMs who interpreted this differently from the original intent, your characters
who received GM rewards for every Mission you ran (and only received credit for a Mission once), are
grandfathered in, if the Mission was ran prior to the effective date of this clarification (2 Oct 2015).

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 my Missions character die?


Yes. Yes they can. Obviously we want everyone to have a good time, but still, everything has a price, and
when you run the shadows sometimes that price is death. Gamemasters should not go out of their way to kill
characters, but if runners rush in unprepared or leap into a situation where they are obviously outgunned and
overpowered, then death is a very real possibility. Its a tragedy when it happens, but you cant become a Street
Legend if you dont take a few risks.
Dont forget, though a fireball, grenade, or automatic weapons fire may have taken you down, you can still
burn a point of Edge to keep your favorite character alive (though badly injured) (SR5, pg. 57).

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
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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.

Is there anything Im required to bring to an official Shadowrun event?


If you plan on attending a Shadowrun event, there are some basic things you need to bring with you. Your
character sheet (either print out or digital (PDF) version) so the GM can review it if necessary. Pen/pencil/marker so
you can take notes or updated your character sheet with damage, Karma, nuyen, etc. Paper/notebook on which to
write your notes. Bring your dice: Shadowrun uses six-sided dice (d6) exclusively. Any rules pertaining to your
character, especially those which are not common, e.g. printed or digital copies of anything (drugs, spells, qualities,
etc.) which is not in the SR5 sourcebook as some GMs may not be as familiar with them. You also need to bring any
prior Debriefing Logs and your SRM Calendar. Please note: if you show up at a convention where the CDT is
running events without any of the above, the CDT will generally have pre-gens, pens/pencils, and dice available to
use. Not every Agent carries around every single paper book or has every single PDF...but they should have the SR5
rulebook!
Electronic dice rollers are permitted for online games only.

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!

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SECTION 3: CHICAGO BACKGROUND INFO
Where do Seasons 5-8 take place?
Missions Seasons 5-8 take place in the Windy City, Chicago, Illinois, UCAS.

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.

Are there any special rules related to the Chicago setting?


While for many Chicago and the Bug City Containment Zone are synonymous, the CZ comprises less than
1/3 of the total landmass of the city of Chicago proper, not counting suburban areas and farmlands connected to the
city. But the CZ is still big, and it is the rotted, gutted, feral heart of the Windy City. It starts at 115 th Street to the
south and runs nearly 30 km North way to Belmont Avenue to the north, and reaches from the Lake Michigan an
average of 15 km to Harlem Avenue to the west. A mass of torn down buildings and hastily-erected barricades were
added to and reinforced over the three-year period that the Containment Zone was in effect, and even now nearly 20
years later this barrier stands as an imposing divide between the Zone and the outside world. Anyone can supposedly
freely travel between the zone and Chicago proper, but Lone Star watches those coming out and the gangs and
warlords watch those going in very closely.

The following applies to Seasons 5 and 6:


Between the Cermak Blast, the bugs, the debilitating effects of FAB III, and years of death and metahuman
misery, astral space in and around the Zone is horrible. Unless otherwise noted in the scene, assume a default
background count of 2 anytime characters are within the Containment Zone. The count will fluctuate wildly at times,
so players should expect to encounter everything from high background counts and mana voids to various aspected
backgrounds and mana warps. (See Street Grimoire, p. 30 for full rules). Areas of Chicago outside the CZ may also
suffer background count bleed from the Zone.

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Besides the background count, the CZ is a virtual nightmare for deckers and technomancers. The persistent
low-level background radiation coupled with a distinct lack of modern matrix broadcasting equipment through the
area results in a high level of constant background Noise that makes even basic matrix communication difficult.
Noise levels will vary from area to area, but unless otherwise specified in the scene, assume a default Noise level of
2 anytime the characters are within the Containment Zone.

The following applies to Season 7:


Over the last two years, the Astral Preservation Society in partnership with The Ash Union and various
megacorp thaumaturgical divisions have made headway in cleaning up the background count within the CZ and the
surrounding area. Thanks to their work, unless otherwise noted in the scene, assume a background count of 1
anytime characters are within the Containment Zone. The count will fluctuate wildly at times, so players should
expect to encounter everything from high background counts and mana voids to various aspected backgrounds and
mana warps. (See Street Grimoire, pg. 30 for full rules). Areas of Chicago outside the CZ may also suffer
background count bleed from the Zone.
With the megacorps construction efforts moving forward in the CZ and surrounding areas, matrix
connectivity has improved somewhat. Noise levels will vary from area to area, but unless otherwise specified in the
scene, assume a default Noise level of 1 anytime the characters are within the Containment Zone.

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SECTION 4: CHARACTER CREATION
Character Creation
Creating a character is done using the standard priority system presented in the Shadowrun, Fifth Edition
rulebook. Be sure you have the latest rulebook printing or errata. Please see the appropriate section to see if
additional character creation methods released in expansion material are allowed for Shadowrun Missions. Unless
otherwise noted in this FAQ, no rule marked Optional or listed as being At the Gamemasters discretion will be
used for Shadowrun Missions play. All other expansion material will be allowed once its release grace period has
elapsed (see below).
When creating a character for Shadowrun Missions, one thing to keep in mind is when playing at conventions
or in Open Play games, you never know who or what is going to show up at the table. Nor can you be certain a given
adventure will focus on one particular aspect of the game. Because of this, its usually not in your best interest to
hyper-specialize a character. Gamemasters do their best to keep all players engaged in the adventure and story, but if
your character only does one thing, it doesnt matter how well they do that thing if its not useful to the adventure or
if there are four other characters who are all able to do that thing as well. Keep flexibility and diversity in mind
when designing a new character.

Rating and Availability


Any gear, including magic, cyberware, and bioware, may be purchased at character creation, provided the
Availability is 12 or less and the Rating is 6 or less (SR5, pg. 94). Note that the Damage Value and Armor Rating of
an item is not included in this, it is only items which have variable rating levels which you may be purchased.
Players may purchase normal, alpha, and used cyberware at character creation, but not beta or deltaware.
Note that cyberware grade only affects the implant costs for implanted cyberdecks and commlinks. The link
or deck cost remains the same regardless of whether its a used implant or a delta-grade implant.
The only exception to Availability limits during character creation is the Restricted Gear Quality (Run Faster,
pg. 149).

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)
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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.

How many points worth of Qualities can I take?


As per the rules under Purchasing Qualities (SR5, pg. 71), you may only take a maximum of 25 points worth
of Positive Qualities and 25 points worth of Negative Qualities. If you really wish, for roleplay purposes, you may
take additional Negative Qualities, but you may never gain more than 25 Karma for them regardless of how many
you take.

Can I take specializations for my skills?


Yes, specializations are allowed following the examples laid out in the book. Choose either a specialty listed
or one thats similar, keeping in mind a specialty should be a bonus you only get under certain specific
circumstances.
Unarmed combat: you may take any of the specializations listed for Unarmed Combat in the SR5 sourcebook.
Please see the Run & Gun section found in this FAQ to see how the martial arts specialization is used in Shadowrun
Missions.

Contacts and SINs


You are encouraged to carefully consider the contacts you choose and the fake SINs you purchase for your
character. Both are incredibly useful. Youll likely want (and even need) multiple SINs, because you cant do much
in the world of 2075 without one, and if they get burned, so do you!
In Missions, you will likely earn a fair number of contacts through gameplay. However, these contacts are
frequently a part of the story and plot and are not always the most diverse, and theyre often limited in how high
their loyalty will go. So we encourage you to make certain you have a diverse number of contacts at character
creation to support your character and his chosen profession. A general fixer is always useful and every runner
should have one. Street and corp contacts are always worthwhile. Plus keep in mind that you need a way to get gear,
so a decker should have a deckmeister or programmer, a street sammy should have an armorer or gunsmith, and a
rigger should know a good mechanic or at least a used car salesman. Also, Seasons 5-8 take place in Chicago, so
contacts outside that region may be of limited use.

Are the Lifestyle Options allowed for Missions play?

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.

Can I transfer my character from a previous Season of Shadowrun Missions?


Sadly no. With the new Season and the jump to the Shadowrun, Fifth Edition rules were taking the
opportunity to start everyone off on equal footing. Of course, if your character is ready for Prime Missions, please
refer to the next section.

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.

Shadowrun Missions Chicago FAQ ver 1.2 15


Can I make changes to my character after the character has played in an official event (Mulligan Rule)?
Yes, provided you adhere to the following.

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.

Shadowrun Missions Chicago FAQ ver 1.2 16


SECTION 5: PRIME RUNNERS
What is a Prime Runner?
In general, Prime Runner is a term applied to an experienced veteran of the shadows. For Missions, Prime
Runner is a designation applied to any experienced character promoted out of the main Shadowrun Missions line due
to recreation for a new game system (e.g. 4th to 5th edition). A Prime Runner designation is also applied to any
character who has at least 150 Total Karma Earned (TKE) during the current Chicago Missions campaign.
Prime Runners are eligible to play in any Prime Mission, which are designed for high-power characters and
any Special Mission. Prime Runners from Season 4 may not play in the main Shadowrun Missions line (Seasons 5-8
or CMPs). Prime Runners from Season 5 onward may play all SRMs, CMPs, and PMs.
A character from Shadowrun Missions Season 4 is automatically considered Prime Runner regardless of
TKE. Follow the guidelines in How do I transfer my character to Prime Runner status? below to transfer the
character to SRM Chicago. NOTE: Prime Missions are designed for characters with at least 150 TKE, so you have
been warned.

How do I transfer my character to Prime Runner status?


Note: this guidance is for transferring Shadowrun Missions Season 4 characters to Shadowrun, Fifth Edition.
First off, you must download and fill out a Prime Runner Transfer Log. Use this form to record each Mission
adventure this character played through and how much Karma they earned for that run. For each Mission, you also
get 10,000 nuyen. Some characters may have averaged more, but this method evens out the money for each
character a little bit and takes into account money that is spent on things like bribes, tips, contact fees, lifestyle
payment, and other incidental nuyen spent that is difficult to directly track. You may also transfer Karma into nuyen
(or nuyen into Karma). 1 Karma is worth 2,000 nuyen. Also record any Missions-specific contacts you had
previously earned, as these carry over for Prime Missions.
Next, rebuild your character using the standard character creation rules presented in Shadowrun, Fifth Edition
and here in the Shadowrun Missions Chicago FAQ. Then apply your earned Karma and nuyen from your Transfer
Log to buy additional equipment and to raise your skills and attributes. You may only exceed the default Rating 6
and Availability 12 rule to purchase gear your character still owned after his final adventure on the Transfer Log.
You should try to build your character as closely as possible to your Shadowrun, Fourth Edition character.
Players are on the honor system, so please do not take this opportunity to drastically change your character.
However, to take advantage of the increased skill ratings, players may spend some of their Karma to raise a
maximum of 3 skills that were at Rating 6 before your character transfer above Rating 6, up to a max rating 9 (if you
can afford it).
You may not transfer over or purchase any abilities or gear that has not been released in a Shadowrun, Fifth
Edition sourcebook yet. If these are critical to your character, you can either start your character without them and
save the nuyen and karma you earn from Prime Missions to purchase them later, or youll need to wait to become a
Prime Runner until these items make an appearance. Sorry!
Remember to transfer your final Street Cred, Notoriety, and Public Awareness over as well.
Have a Missions Gamemaster sign off on the Transfer Log, and youre ready for some Prime Missions!
Welcome to the big leagues!

Shadowrun Missions Chicago FAQ ver 1.2 17


SECTION 6: GENERAL SRM RULES
Can I use optional rule (fill in the blank)?
Unless this FAQ states otherwise, optional rules are never used. To give every Missions player the same game
experience and maintain campaign balance, we generally avoid using any rule that is listed as optional.

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.

Can I collect my own Reagents and/or craft my own Foci?


No. Crafting or building your own equipment falls outside the scope of Missions.

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.

What about Compiling a Sprite?


Same rules as Binding a Spirit apply to sprites.

Questions about Game Play

What is the Missions Calendar?


When you play your first Missions adventure, you should receive a Missions Calendar. If you didnt, ask
your gamemaster for one or download one from the Shadowrun Missions website. You should also start a new one
at the beginning of each Missions Season.
The Mission Calendar is used to track time throughout the Missions Season. You can run one Missions
adventure per week, and you cannot use that week for anything else. Any additional time that you take to buy gear,
train, etc. should all be marked on the calendar, and take additional time on your calendar. You may take multiple
actions in a single week if they take fewer than 7 days, and actions may spill into the following week. So a training
session that takes 3 days and learning a spell that takes 6 days would take 9 days total. You track your weeks in full
though, so any unused days before the next Mission are lost.
Your character must pay Lifestyle costs at the beginning of the week of each month (after the first month),
before doing anything else that week.
With the changes taking place in Chicago, finding somewhere to sleep for free has become problematic.
Warlords, gangs, landlords, and the corps ensure a price must be paid to sleep safely. Therefore, the minimum
lifestyle a character must take in Chicago is a Squatter lifestyle. The other side to this, is that a character may now
spend as much time between Missions as he/she desires, so long as he/she keeps up with the payments!
Please note, this has nothing to do with real time. If it has been sixth months since you (as a player) have
played Shadowrun Missions, it may be the very next week for your character. You do not have to make a new
character if you miss a few games, or even a year or two.

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.

Is there a Cash for Karma (or Karma for Cash) option?


Yes! Once between each Missions adventure you may choose to Work for The Man or Work for The
People.
If you are Working for the Man, you can trade 1 Karma for 2,000 nuyen. This represents your character
going out and doing the dirty, sleazy, or simply boring grunt work for a company or corporation. It pays well, but
eats away at your soul.
If you Work for the People, you can trade 2,000 nuyen for 1 Karma. This represents you going out and
doing some pro-bono runner work, helping out at a local soup kitchen, or doing some volunteer work. It costs you a
little something, but you feel better about yourself afterward.
In either case, you may only trade away or gain a maximum of 5 Karma each time you Work for The Man
or Work for The People, and it takes up one week of downtime during which you can do nothing else. You cannot
do this again until after you pull another Shadowrun.
The characters Total Karma Earned (TKE) increases if the character Works for the People based on the
amount of Karma received. For example, Obnoxious Jones has a TKE of 75 and spent a week and 10,000 Working
for the People, garnering him an additional 5 Karma. Obnoxious Jones now has a TKE of 80.
If the character Works for the Man, the characters TKE does not change. For example, Syndell needs a
little extra Nuyen to buy a shiny new toy, so she decides to Work for the Man after her most recent run (which
didnt net much in the way of cash). Syndell has 75 TKE and trades out some of her good Karma for cash; 5 to be
exact. She picks up 10,000 and still has a TKE of 75.

Can I fence the gear I found during an adventure?


Yes. Gear must be fenced through one of your contacts, and uses the Contacts and Fencing rules (SR5, pg.
419).

Can my friends and I pool money to purchase something?


Yes, of course! Just be sure that each of you marks off the appropriate money for the item. However, one
person needs to be the actual owner of the item, and if that person is not present for the game session, then neither is
the item. So carefully consider what youre going to split the costs on, and who you split it with!

Can I upgrade my bioware or cyberware?


Presuming the item in question has not been damaged, you may sell back installed non-cultured bioware and
cyberware for a flat 30 percent of its retail value (book price; taking into account alpha or beta mark up, if any)
when changing out cyberware. You must still make an Availability test to acquire the new piece of cyberware.
Cultured bioware may not be upgraded using the below rules.
You may upgrade bioware and cyberware by paying the difference between the two pieces of equipment
(taking into account grades, if any) plus 20% for the docs time and medical materials. You may only upgrade a
piece of bioware or cyberware of the same type.

Shadowrun Missions Chicago FAQ ver 1.2 19


For example, Kayless wants to get a better Control Rig. He currently has a Rating 2, but wants to upgrade to
3. Martin Tate happens to have one in stock and charges him 133,200 for the new Control Rig (Rating 3) and keeps
the Rating 2 he just pulled out of Kayless.
So, lets do the math: Control Rig 3 costs 208,000 - 97,000 as credit on the old rig (Rating 2) = 111,000
for the upgrade. Now to figure out the total to include Dr. Tates labor and any other expenses related to the surgery
(111,000 x 1.2 = 133,200).
Another example, Covon goes to Dr. Tate and asks to have his dermal plating removed so he can get titanium
bone lacing instead. Dr. Tate gladly obliges, but Covon only receives 30% of the value of the dermal plating and has
to pay full price for the titanium bone lacing.
Remember, if you upgrade from 3 points of "normal ware" to the equivalent in alpha grade, the alpha only
takes 2.4 Essence points off, but you do not get the excess backyou simply have a 0.6 point hole that can be
filled with something else at no further Essence cost until the hole is exceeded.
Betaware is available as normal during gameplay. However, keep in mind that deltaware can only be
purchased and implanted through special deltaware clinics, and these are only available if a Mission gives the
character access to them as a special reward. Contacts will not be able to grant you access to a Delta Clinic under
normal circumstances.
Recovering from cyber-surgery takes one full calendar week.
Unfortunately this does not apply to cybersuites.

Can I upgrade my cyberdeck or RCC?


Business is starting to pick up in the CZ, which means more toys are hitting the streets. You may upgrade a
cyberdeck or RCC to the next better model (or higher if you can afford it). First, you must make an Availability test
to see if you can find one you desire (paying for any additional dice based on the value of the cyberdeck or RCC you
wish to purchase). Once you know you can get your hands on it, you take your old deck or RCC to trade in (for full
value) and pay the difference with a 20% markup; smuggler fees and bribes are included in this markup...after all,
the Spire has to make a profit somehow.

Can I make skill tests between adventures?


Yes. Unless otherwise noted in the FAQ, all skill tests made during downtime are done using the Buying Hits
rule (SR5, pg. 45) and using the standard rules for limited Extended Tests (cumulative 1 per test, SR5, pg. 45).
Assistants and instructors also buy hits for their tests.

Just Say No rule


Using drugs to improve attributes or skills for downtime tests is beyond the scope of Missions.

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.

How much do instructors cost?


Instructors charge (10 x Instructors Skill Rating) nuyen per day, and all instructors are assumed to have a
Charisma of 5. They follow the standard rules for Instruction (SR5, pg. 105) and need a minimum skill rank of 3 or
the skill rank you are training to, whichever is higher. Note that this is a tweak to the standard training rules, since
they neither list a minimum skill level requirement nor list standard training times. Instructors may train individual
skills, groups, or specializations.

Shadowrun Missions Chicago FAQ ver 1.2 20


We have rules for the cost of instructors in Missions, can we use Tutorsofts instead? If so, what skill rating
can each rating of a Tutorsoft train to? (SR5, pg. 442)
Yes, you may use a Tutorsoft in place of an instructor in Missions. The Tutorsoft Rating must equal or
exceed the skill rating to which the character is training. The Tutorsoft makes an Instruction Test with a dice pool
equal to Rating x 2 (max Rating 6). Each hit reduces training time by one day to a minimum of one day. A Tutorsoft
may only be purchased for a particular skill (not skill groups or specializations) and are not available for Magic or
Resonance based skills. Remember, training is a downtime activity so Tutorsofts purchase their hits for the
Instruction Test.

Can I buy (fill in the blank)?


If the gear is legally available (has no Availability rating), you can buy it from your local Stuffer Shack,
Weapons World, or Kong-Walmart at any time, provided you have the available nuyen. Gear with an Availability
rating isnt as readily available, and as such you need to go looking for it, or have your contacts go looking for it.
If you go looking for a piece of gear, use the standard Availability Test rules (SR5, pg. 418) and mark off the
appropriate amount of time on your Missions Calendar. Note that you can only search for one item at a time, as this
represents you physically going out and looking for the item, spending time making phone calls, talking with people,
buying them drinks, etc.
If you wish to have contacts purchase additional items during a single downtime, use the standard rules for
determining what items they can find, and how long it takes (SR5, pg. 418). Since you wont always know the skills
and attributes of all your contacts, all contacts roll Loyalty + (Connection times two (2)) for the Availability test. For
example, you have a contact with Loyalty 4 and Connection 3. This contact would have 10 dice [4+(3x2)]. Each
contact can only obtain a single item at a time, and only items that fall within their fields of specialty. (A
talismonger is not going to be able to get you a gun, and a street doc wont be any use when looking for a cyberdeck,
for example.) Remember, a fixer is a middle man and not in sales, so there will be a slight mark up of 10% to the
base cost of any item which the fixer helps you acquire.
You cannot buy used gear (other than cyberware).

Can I spend Edge during downtime?


To prevent abuses of Edge and Edge refresh rates, no, you may not spend Edge during downtime.

How long does it take to heal?


Damage that is sustained during gameplay is assumed to be fully healed as long as you take at least one week
of downtime between Missions. This downtime can be used for any other activity you wish.
To heal during a Mission, use the normal rules for healing (SR5, pgs. 205-209).

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.

When do expansion books and eBooks become legal to use in Missions?


Thirty days after the full release of the product, to allow plenty of time for gamemasters to obtain and read
over the new game material. For eBook-only products, this is thirty days after they go on sale. For products that
have a print release, its thirty days from the announced street date for the product.
A full list of legal books can be found in Section 1.

Can we trade money or gear between players?


Yes, but only within reason. Giving someone an extra gun, or spotting them an extra 1,000 for some gear
because theyre short is no big deal. However, you should not be giving away large, expensive items or large sums
of nuyen. This is primarily to prevent abuse in games where someone is just sitting in to play a session or two, so
they just dump their gear and money on their teammates at the end of the game since theyre not planning to play
that character anymore.
To set a hard limit on this, gamemasters should not allow players to give away more than 5,000 worth of
cash and 5,000 in gear (using base book value for the gear) per game session.

Shadowrun Missions Chicago FAQ ver 1.2 21


Can I hire my contacts to actually come on a shadowrun with me?
Yes, many of your contacts are former shadowrunners themselves, and if the price is right theyre willing to
come out of retirement to help out a friend! For Shadowrun Missions: Chicago you may hire several of the Missions
specific contacts to help you out on a shadowrun, but there are some restrictions to this.
Quantum Princess may be hired to act as Matrix overwatch and to help crack security or encrypted files. She
will not physically come on a shadowrun unless its absolutely necessary (i.e., a complete Matrix dead-spot), but
will tag along virtually and help out where she can. Lothan the Wise may be hired to provide magical support. He
will cast spells and will provide summoned spirits as needed (though not bound spirits). Matt Wrath may be hired to
provide additional muscle as needed. He loves a good fight and isnt afraid of getting in the middle of a brawl, but
hes not stupid. None of the other contacts may be hired on.
You cannot hire a contact if they were acting as your Mr. Johnson for the adventure. So if theyre hiring you,
it means theyre not available to go on the run themselves in the first place.
While contacts may be willing to come out and help, theyre retired now for a reason. Maybe theyre getting
up there in years, maybe theyve taken one too many bullets, and maybe they just have a career they enjoy better
now that pays as well as running did. Theyre not going to put themselves in excessive danger for you, no matter
how much youre paying. So while they will come along as backup and help out, you cannot use them as 10 extra
boxes of ablative damage. They wont run in front and soak gunfire, and they wont pull a suicidal distraction to
help you get in the back door. Theyll offer up their expertise where necessary and will do their job well and
competently, but thats it.
The gamemasters should only allow a contact to be available to be hired if they are filling a role that the
group is weak on. Hired Contacts should not be considered an ace-in-the-hole, they should be a last resort for when
youre screwed and need specialized help to complete a mission. Quantum Princess and Lothan should only be
available if the party is missing a decker or a mage, and Matt Wrath should only be available if the team is
particularly weak when it comes to physical combat.
The contacts charge 15,000 for a single Mission, minus 1,000 per point of loyalty the person contacting
them about the job has with that contact. They cannot be hired and brought to the meet with Mr. Johnson as an extra
team member so Mr. Johnson pays out an extra share to cover the contacts fee. Hiring a contact to fill in is not
cheap, and should only be utilized as a last resort. Contacts do not increase Loyalty while hired.
Some contacts might be available for taking care of various downtime activities, e.g. Goober conducting
repairs on your recently damaged vehicle. Assuming the contact has the appropriate skills, you may hire one to
conduct a downtime activity you could not normally accomplish. The charges listed above apply to the work they
perform. SRM Chicago contacts and their skills are detailed in the SRM Season 5 Contacts PDF.

Will this FAQ be updated as more books are released?


Yes, we will update as needed.

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).

Shadowrun Missions Chicago FAQ ver 1.2 22


For example: OJ enters negotiations with Mr. Johnson. Unfortunately, Tone Loco has a Notoriety of 6 and
refuses to wait in the van. OJ has to roll his Negotiation of 6 + Charisma of 7 (elf) + 0 (no modifiers) with a limit of
5 (OJs Social Limit of 11 minus Tones Notoriety of 6). On the other hand, if OJ and Tone Loco decide to
Intimidate a punk for some information and the punk knows Tone Locos Notoriety, then OJ gets to add Tones
Notoriety of 6 to his Social Limit to make it 17.

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.).

Characters Public Threshold - Public Threshold - Authorities


Awareness (non-shadow folk) (Lone Star, KE, corp sec,
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.

Shadowrun Missions Chicago FAQ ver 1.2 23


SECTION 7: SHADOWRUN 5TH EDITION
Disallowed Qualities:

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.

Are there any restrictions on Mental Manipulation spells?


The following rule modification applies to Shadowrun Missions: the target(s) resisting a sustained Mental
Manipulation spell no longer receives a dice pool penalty equal to the spells Force as found on page 292, SR5.
Should a magician use a Mental Manipulation spell to force or coerce a target into performing a notorious act, the
GM is free to award the magician Notoriety for each instance. For examples of notorious acts and when to award
Notoriety, please refer to page 368, SR5.
Players and Gamemasters should be well aware of how these spells work. Magic is very dangerous in
Shadowrun, and everyone is scared of it. When the unusual happens, magic is the first thing they blame, and most
people react very badly when magic is used against them. Of all the magic out there, spells that can control and
mentally manipulate an individual are the most feared. Its a violation of the highest order. Using this kind of magic
against friends, allies, and contacts is an incredibly bad idea and always has some kind of negative repercussion.
Using it against a Mr. Johnson is usually suicidal.
Spells that take direct control of a persons mind or actions are overt Manipulation spells, and while the spell
is active, the controlled person usually acts and reacts as if all the actions are his own. As soon as the spell is
dropped they immediately know they have been violated. These spells currently include Control Thoughts and Mob
Mind.
Some spells are subtler, and they simply guide and suggest. These are covert spells, and while theyre more
risky to use since they allow the target some free will and choice, the target will not always realize the idea wasnt
their own unless its something wildly out of character. Using Influence to suggest a guard wants to grab some
coffee or use the head is normal, but suggesting they shoot their coworker in the head is likely out of character for
him, so he will stop and wonder where that thought came from. If youre lucky, hell simply disregard it. If not, hell
blame magic and pull an alarm.
Regardless of whether the Manipulation magic is overt or covert, theres always the chance that powerful
magic will be noticed. The higher the force of the spell, the more likely it is to be seen. Spellcasting always uses the
Perceiving Magic rules (SR5, pg. 280).

Shadowrun Missions Chicago FAQ ver 1.2 24


Finally, remember, spellcasting leaves a trace. Every magician has a unique magical aura, and they leave a
temporary imprint on astral space whenever they use magic (SR5, pg. 312, Astral Signature). In the hands of a
skilled forensic mage, these imprints can be traced back to their caster.
Mental Manipulations are powerful tools, but they are ones that need to be used very carefully by players.
They are not an I win button and should not be treated as such.

Are Preparations and Alchemy allowed?


Yes.

What tests do the Positive Quality Quick Healer effect?


Quick Healer (SR5, pg. 77) only affects healing tests made on the characters with the quality. It does not help
him heal other characters.

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.

Can a stim patch be used to heal Drain?


Technically, stim patches do not heal anything. They simply temporarily remove the damage for a short
period of time. So yes, stim patches can be used to negate the stun damage done by drain.
However, when the stim patch wears off the user reapplies the removed stun damage, plus one extra box of
stun. To prevent abuse, this extra box of stun is also counted as Drain damage, and thus is unable to be healed
magically.

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.

Can you clarify what constitutes an Augmented Attribute?


Yes. Anything that increases an attribute above its natural, base score is considered an Augmentation. This
includes cyberware, bioware, magic, adept powers, drugs, and anything else that adds to your attribute. In all cases,
the limit of +4 remains in place unless a power or ability specifically says it breaks that cap.

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.

Do datajacks require a fiberoptic cable?


Datajacks can operate as receivers for wireless signals, effectively acting as an antenna in your brain meat.
However some devices will require a direct fiber optic connection (throwbacks or devices that have had their
wireless turned off or disabled). But under normal circumstances, you can use a datajack wirelessly.

Shadowrun Missions Chicago FAQ ver 1.2 25


How does a critter with Hardened Armor or the Immunity power interact with regular armor? Mil-Spec
hardened Armor? How does this interact with Armor Piercing modifiers?
Critters wearing armor of the same type as their natural ability will add the armor ratings together and Armor
Piercing and other modifiers are factored in after.
Critters with both Hardened Armor and regular armor will take the Armor Piercing modifiers off the
Hardened Armor first, and then off the regular armor if theres any AP modifiers left to carry over.

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.

Is vehicle armor considered hardened armor? (SR5, pg. 205)


No, it is not hardened armor (which grants auto hits), however, the attacks modified DV must exceed the
vehicles modified Armor to cause damage.

How do I figure out a sprites mental attributes?


Refer to the Living Persona chart found in SR5, pg. 251.

What attributes do Riggers use for controlling drones? (SR5, pg. 265)

Manual control: Skill + Attribute [Vehicle Handling]


Remote control: Skill + Attribute [Lower of rigger normal limit or Data Processing Attribute]
Rigger control: Skill + Attribute [Device|Vehicle Handling + Control Rig Rating]
Autopilot: Pilot + Autosoft

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.

Shadowrun Missions Chicago FAQ ver 1.2 26


SECTION 8: RUN & GUN
Disallowed Qualities:

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.

Mod Slot Threshold Interval Tools Skills

Advanced Internal 12 4 hours Shop Armorer


Safety System

Extreme N/A Level x 10 1 day Shop Armorer


Environment
Modification

Folding Stock Stock 4 10 minutes Kit Armorer

Gecko Grip N/A (or stock) 4 10 minutes Kit Armorer

Underbarrel Underneath 20 4 hours Shop Armorer


Bola Launcher

Underbarrel Underneath 20 4 hours Shop Armorer


Chainsaw

Underbarrel Underneath 20 4 hours Shop Armorer


Flamethrower

Underbarrel Underneath 20 4 hours Shop Armorer


Grapple Gun

Underbarrel Underneath 20 4 hours Shop Armorer


Grenade
Launcher

Shadowrun Missions Chicago FAQ ver 1.2 27


Does the custom fit (stack) bonus (Run & Gun, pg. 59) count as a + armor item for encumbrance (SR5, pg.
169)?
Yes, each stack piece counts against your encumbrance.

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.

Shadowrun Missions Chicago FAQ ver 1.2 28


Fixin All the Broken Drek (Run & Gun, pg. 143) seems cost prohibitive. Can we do something about those
costs?
Fortunately, Goober has you covered. So long as the item was not completely destroyed (i.e., takes more
boxes of damage than it has), the item can be repaired at a rate of 2% of the items base cost per box of damage
taken. For Missions play, this also covers the cost of the repairman, parts, etc.
Keep in mind this does not cover Matrix damage, which is covered elsewhere in the FAQ.

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.

Shadowrun Missions Chicago FAQ ver 1.2 29


SECTION 9: STREET GRIMOIRE
Disallowed Qualities:

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.

Shadowrun Missions Chicago FAQ ver 1.2 30


Players may undertake the following Ordeals, following the normal rules for each plus any exceptions listed
here:

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.

Shadowrun Missions Chicago FAQ ver 1.2 31


The Oath required under the strictures of the Ash Union is the only Oath ordeal which qualifies for
purposes of initiation in Missions.

How do magic schools work in Missions? (Street Grimoire, pgs. 139-155)


Geomancy: you must initiate and take the Aspect Mana Line ritual with your initiation (this ritual costs no
additional karma). This now means you are in the Geomancy school and may take the other rituals via normal
karma expenditure without further initiation (Street Grimoire, pg. 139, Magic Arts Sidebar and SR5, pg. 299,
Learning Spells).

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.

- Masking: Masking metamagic


- Flexible Signature: Flexible Signature metamagic
- Apotropaic Magic: Shielding metamagic
- Quickening: Quickening metamagic
- Centering: Centering metamagic
- Cleansing: Cleansing metamagic
- Sensing: Sensing 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.

Shadowrun Missions Chicago FAQ ver 1.2 32


Can I use any of the New Spirit Options (Street Grimoire, pg. 192)?
Long Term Service is not allowed, but Fettering and Reckless Summoning are.

Can I summon an ally spirit? (Street Grimoire, pgs. 200-202)


Yes, you may summon an ally spirit. For purposes of Missions, you must write your own ally spirit formula
(Street Grimoire, pg. 200). No one else can write your ally spirit formula nor can you go on metaplanar quest to
locate the formula. Writing your ally spirit formula is considered a downtime activity, therefore, hits must be
purchased. This is an exception to the rule against crafting items.
Enhancing an ally spirit follows the same rules as above.

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.

Can I have a talismonger upgrade my focus (Street Grimoire, pg. 230)?


Yes. Gathering the materials to increase the Force of a focus is not an easy task, therefore an Availability
test must be made against the desired Force of focus to be improved. Once the materials have been acquired, it takes
a number of days equal to the new Force for a talismonger to complete, and it will cost the difference in nuyen
between the old and new focus, plus 20% for the talismongers time and materials. You will also have to pay the
karma difference between the old and new focus.

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.

Shadowrun Missions Chicago FAQ ver 1.2 33


SECTION 10: RUN FASTER
Disallowed Qualities

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)

Do I need to fill out the 20 Questions (Run Faster, pg.19)?


No, it is not a requirement for Missions, but it is suggested since it can help give you a better idea of who
your character is, and may provide fun roleplaying hooks.

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

Is the Positive Quality Rank (Run Faster, pg. 86) allowed?


Yes, even though its in the Life Modules section, it can be applicable to any character.

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).

Can I play a Metasapient (Run Faster, pgs. 98-105)?


None of the metasapients (which includes shapeshifters and changelings) are available for play in the Chicago
Campaign. This is for two reasons. First and foremost, the majority of the metasapients are dual natured or otherwise
utilize magic for their powers. As such they find Chicago, with its twisted and corrupt background count, to be
physically painful to even be near. As such they are simply not appropriate for this campaign. The second reason is
that Chicago natives are even less tolerant of weird and unusual than most places. Between bugs, ghouls, and the
twisted toxic mutants that have arisen in the Containment Zone, your average Chicago native will shoot most
metasapients on sight and leave the corpse for the crows. There is also logistical and balance reasons for not
allowing them as well (listed on tables found on pg. 105).

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.

Can I play an Infected character (Run Faster, pgs. 133-143)?


No.

But what about <insert NPC of unavailable race here>?


There are rare exceptions to the rules, and the (very) few metavarients and Infected that do call Chicago home
and are not crazed monsters are there for story purposes, and frequently they have many, many years of experience
or powerful backing from something like a megacorp allowing them the ability to live there without (much)
harassment. Plus Simon Andrews can charm the pants off of anyone, even an angry mob hell-bent on burning his
scaly hide at the stake.

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 Lifestyle Qualities allowed? (Run Faster, pgs. 224-226)


Yes, all the Qualities are allowed, if eligible.

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

Shadowrun Missions Chicago FAQ ver 1.2 36


SECTION 11: GUN HAVEN 3, ASSASSINS PRIMER, SAIL AWAY SWEET SISTER, SHADOW SPELLS
Gun Haven 3

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:

ACC DAM AP MODE RC AMMO AVAIL COST

5 11P -2 SA/BF (1) 18(c) 8R 2800

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.

Sail Away, Sweet Sister

How much does a Personalized Grip cost?


100, Availability 2.

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.

Shadowrun Missions Chicago FAQ ver 1.2 37


SECTION 12: DATA TRAILS
Disallowed Qualities:

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)

Dongle Availability Cost

Attack Dongle (Rating 1-6) [Rating x 2]R (Rating x Rating) x 3000

Stealth Dongle (Rating 1-6) [Rating x 2]R (Rating x Rating) x 3000

Shadowrun Missions Chicago FAQ ver 1.2 38


Are the various cyberdecks mentioned in the Shadowrun 5 th Edition Sourcebook standard or non-standard
form factors? (Data Trails, pg. 62)
Tablet cyberdecks, implanted cyberdecks, and hack-pack cyberdecks mentioned in the core rulebook are
all standard form factors and carry no additional cost per this rule.

Can I scrounge for electronic parts? (Data Trails, pg. 66)


Sure, if you and your team want to hang around for the 10 or more minutes it will take you to cannibalize
the item(s) in question. This just gives the GM more opportunities to exercise his/her tactical skills with HTRs!
Please remember, this is not a license for runners to start looting every electronic item they see just for partswe
have a separate note to GMs on that.

Can I make device modifications? (Data Trails, pg. 66)


Yes, but this is a downtime activitiy.

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 I play an AI character? (Data Trails, pg. 145)


No

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.

Shadowrun Missions Chicago FAQ ver 1.2 39


SECTION 13: LOCKDOWN AND COUNTING COUP
Are the Cyber Suites from Lockdown Missions legal? (Boston Lockdown, pgs. 205-207)
Yes

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!

Fine, can I at least get a Crazy-Repeller? (Boston Lockdown, pg. 209)


Not yet

Can I play a Dissonant Techno? (Boston Lockdown, pgs. 209-210)


Um, no.

Counting Coup

May I take the mentor spirit Coyote from Counting Coup (pg. 24)?
Yes

Shadowrun Missions Chicago FAQ ver 1.2 40


SECTION 14: CHROME FLESH
Disallowed Qualities:

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.

Can I make a Prototype Transhuman? (Chrome Flesh, pg. 54)


Yes, but with the following modifications for Missions: Karma cost is 20 (not 10) and remember Wanted
(Run Faster, pg. 159) is a disallowed quality.

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.

How does Dry Addict work? (Chrome Flesh, pg. 57)


It follows the same guidelines as Addictions found in this FAQ, e.g. it must be something likely to be
triggered in Missions and is generally harmful to the PC.

Shadowrun Missions Chicago FAQ ver 1.2 41


How does So Jacked Up work? (Chrome Flesh, pg. 59)
Unfortunately, you just cant find generic drugs on the streets of Chicago just yet, so you have to purchase
drugs from your dealer. To know whether your character is up or down prior to a Social Test (or at the GMs
discretion), the GM may call for a mood roll, e.g. on a 1-3 youre up, on a 4-6 youre down.

Can I get Omega-grade cyberware? (Chrome Flesh, pg. 71)


No, this is an optional rule.

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).

Are Genetic Infusions available in Chicago? (Chrome Flesh, pg. 166)


Yes, they are available, but they only last the duration of a single Mission. Addiction and Side Effect rolls
must be made at the end of the Mission. Remember to mark off recovery time on your Missions Calendar.

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.

Are designer drugs available in Chicago? (Chrome Flesh, pg. 190)


As long as you know the right person. You must have Martin Tate or a Connection Rating 5 chemist or
dealer as a contact.

Can I customize drugs in Missions? (Chrome Flesh, pg. 190)


The rules for customizing drugs are beyond the scope of Missions.

Does Missions use the Overdose (SR5, pg. 415) and the Drug Interaction (Chrome Flesh, pg. 192) rules?
Yes

Shadowrun Missions Chicago FAQ ver 1.2 42


OVERDOSING

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.

Drug Interactions Table

Designer drugs: 1 to roll result if all drugs used are designer drugs

1 Double duration of all drugs


24 No side effect
56 Duration of all crash effects are doubled
79 Crash effects occur immediately
10 Immediately take 3S damage, unresisted
1113 Crash effect damage is Physical instead of Stun
14+ Immediately resist 10P damage by Body only

Shadowrun Missions Chicago FAQ ver 1.2 43


SECTION 15: SHADOWS IN FOCUS: BUTTE AND METROPOLE
Are life modules from SIF: Butte (pg. 19) Missions legal?
Yes

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

Shadows in Focus: Metropole

Can I purchase the Avibras-Nissan AN 822 (pg. 31)?


As long as you can afford it!

Are the life modules from SIF: Metropole (pg. 31) Missions legal?
Yes

Shadowrun Missions Chicago FAQ ver 1.2 44


SECTION 16: HARD TARGETS
Disallowed Qualities

Positive:
None Disallowed

Negative:
Code of Honor: Avenging Angel

May I play a Sukuyan? (Hard Targets, pgs. 126-127)


No, infected characters are not allowed.

Can I get my hands on some Januarius? (Hard Targets, pg. 127)


No, and you cant find a used (or new vampire) for sale in Chicago.

How common is Renfield in Chicago? (Hard Targets, pgs. 127-128)


If there is any Renfield in Chicago, the vampires arent selling it.

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.

Is the Obeah tradition a possession tradition? (Hard Targets, pgs. 129-130)


No, its not, therefore its a legal tradition for characters.

Is the Santeria tradition allowed? (Hard Targets, pg. 130)


Nope

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.

ACC DV AP MODE RC AVAIL COST

[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

Shadowrun Missions Chicago FAQ ver 1.2 46


Sometimes hackers love to get into documents and spread misinformation, especially when it concerns
projectiles and alchemy. (Hard Targets, pg. 194)
Consider the section Projectiles and Alchemy as theoretical hacker misinformation. The rules for
alchemical preparations and their uses are found in the Shadowrun 5 core rulebook as well as Street Grimoire.

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.

Can I hire someone to modify my weapons for me?


Yes. Hired gunsmiths/armorer/weaponsmiths in Shadowrun Missions buy 4 hits per roll, only work for 8
hours per day, and charge 100 per hour (minimum 1 hour charge). To calculate how long it takes to complete a
modification, divide the threshold by four (round down) and multiply this by the interval time. NOTE: the weapon
modifications charts (Hard Targets, pg. 183) says Duration but it should read Interval. Also, one day equals 8
hours.
If you have an appropriate contact (gunsmith/armorer/weapsonsmith) they can perform the modification for
you. The time to complete the task is the same, but they will offer a discount on their services. Reduce the amount
they charge per hour by 10% for every point of Loyalty you have with that contact.
Example: Covon wants to add a mounted crossbow to his sniper rifle. He contacts Cuthlainn, his loyalty 1
gunsmith contact, to do the work. The mounted crossbow has a threshold of 20, and 1 day interval, so it will take 5
days to complete the work (20/4 = 5, 5 X 1 day = 5 days). This will cost Covon 3600 (5 days x 8 hours = 40 hours,
40 hours x 90 = 3600).

Shadowrun Missions Chicago FAQ ver 1.2 47


SECTION 17: RIGGER 5.0
Disallowed Qualities

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.

Shadowrun Missions Chicago FAQ ver 1.2 48


Accident Prone: this applies any time you pilot the vehicle or are just assisting the pilot, e.g. the pilot
(driver) asks you to spot them while they back into a parking spot. Unfortunately this forces the pilot to make a
piloting check at -2 because you just cant figure out how to ground guide a vehicle.

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.

Vehicle and Drone Mods


Both modifications sections are allowed. Shadowrun Missions uses the optional drone modification rules,
so please disregard the note in Rigger 5.0, pg.122 about these rules being optional. Note that you use drone
modifications in all cases on drones (not vehicles) where the two sections overlap and not all vehicle modifications
can be used on drones, as clarified below:
Vehicle Equipment and Modifications that can be applied to drones if the drone has enough space to
accommodate the modification.

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.

Shadowrun Missions Chicago FAQ ver 1.2 49


Can I get the Realistic Features Drone Modification for my drones? (Rigger 5.0, pg.125)
Yes, the following is a list of each drone and the maximum rating of realistic features it can be given. This
does not take into account the capacity of the drones listed below.

Drone Model Level of Realistic Features Allowed

Sony Goldfish 4

Cyberspace Designs Dragonfly 2

Festo Pigeon 2.0 4

Renraku Gerbil 2

Renraku Scuttler Remote Cyberhand 4

Festo Sewer Snake 3

Proteus A.G. KRAKE 2

Ares Cheetah 2

ALL ANTHROPOMORPHIC DRONES 4

Shiawase Kanmushi 4

MCT Fly Spy 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)

Shadowrun Missions Chicago FAQ ver 1.2 50


The text concerning Vehicle Armor Modification is very confusing when compared to the chart on the
following page. How do we handle that? (Rigger 5.0, pgs. 159-160)
Delete the sentence The most armor any vehicle can add is equal to vehicle Body (meaning maximum
armor = Body + existing armor Rating). The slots required on the chart are correct and therefore limits how much
armor can be added (Body/2 for standard and Body/3 for concealed).

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)

MODIFICATION SLOTS THRESHOLD TOOLS SKILL AVAIL COST


Ejection Seat 2 10 Shop Armorer 8R 800
-w/ Parachute +1 +2 Shop Armorer 8R +200

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.

Can I hire someone to modify my vehicles/drones for me?


Yes. Hired mechanics use an interval of 4 hours for vehicles/drones, will only work for 8 hours per day,
and charge 100 per hour. To calculate how long it takes to complete a modification, divide the threshold by four
(round down) and multiply this by the interval time.
If you have an appropriate contact (Mechanic) they can perform the modification for you. The time to
complete the task is the same, but they will offer a discount on their services. Reduce the amount they charge per
hour by 10% for every point of Loyalty you have with that contact.
Example: Kayless wants to add a Rating 3 Speed Enhancement to his vehicle. He decides hes going to hire
Goober to perform the work. The Threshold is 24 to complete the modification. 24/4 equals 6. We now take this
number (6) and multiply it by 4 hours (interval) to get the total number of hours Goober needs, which equals 24
hours. If Kayless had a Loyalty 1 with Goober, it would cost 24 hours x 90, which is 2160. Luckily, Kayless has a
Loyalty of 4 with Goober, so he receives a 40% discount, so his final bill comes to 1440. Kayless now needs to
mark the time of his Missions calendar, so he takes the 24 hours divided by 8 hours/day and comes up with 3 days.

Shadowrun Missions Chicago FAQ ver 1.2 51


SECTION 18: HOWLING SHADOWS
The following changes apply to the Boar Mentor Spirit (Howling Shadows, pg. 47)
Replace the current disadvantage with the below.
When a Boar magician makes a plan, she sticks to it. You must make a Charisma + Willpower (3) Test to
abandon a planned course of action in favor of a new one. If you fail, you must endeavor to continue with your
original plan, even if it means going on alone. Similarly, you must succeed in a Charisma + Willpower (3) Test to
proceed in anything without a plan.

Are the Protosapient Qualities allowed? (Howling Shadows, pgs. 156-157)


Protosapients are not permitted in Missions, therefore their qualities are also not permitted.

Are Protosapient Programs allowed? (Howling Shadows, pg. 157)


Protosapients are not permitted in Missions, therefore their programs are not permitted.

Can I play a Drake in Shadowrun Missions? (Howling Shadows, pgs. 158-165)


No

Are biodrones permitted in Missions? (Howling Shadows, pgs. 180-181)


Yes

Can I make my own biodrones? (Howling Shadows, pgs. 181-183)


Yes

Can I train my own critters? (Howling Shadows, pgs. 183-85)


Yes, with the following Missions modifications:
- Step 1: Unless training modifiers are listed in the Shadowrun Mission, the following automatically
apply to the appropriate type of animal/critter:
- 2 dice pool modifier for all paranormals and exotics.
- 0 dice pool modifier for all pets or livestock.
- +2 dice pool modifier for animals with Domesticated Quality.
- Step 3 Assert Your Dominance: this is a downtime activity, therefore all hits are bought.
- Step 6 Tricks: Skill Use: Only those Skills listed may be taught.
If critters are found in future Missions, guidance on additional modifiers will be provided. For critters
already found and acquired in published Missions, modifiers will be found Appendix D: Errata.

Barding and Brutality begins a new section which is not part of Tricks. (Howling Shadows, pg. 185)

Can I purchase an animal in Shadowrun Missions?


Yes, you may certainly do so. The below chart shows the availability, cost, and minimum lifestyle you
must have in order to purchase and maintain an animal.
The following types may not be purchased:
- Mutant and Toxic Critters (Howling Shadows, pgs. 92-113)
- Extra Planar Travelers (Howling Shadows, pgs. 114-137)
- Technocritters (Howling Shadows, pgs. 142-148)
- Protosapients (Howling Shadows, pgs. 150-156)

Purchasing an animal outside of Chicago costs a flat 500 per point of body in order to transport it back to
Chicago.

Animal Availability Cost Lifestyle


Pet/Livestock
Alligator 6R 300 Middle
Boar 10 400 High
Cat, Domestic* * 50 Squatter
Shadowrun Missions Chicago FAQ ver 1.2 52
Chimpanzee 12R 20,000 Luxury
Dog (cloned)* * 75 Low
Eagle 12F 7500 High
Ferret 250 Middle
Goldfish 2 Squatter
Horse* 4* 2,000 Luxury
Snake (non-venomous) 100 Low

Animal Availability Cost Lifestyle


Paranormals/Exotics
Abrams Lobster 14F 7,000 High
Agropelter 12F 5000 High
Bandit 8R 2,000 Low
Barghest 15R 11,000 High
Bear 16F 9,000 Luxury
Basilisk 14R 40,000 Middle
Blood Monkey 16F 10,000 Luxury
Cat, Great 12R 5,000 High
Cerberus Hound 20F 80,000 Luxury
Cockatrice 10R 3500 High
Death Rattle 14F 22,000 High
Deathspiral Butterfly 8F 500 Low
Demon Rat (alpha only) 22F 30,000 High
Devil Rat 6R 300 Squatter
Elephant 12F 55,000 Luxury
Fenrir Wolf 10F 14,000 Middle
Gabriel Hound 8R 2,000 Middle (Sprawl Wilds, pg.14)
Gomatia 8 5,000 Middle
Hell Hound 15R 10,000 High
Horned Bear 13R 50,000 Luxury
Martichoras 16F 40,000 Luxury
Ozian Baboon 13R 65,000 Luxury
Phoenician Bird 17F 70,000 High
Pegasus 12F 5,000 Luxury
Peryton 10R 45,000 Luxury
Piasma 18F 80,000 Luxury
Roc, Lesser 9R 11,500 High
Saber-Tooth Cat 18R 25,000 Luxury (Tennessee Suite 1)
Sea Lion 12R 6,000 Luxury
Shadow Hound 8R 3,000 High
Snow Snake 6R 2500 Middle
Unicorn 12R 8,000 Luxury
Volleying Porcupine 8R 1000 High
Wolf 12R 1,000 Middle
Wolverine, Greater 18F 46,000 Luxury

* Purebred, non-cloned, luxury, or exotic varieties are available. Costs for these are much higher than the standard
or cloned variety.

How many animals can I own?


You may own two animals (any combination) at the minimum lifestyle for the highest lifestyle of the two.
If you wish to own three or more, you need to have a minimum lifestyle one higher than the highest required. The
only exception is that Luxury lifestyle allows you to own as many animals as you can afford.
For example: Dazzler wants to own two Snow Snakes which require a Middle lifestyle. If Dazzler wants to
own a third, she now needs to get a High lifestyle to accommodate the third animal. If Dazzler owns a dog and a
Shadowrun Missions Chicago FAQ ver 1.2 53
Snow Snake, she must have a Middle lifestyle. If she then purchases a Shadowhound (normally High lifestyle), she
must actually get a Luxury to accommodate all three.

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.

Shadowrun Missions Chicago FAQ ver 1.2 54


SECTION 19: CUTTING ACES
Disallowed Qualities

Positive:
None

Negative:
Alpha Junkie

May we purchase the Painade? (Cutting Aces, pg. 135)


No, the Painade is not available until errata is issued.

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.

Can I purchase Subliminal Subacoustics Software? (Cutting Aces, pg. 146)


No, they are not available for Shadowrun Missions.

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.

The Goat (Cutting Aces, pg. 152)


Change the Social dice pool modifier from 1 to 2.

Ugly and Doesnt Care (Cutting Aces, pg. 152)


In order to take this, you must spend at least one Attribute Point to increase your Charisma when creating a
character. For example, you want to create an elf character with this quality. An elf starts with a Charisma of 3.
You spend an Attribute Point to bring it to 4. Once you apply Ugly and Doesnt Care, it drops to 3 and your
characters Racial Maximum is now 7.

Are Social Maneuvers allowed in Missions? (Cutting Aces, pgs. 153-154)


Yes, with the following explanations/exceptions:
Informed Opinion example: Obnoxious Jones needs to convince a lab tech to run some tests for him on
some recently acquired unknown chemicals. OJ approaches him during his lunch break and begins chatting about
the newest breakthroughs in chemical analysis. OJ rolls his Chemistry knowledge skill and gets 3 hits. His social
limit now increases by 3 when he gets ready to persuade the lab tech to run the tests.
Saving Face: this maneuver is not allowed in Missions. This is why you have Edge.

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.

Shadowrun Missions Chicago FAQ ver 1.2 56


SECTION 20: BOOK OF THE LOST
What chapters are going to be used in Missions?

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

The following section is allowed with exceptions noted below.


- Character Trove
-- Raven Mentor Spirit: the only Magician Advantage allowed is the +2 dice to Detection spells, preparations, and
rituals.
-- Lion Mentor Spirit: friends, family, comrade, and ally includes your runner team. At the gamemasters
discretion, Mr./Ms. Johnson might even be considered a comrade or ally.

Shadowrun Missions Chicago FAQ ver 1.2 57


APPENDIX A: FREQUENTLY ASKED QUESTIONS (FAQ)
This section is for items which simply dont fit anywhere else.

Can characters created under prior editions be used in Chicago Missions?


Only if you promote them to Prime Runner status and convert them to Shadowrun, Fifth Edition. See the
Prime Runner section for further details.

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.

How much damage does the SR5 book do, anyway?


The Origins Special Edition is softback, so only does Strength(S) damage. The regular hardback edition does
Strength+1(P). The Limited Edition Hardback does Strength+2(P) with 1 AP. The Deluxe Mayan Limited Edition
does Strength+2(P) and has 2 AP. If the slipcase is still on, it gains an additional 1 AP.

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):

- Sensor Rating 1: atmosphere sensor (DR2) (capacity 1)


- Sensor Rating 2: above + rear-facing camera (capacity 2)
- Sensor Rating 3: above + front-facing camera (capacity 3)
- Sensor Rating 4: above + front-facing laser range finder (DR2) (capacity 4)
- Sensor Rating 5: above + rear-facing laser range finder (DR2) (capacity 5)
- Sensor Rating 6: above + front-facing motion sensor (DR2) (capacity 6)

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?

Shadowrun Missions Chicago FAQ ver 1.2 59


When it comes to multiple simultaneous blasts (SR5, pg. 183) the rules only cover two explosions,
however, this is how well handle three or more blasts. The first explosion causes full damage, the the next causes
half, the following half again, etc., until you reach zero (note: round down). Each explosion improves the best AP by
1 for every additional explosion.
For example: Alexis fires three high-explosive grenades, they are on target and detonate at the same time
(16P/-2AP). Damage would be calculated as 16+8+4 = 28P, with a -4AP. Nomad fires three high-explosive
grenades and triggers them to explode on the same initiative score as Alexis grenades, so we apply the same
calculation 16+8+4+2+1=31P, with a -6AP. The sixth grenade does not add to damage or AP.

Can I mix grenade types in order to improve damage/AP?


No.

Shadowrun Missions Chicago FAQ ver 1.2 60


APPENDIX B: LEGAL SHADOWRUN MISSIONS
The following list of SRMs, Convention Mission Packs (CMPs), and special events are considered legal for
Shadowrun Missions:

- Sprawl Wilds (E-CAT27480) compilation:


- CMP 2010-01 Manhunt
- CMP 2010-02 Carbon Copy
- CMP 2010-03 Ashes
- CMP 2010-04 Humanitarian Aid
- Firing Line (E-CAT27481) compilation:
- CMP 2010-05 Lost Islands Found
- CMP 2010-06 Deconstructing Patriots
- CMP 2010-07 Congressional Conspiracies
- CMP 2010-08 Stormcrow Undone
- London Falling (CAT27482) compilation:
- CMP 2012-01 Swing Vote
- CMP 2012-02 Five Minutes to Midnight
- CMP 2012-03 Silicon Slick
- CMP 2012-04 Depth Charge
- Dragon Song series:
- CMP 2013-01 Jailbreak Rock
- CMP 2013-02 Berlin Waltz
- CMP 2013-03 Neo-Tokyo
- CMP 2013-04 Ballroom Blitz
- Dangerous Games series:
- CMP 2013-05 Rolling the Dice
- CMP 2013-06 Double Down
- CMP 2013-07 Full House
- CMP 2013-08 Going for Broke
- Boundless Mercy (CAT27485) compilation:
- CMP 2014-01 Recon
- CMP 2014-02 Search
- CMP 2014-03 Recover
- CMP 2014-04 Destroy
- Company Men series:
- CMP 2014-05 Silence is Golden
- CMP 2014-06 A Nights Work
- CMP 2014-07 Run out the Guns
- CMP 2014-08 Demolition Run
- Tennessee Suite series:
- CMP 2015-01 Copperhead Road
- CMP 2015-02 Rolling on the River
- CMP 2015-03 Cinco de Mayo in Memphis
- CMP 2015-04 Leavin Tennessee
- Deadly Competition series:
- CMP 2015-05 Carrying the Torch
- CMP 2015-06 Opening Ceremonies
- CMP 2015-07 Citius Altius Fortius
- CMP 2015-08 Closing Ceremonies
- BBQ Bob series:
- CMP 2016-01 Broke Down in KC
- CMP 2016-02 The Midwest Farmers Daughter
- CMP 2016-03 Today Isnt Your Day, Tomorrow Isnt Looking Good Either

Shadowrun Missions Chicago FAQ ver 1.2 61


- CMP 2016-04 Mage Without A Face
- World Tour series:
- CMP 2016-05 World Tour-Casablanca
- CMP 2016-06 World Tour-Cape Town
- CMP 2016-07 World Tour-Mumbai
- CMP 2016-08 World Tour-Singapore
- Season 5 Chicago Missions
- SRM 05-01 Chasin the Wind (E-CAT27M0501)
- SRM 05-02 Critics Choice (E-CAT27M0502)
- SRM 05-03 Gone Long Gone (E-CAT27M0503)
- SRM 05-04 Liberation (E-CAT27M0504)
- SRM 05-05 While the City Sleeps (E-CAT27M0505)
- SRM 05-06 Take a Chance (E-CAT27M0506)
- Season 6 Chicago Missions
- SRM 06-01Ten Fifty-Seven (E-CAT27M0601)
- SRM 06-02 Amber Waves of Grain (E-CAT27M0602)
- SRM 06-03 Ancient Rumblings (E-CAT27M0603)
- SRM 06-04 Tick Tock (E-CAT27M0604)
- SRM 06-05 Healing the Sick (E-CATM0605)
- SRM 06-06 Falling Angels (E-CAT27M0606)
- Season 7 Chicago Missions
- SRM 07-01 The Deck Job (E-CAT27M0701)
- SRM 07-02 Collective Action (E-CAT27M0702)
- SRM 07-03 Special Investigation Unit (E-CAT27M0703)
- SRM 07-04 Do No Harm (E-CAT27M0704)
- SRM 07-05 A Little Wetwork
- SRM 07-06 Windy City Chaos
- Prime Missions
- PM-01 Killing Pawn (E-CAT27PM001)
- PM-02 A Holy Piece of Wetwork (E-CAT27PM002)
- Special Missions
- SMH 2015-01 Friendship is Tragic
- SMH 2016-01 UnCONventional Warfare
- SMH 2017-02 Scene It All Before
- LARP Events
- Eviction Notice (Origins 2013)
- SR LARP (GenCon 2014)
- Abandoned Assets (Origins 2014)
- Containment Failure (GenCon 2014)
- No Mans Land (GenCon 2015)
- Introductory Events
- Welcome to the Sixth World (this event may be run at regional conventions, however, it has been
replaced at most conventions)
- Into the Shadows (this event has been renamed to Build-a-Runner Workshop)
- Build-a-Runner Workshop
- The First Taste

Shadowrun Missions Chicago FAQ ver 1.2 62


APPENDIX C: CONTACTS
This section lists the contacts currently available for Seasons 5-8, their typical job (i.e. fixer, talismonger, etc.),
and the SRM/CMP/PM in which the contact appears.

Alastaire (Merc/Fixer), Connection 4 (CMP 2016-05)


- Uses: Getting jobs, safe houses, merc community (Casablanca)
Artholomew Johnson (Fixer), Connection 5 (CMP 2012-01 thru 03)
- Uses: Getting jobs, political secrets, business deals, shadowrunners (London)
BBQ Bob (Fixer), Connection 5 (CMP 2016-01 thru 04)
- Uses: Getting jobs, rumors (Kansas City)
Becky 99 (Rat Shaman, Gang Leader), Connection 4 (Shadowrun Missions Chicago)
- Uses: Street info, rumors, jobs (Chicago)
Carla Burns (Former Horizon Exec), Connection 4 (CMP 2015-08)
- Uses: Corporate rumors (Seattle)
Charles Findley (Ares operative), Connection 4 (CMP 2012-04)
- Uses: Getting jobs, buying & fencing gear, street rumors (London)
Clyde OLeary (Mr. Johnson), Connection 2 (CMP 2013-05, 06)
- Uses: Getting jobs, street info, political info (California Free State)
The Dreyfuss Twins, Aaron and Erin (Gamers), Connection 2 (SMH 2016-01)
- Uses: Con buddies, convention information, cosplay help
Elizabeth Nunn (Ms. Johnson), Connection 3 (CMP 2014-01 thru 04)
- Uses: Getting jobs, magical society info (Seattle)
Eric V. Dreyfuss (Business owner), Connection 3 (SMH 2016-01)
- Uses: Getting jobs
Eric Logan (Mr. Johnson), Connection 4 (CMP 2016-02)
- Uses: Jobs, genetics (agricultural), farming (Kansas City)
Ezekiel Hochstetler (Amish Farmer), Connection 2 (SMH 2015-01)
- Uses: Amish, carpentry, home made garments, Tack
Fringe (Priest), Connection 4 (Shadowrun Missions Chicago)
- Uses: Magic-related information, additional contacts, shadowruns
Gloria Weathernight (Mrs. Johnson), Connection 2 (CMP 2013-05)
- Uses: Corporate politics, Bay Area hangouts (California Free State)
Goober (Armorer), Connection 4 (Shadowrun Missions Chicago)
- Uses: Weapons, armor, vehicles, rumors, information (Chicago)
Harlan Hale (Mr. Johnson), Connection 5 (CMP 2015-02, 03)
- Uses: Getting jobs, corporate information, CAS political information (Tennessee)
Hellbent (Gang Leader), Connection 3 (CMP 2014-03)
- Uses: Weapons, armor (Montreal)
Hobart Wheeler (Blues Musician), Connection 2 (CMP 2015-04)
- Uses: Music industry and musicians information, Nashville honky tonks
Horizon P2.0 Network, Connection 3 (CMP 2010-04)
- Uses: Rumors, news
Javier Nunez (Mr. Johnson), Connection 2 (CMP 2013-06, 07)
- Uses: Getting jobs, street rumors, fencing gear (California Free State)
Johnny Chu (Mr. Johnson/Wuxing), Connection 2 ( CMP 2013-05)
- Uses: Getting jobs, corporate politics rumors (California Free State)
Mr. Johnson (Mr. Johnson), Connection 6 (CMP 2015-08)
- Uses: Getting jobs, corporate politics rumors (California Free State)
Juan Xihuitl (Mr. Johnson, Aztechnology), Connection 5 (Shadowrun Missions Chicago)
- Uses: Jobs, corporate information, gear (Chicago)
Juanita Hernandez (Olympic Competitor, Aztechnology), Connection 3 (CMP 2015-07)
- Uses: Sports related information, Aztechnology rumors
Julio Fernandez (Mr. Johnson), Connection 6 (CMP 2014-05 thru 08)
- Uses: Conspiracy rumors, corporate rumors, street rumors (Seattle)
Shadowrun Missions Chicago FAQ ver 1.2 63
Kid Rocket (Runner), Connection 3 (CMP 2016-03)
- Uses: Street rumors, gang information (Kansas City)
Laurent Nazaire (Fixer), Connection 5 (CMP 2014-01 thru 04)
- Uses: Job, corporate or magical information, magical gear (Seattle)
Lazlo Saveda (Fixer), Connection 4 (CMP 2016-05)
- Uses: Jobs, corporate information, smuggling (Casablanca)
Lothan the Wise (Talismonger), Connection 4 (Shadowrun Missions Chicago)
- Uses: Magical gear, magical info (Chicago)
Louis Gilbertson, Jr., (GameCon owner, Gamer) Connection 4 (SMH 2016-01)
- Uses: Convention information, gaming information
Louis Renault, Captain (Chief Casablanca Security Forces) Connection 3 (CMP 2016-05)
- Uses: Security info, rumors (Casablanca)
Lucy Phung (Simsense Starlet), Connection 4 (CMP 2015-04)
- Uses: Entertainment industry information, Simsense or cinema information
Margaret Maggie Goldberg (Ms. Johnson, Mitsuhama), Connection 4 (Shadowrun Missions Chicago)
- Uses: Jobs, corporate information, gear (Chicago)
Mark Easton, (Mr. Johnson), Connection 3, (CMP 2016-01)
- Uses: Jobs, music industry (Kansas City)
Martin Tate (Dr. Johnson, Horizon/Truman Tech), Connection 5 (Shadowrun Missions Chicago)
- Uses: Cyber and bio, information, jobs (Chicago)
Matt Wrath (Adept Pit Fighter), Connection 2 (Shadowrun Missions Chicago)
- Uses: Street rumors, muscle, fight tickets (Chicago)
Midge (Smuggler), Connection 3 (CMP 2016-01 thru 02)
- Uses: Smuggling, street rumors (Chicago)
Nick Ryder (Lone Star Detective), Connection 3 (Shadowrun Missions Chicago)
- Uses: Legal help, information (Chicago)
Patty PB Beaumont (Bounty Hunter), Connection 3 (CMP 2015-01)
- Uses: Street rumors, black market contacts, fake IDs (Tennessee)
Paul Jones (New York Smuggler), Connection 5 (PM-01)
- Uses: New York rumors, getting jobs, smuggling (within New York)
Perianwyr (Western Dragon), Connection 5 (CMP 2013-01 thru 04)
- Uses: Getting jobs, musical equipment, dragon rumors (various locations)
Quantum Princess (Decker/Fixer), Connection 4 (Shadowrun Missions Chicago)
- Uses: Computer gear, information, jobs (Chicago)
Remo (Data Sprite), Connection 3 (Shadowrun Missions Chicago)
- Uses: Information (as long as it can be found in the Matrix)
Saeder-Klopp (Gang Leader), Connection 2 (SMH 2015-01)
- Uses: Wholesale glitter, Gangs
Samantha (Technomancer), Connection 1 (Shadowrun Missions Chicago)
- Uses: Information
Mr. Sanchez (Mr. Johnson, Aztechnology), Connection 5 (CMP 2015-07)
- Uses: Getting jobs (Seattle)
Sarah Silverleaf (Ms. Johnson, Renraku), Connection 5 (Shadowrun Missions Chicago)
- Uses: Information, jobs (Chicago)
Shadowhoof, Connection 4 (SMH 2015-01)
- Uses: Street Legends Knowledge, Pop culture, Shadowrunner Lore and Trivia
Sibha (Cutter gang leader), Connection 1 (CMP 2010-04)
- Uses: Gang and street rumors (Seattle)
Sid Gambetti (Fixer, Fight Manager), Connection 3 (Shadowrun Missions Chicago)
- Uses: Jobs, information (Chicago)
Simon Andrews (Troubleshooter, SK), Connection 5 (Shadowrun Missions Chicago)
- Uses: Corporate rumors, magical knowledge, magical gear (Chicago)
Tosh Athack (KE Detective), Connection 2 (CMP 2015-05)
- Uses: Police aid and information, street rumors and information (Seattle)
Victor Hilbert (Z-IC troubleshooter), Connection 4 (CMP 2016-05)
Shadowrun Missions Chicago FAQ ver 1.2 64
- Uses: Corporate rumors, jobs (Casablanca)
Wanda Tompkins (Smuggler), Connection 3 (CMP 2015-02, 04)
- Uses: Smuggling, black market goods, coyote contacts (Tennessee)
William MacCallister (Fixer), Connection 5 (CMP 2010-02)
- Uses: Getting jobs, buying & fencing gear, street rumors (Seattle)

Shadowrun Missions Chicago FAQ ver 1.2 65


APPENDIX D: ERRATA

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.

Shadowrun 5th Edition: http://cdn.shadowruntabletop.com/wp-content/uploads/Downloads/E-CAT2700E_SR5-


Errata.pdf?d131f9

Run & Gun: http://cdn.shadowruntabletop.com/wp-content/uploads/2014/09/E-CAT27002E_RG-Errata.pdf?b979cc

Street Grimoire: http://cdn.shadowruntabletop.com/wp-content/uploads/2014/09/E-CAT27003E_SG-


Errata.pdf?4713c7

SRM 05-03: Gone Long Gone

Karma Award errata:


The Karma awards for this adventure are in error, using the Season 4 format. The correct award for the
Gamemaster should be 7 Karma, and the awards for the players should be:

2 Karma - Delivering the Node to either Sarah Silverleaf or Maggie Goldberg


2 Karma - Returned the Focus to Lothan
1 Karma - Delivered the drone to Goober
2 Karma - Adventure Difficulty

The maximum Karma award for this adventure should be 7.

SRM 05-05: While the City Sleeps

Page 12, Host: Apartment Building Host errata:


Replace the current stats with:

Rating Attack Sleaze Data Processing Firewall

4 4 5 6 7

Shadowrun Missions Chicago FAQ ver 1.2 66


APPENDIX E: LICENSES
How do fake licenses work in Shadowrun Missions?
A fake license must and may only be attached to a single SIN, whether fake or not. For example, if you
own an Ares Predator V and have two different fake SINs, you need two fake licenses; one for each SIN. You may
only acquire a license for an item with an R Availability designation. You cannot get a license for an F Availability
item, ever. Some items do not have an R (or F) designation, but you may wish to legally conceal them, e.g. a
combat knife or taser. In this situation, you would need to get a conceal carry permit.
Licenses are only valid for the territory for which they were issued, e.g. you have a fake Ares SIN with fake
licenses attached to that SIN, therefore, you could not enter a Horizon facility and expect them to honor the licenses
(whether they pass a verification check or not). There are some exceptions: in general, nations will recognize
megacorporate issued licenses (or those which appear to be corporate issued) as long as that nation permits
extraterritoriality within their borders. For example, the UCAS permits megacorporate citizens with appropriate
licenses to possesses/transport and even conceal carry. A megacorp may not recognize a national license though.
The below represents the types of licenses you would need for the UCAS or an extraterritorial agency. This
is a very general list meant to enhance the game for those who have asked the question as well as a tool for the GM
to make life a little more difficult. Different nations/extraterritorial agencies will have different laws related to the
below.
Possessing a license for the below allows you to possess and transport said category of item. A separate
concealed carry license may be obtained for Blades (with 0 reach), Clubs (with 0 reach), Other Melee Weapons
(with 0 reach), Throwing Weapons (with 0 reach when used as a melee weapon), Tasers and Pistols. Please note: we
realize you can purchase some items from the local Stuffer Shack without a license, but that doesnt mean you can
carry them concealed on your person. A license for a particular firearm category includes licensable accessories and
ammunition. If an accessory requires a license, but the firearm does not, then a license is required.

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.

Magic use (spellcasters of any type):


Alchemy
Artificing
Assensing
Astral Combat
Banishing
Binding
Counterspelling
Disenchanting
Ritual Spellcasting
Spellcasting
Summoning

Magic use (physical adepts of any type): register as an awakened individual.

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.

Shadowrun Missions Chicago FAQ ver 1.2 68


APPENDIX F: SOCIAL MEDIA SITES
Purpose: provide a link to local Shadowrun groups utilizing social media to advertise games.

AZ, Tuscon: https://www.facebook.com/groups/1000934746701907/

IL, Macon County: https://www.facebook.com/groups/MaconCountyShadowrunners/

KS, Wichita: https://www.facebook.com/groups/115053052273193/

MO, St. Louis: https://www.facebook.com/groups/ShadowrunSTL/

OH, Columbus: https://www.facebook.com/groups/223929164416322/

OR, Portland: https://www.facebook.com/groups/pdxshadowrun/

SC, Columbia: https://www.facebook.com/groups/332562996840978/

TX, Dallas: https://www.facebook.com/groups/1215038761867148/

TX, Houston: https://www.facebook.com/groups/1727036367534591/

TX, San Antonio: https://www.facebook.com/groups/488987691276691/

TX, San Antonio: https://www.facebook.com/groups/1713897442230772/

WA, Pullman: https://www.facebook.com/groups/PalouseShadowrunMissions/

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APPENDIX G: CHANGE LOG
Section 18: Boar mentor spirit updated.
Appendix B: added SMH 2017-01

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