Professional Documents
Culture Documents
VER. 1.0
Credits
Writing – SRM FAQ Committee: Danny “Jayde Moon” Oliver, Robert “Banshee” Volbrecht, Nick “DireRadiant”
Van, Michael “Cadre Elite” Messmer, Grace “Pegasa” Lyttle, and Will “Optimizer Prime” Asher
Special Thanks – To the previous caretakers of the Shadowrun Missions(SRM) line: Richard Osterhaut, John Dunn,
Aaron Pavao, Stephen McQuillan, Steven “Bull” Ratkovich, and Ray “The Teutonic Overlord” Rigel. Also to prior
members of the FAQ Committee: John “The Butcher” Appel and Tony “Tone-Loco” Gambino (Tony the Pony)
Updates and changes to this version of the FAQ are highlighted in green. These changes are Errata for SRMs only,
and are subject to change when the official Errata gets released.
Rules that no longer apply since the last update are typed in Red and have been struck through.
TABLE OF CONTENTS 2
SECTION 1: BOOKS 4
SECTION 11: GUN HAVEN 3, ASSASSIN’S PRIMER, SAIL AWAY SWEET SISTER, SHADOW SPELLS 40
APPENDIX C: CONTACTS 71
APPENDIX D: ERRATA 75
APPENDIX E: LICENSES 76
Shadowrun Missions characters may not utilize the following books (in any format) because they have been designated
as Optional:
The following are Shadowrun adventures not intended for Shadowrun Missions play:
The following are Shadowrun books with no rules, but are good for background information:
The following are Shadowrun alternate setting sourcebooks which may not be used for character generation,
background, etc. Note however that future Shadowrun Missions might involve exploring these settings.
Someone said there’s a reward for wearing Shadowrun shirts to Missions games?
Yes! If you wear a Shadowrun or a Catalyst Game Labs shirt to any Catalyst Demo Team convention or
Open Play Shadowrun Missions event, you get a single point of NERPS!
Can I take my character from my home Missions game to a convention or Open Play event?
Yes, but only if the character adheres to the Shadowrun Missions guidelines presented in this FAQ. The
character cannot be played in non-Missions events. You must have a completed Missions Calendar for your character’s
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, it’s the only way to maintain a semblance of fair play for all
Missions participants.
I’m 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 don’t 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
doesn’t award enough. Regardless, the run rewards are designed with both the campaign balance in general and the
suggested SR5 awards in mind, so please don’t give out more nuyen (or take nuyen away). It’s not fair to players who
are playing under other gamemasters.
Karma Awards: Same as nuyen awards. It’s not fair to other players if you give out more karma, and not
fair to your players if you give out less that the Mission outlines.
Where can I go to get the latest news and updates about Shadowrun Missions?
Like us on Facebook (https://www.facebook.com/SRMissions) for up-to-date news, updates, and sneak peeks
of upcoming Missions releases. This is the primary place we post updates for the game.
Also join us on the official Shadowrun forums (http://forums.Shadowruntabletop.com) to discuss Missions and
rules with your fellow players as well as the writers and developers of the Shadowrun roleplaying game. The
Shadowrun Missions forum is also your go-to place for the latest news, rulings, and Missions updates. NOTE: The
SRM FAQ is the only official source for rulings. Should the Shadowrun Missions Developer make any “rulings” on
the forums, they are considered temporary until reviewed and incorporated into this document.
This Mission I just played doesn’t have gamemaster rewards listed! What gives?
Gamemaster rewards were added with Shadowrun, Fifth Edition and Season 5, so if you’re playing an earlier
edition and season, then those weren’t 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 don’t have these rewards
by default. In that case, take the baseline pay for the Mission and treat it as if you got two net hits on a negotiation test
for any bonus pay. You also get the maximum amount of Karma, and any other rewards as above.
Details for each of these are in Appendix D: Errata.
Can I replay a Mission with a different character? With the same character? What if I GMed the adventure?
The answer to all of these is yes, yes you may. However, be advised that you and your character should largely
act in a passive support role. You already know the adventure and how it turns out, so it is cheating if you act on the
knowledge of how the adventure plays out. You don’t want to spoil the fun for other players, do you? Ultimately this
is on the honor system, so please re-play responsibly.
Also, while it’s 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 doesn’t get to keep that money at the end of
the run.
Any special blanket rules players and gamemasters should be aware of?
Yes, there are three.
Wheaton’s Law: Don’t 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 person’s fun is never more important than anyone else’s.
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 don’t abuse our trust. It’s just a game, and if you need to cheat to “win” a roleplaying
game, it’s 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 that’s 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 don’t go giving out attack
helicopters or let them have Lofwyr as a contact. Keep things sane for the next gamemaster who deals with these
players!
What are the plot hooks and themes for this Season?
The Neo-Tokyo story arc picks up amidst Emperor Yasuhito’s populist agenda, as described in Corporate
Enclaves. Right-wing nationalists had been holding power in Japan for the last six decades, advancing an imperialist
agenda which led to an expansion of the Japanese Empire while holding fast to a societal xenophobic superiority
complex and unabashed racism.
Rampant military spending left little to repair crumbling infrastructure at home and deregulation of business
created a more desperate working class. Japan looked to be an invincible economic juggernaut, but a disease was
festering within. The coming of Haley’s Comet and the rise of young Emperor Yasuhito in the midst of a family
tragedy indicated a shift in the tides of power.
Repealing sections of the Yamato Act, which gave broad power to Japanese megacorporations and empowered
military expansion, the Emperor brought Imperial troops back and set them to work restoring the beauty and glory of
Japanese cities. He completely abolished the act of ‘quarantining’ metahumans on Yomi Island. Further, he has
opened the possibility of foreign corporations to invest in Japan. In 2063, by Imperial Decree, Neo-Tokyo’s limits
were expanded, strengthening the might of the Imperial Household while weakening political enemies and detractors.
With the changes sweeping like a tsunami through the country, the Japanacorps-sponsored nationalists are
desperate to maintain their grip on power, extolling traditional virtues and labeling the increased number of foreigners
and metahumans in the streets of their cities as an attack against the identity of the country. Their success has been
limited and by 2079, foreign corporations have a foothold in Japan’s marketplace. Metahumans are nearly as common
a sight in Neo-Tokyo as in Seattle and the impact of Yasuhito’s changes are being felt at all levels of society. Despite
the animosity between the Diet’s reformists and Japanacorps traditionalists, there is no denying that the young
Emperor is popular with the people.
It’s this simmering stewpot that the runners find themselves jumping into. The instability created by the silent
war between the two ideals is a goldmine of opportunity for those shrewd and determined enough to navigate the
culture. Foreign runners may find themselves working alongside or at odds with native operatives. Tanaka-san (the
Japanese equivalent of Mr. Johnson) may be forced to hire assets he’d normally eschew in favor of someone with
rounder ears.
There’s a lot to learn in the shadows of Neo-Tokyo. It’s not the average sprawl and anyone used to running
wild in the streets is due for a rough ride. The corporate Tanaka-sans are never comfortable with unknown variables
and so their assets generally come with recommendations from their contacts in the streets. An unproven runner can
expect to spend the better part of a year shouldering the loads of the Yakuza who, incidentally, are not immune to the
shifting tides.
So pay your dues, save face, and employ nemawashi; you just may get to witness a new dawn over the Land of
the Rising Sun. Oh, and of course, just as you would in any sprawl across the world:
Watch your back. Shoot straight. Conserve ammo. And never, ever deal with a dragon.
Noise Rating
Neo-Tokyo is a heavily commercialized sprawl with an abundance of AR Spam. The default noise rating in
Neo-Tokyo is 2.
Illegality of Firearms
In Neo-Tokyo, the legality classification of all firearms and heavy weapons is changed to Forbidden and
licenses cannot be created for them. The exceptions are weapons categorized as firearms that can never be armed with
ammunition that causes physical damage. There are no exceptions for Player Characters. Further, the availability is
increased for each category of firearms as follows:
Firearm Category Availability Modifier
Hold-Outs +0
Light Pistols +2
Heavy and Machine Pistols +4
Shotguns and Rifles (Assault, Sniper, and Sporting) +6
Heavy Weapons +8
Penalties
The penalties for the crimes that can be handled by NTMP’s two-man patrols are generally more of an
inconvenience than anything else. The following are the penalties that can be placed on characters who get the
attention of the patrols:
A detained character is detained for 8 hours and then moved to the Sub-Tokyo area. An arrested character is
held for 24 hours, gains one point each in Notoriety and Public Awareness, and loses 1 point of Loyalty with any
police connections (to a minimum of 1 Loyalty). This time cannot be used to rest, heal, or regain edge.
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
you’ll either need to run wireless to take advantage of these bonuses, or run wires to your gear if you want to be
protected (you’ll look like a fraggin’ antique with wires running all over the place, but don’t worry. Wires are cool
again!).
With this in mind, you’ll 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! (Assassin’s 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)
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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)
Made Man (Run Faster, pg. 148) – Allowed in Chicago, disallowed in Neo-Tokyo
Mutaqua (Run Faster, pg. 139)
My Country, Right or Wrong (Assassin’s 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 Shaman’s 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)
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Vendetta (Run Faster, pg. 159)
Wanted (Run Faster, pg. 159)
Wanted by GOD (Data Trails, pg. 49)
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. 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 do not suffer from withdrawal if
successful. Further, you may buy off (or down) the quality (you do not have to, but this is the only opportunity).
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 reset your threshold.
Whether you take a dosage or get your fix during the Mission or not, at the end of the Mission you must
make an addiction test. The threshold for the test is based on the Addiction Threshold minus any weeks spent
conducting downtime activities on the SRM Calendar since your last dosage/fix. If you did not take a dosage or get
your fix in the current Mission, it is further reduced by one (1). 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.
No Existing Addiction: 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 any 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 wouldn’t 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 dose 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.
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
directly be a skill your character’s 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 are allowed in Missions.
Lifestyle Options (SR5, pg. 374) are allowed in general. However since Missions are pre-written and rarely
take place at the character’s doss, the two negative options (Cramped and Dangerous Area) are not allowed since they
will rarely, if ever, come up. Characters should consider the positive options carefully, as they will likely come into
play rarely as well, so they may be a waste of money.
Team Lifestyles (SR5, pg. 375) are allowed, but if used all members of the team using this option must
synchronize their Missions Calendars. This means that if one member needs to spend an entire month of downtime
training and the other members do not, or if a player misses a Mission and “skips” a week, the other players must
waste this time and still pay full lifestyle costs. This is done to prevent the Calendar weirdness that happens when one
player is several months ahead of another player because he frequently needs extended downtimes, and thus, is paying
far more for his share of the rent.
Character Audit: Gamemasters may do a character audit before a game session and, if they deem a quality to be
unsuitable, they may disallow it. Please consider your qualities carefully and do not try to abuse the system.
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 wasn’t really what you wanted or it needs some tweaks. Sometimes you get in
on a First Taste event which uses pre-gens and you can’t 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
can’t get into the character. Since she loves Shadowrun, she’s booked herself for every time slot available and doesn’t
even have a chance to eat, let alone make a new character. She saves each Debriefing Log, doesn’t 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 she’s applied the karma and nuyen, even though the character hasn’t 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 don’t like the character. You may make tweaks/changes (or a new character) after the first
Shadowrun Mission (SRM/CMP/SMH/PM), but before that character participates in another Shadowrun Mission. As
above, once you spend karma or nuyen on that character, it is locked in and may not be tweaked/changed/remade. If
the Karma and nuyen were not spent, then they may be applied to a new character as well, but once applied, no
changes/tweaks may be made. Also, even if no karma or nuyen is spent, no further Mulligan is allowed since the first
character was mulliganed into a new character.
I want to do X, which can be done in game or as a downtime action. Do I roll skill dice or buy hits?
Anything that is permanent or has no explicit “expiration date” to it must be done using the “buying hits”
method.
If I Quicken a spell during play, do I buy hits or can I spend Edge and Reagents and roll my skill as normal?
You must buy hits and cannot use Edge or reagents.
Does Binding a Spirit have to be done as a Downtime Action (and must therefore buy hits)?
No. Bound Spirits have an expiration date (a.k.a., number of services). Further, since they get to resist with
double Force, buying hits makes it nearly impossible to ever bind a higher Force spirit and get a useful number of
services out of it. As such, players may choose to either buy hits or roll. If a player is binding as part of his normal
Downtime between games and wishes to roll his dice, he should let his gamemaster know at the start of his next game
session and quickly get all rolls done before the game starts. Players may spend Edge on rolls made in this fashion,
but they are considered spent at the beginning of the game session and are unavailable until the GM allows Edge to
refresh.
How much nuyen can I expect to make from the average Missions adventure?
Nuyen awards are based very loosely on the Run Rewards guidelines (SR5, pgs. 375-376). Most Missions
award around 10,000 to 12,000 nuyen. Missions are designed to be easier may pay a little less, and harder Missions a
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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 sometimes subject
to achieving multiple goals in a Mission, so if you fail one or more objectives it’s 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 don’t start threatening Mr. Johnson
right away (or worse, threatening the gamemaster). That’s a quick way for your character to gain notoriety and lose
contacts, and generally you can count on there being more ways to earn nuyen designed into the adventure to
compensate.
How much Karma can I expect to earn from the average Missions adventure?
Like with nuyen, karma awards are based loosely on the Run Rewards guidelines (SR5, pgs. 375-376) as well
as the type of Mission and the difficulty of it will factor into the Karma awards, as well as how well you did during
the adventure. The average adventure awards between 6 and 8 karma.
Can I buy/train/do downtime items such as (fill in the blank) at the game table?
Yes, though the standard rules for making tests during downtime apply. Since not every game will have the
time or access to a gamemaster to handle their downtime activities, it’s only fair that everyone follows the same
guidelines at all times.
How do I raise skills or attributes, learn new spells, or otherwise advance my character between adventures?
Use the Character Advancement rules (SR5, pgs. 103-107) as normal. Any week spent on a Shadowrun
interrupts your training, but you can resume where you left off. If you spend more than three weeks without resuming
your training, you lose any progress made and must start from the beginning.
If my equipment takes Matrix damage or is bricked, how long does it take to repair?
Equipment that is bricked during gameplay is assumed to be fully repaired and operational if you take at least
one week of downtime between Missions. This downtime can be used for any other activity you wish.
The following rules for Reputation are for use in Shadowrun Missions.
Street cred
1. Reduce item Availability by the (Adjusted Streed Cred Value) ÷ 10 (round up)
2. Adjusted Street Cred Value = Street Cred - (Notoriety + Public Awareness)
For example: Joe Sam wants to purchase an Availability 24 item. His Street Cred is 55, Notoriety 0, and
Public Awareness 6. Adjusted Street Cred Value = 55 - (0+6) = 49 which is then divided by 10 giving him a 4.9
rounded up to 5. Availability is then adjusted to reflect 24 - 5 = 19.
When a character is “known” (see Public Awareness below), they may add their Street Cred as a positive
modifier to their Social Limit for Social Tests. They do not receive additional dice from their Street Cred.
Notoriety
Reduce limit of Social tests by Notoriety of the character with the highest Notoriety who is present at the
Social interaction. Note this is for Social tests in which a positive outcome is desired, e.g. Negotiation. As an example
Negotiation (or appropriate skill) + Charisma + Extraneous modifiers [Social Limit - highest Notoriety at the table].
It may also be added as a positive limit modifier to Intimidation tests if known (*see Public Awareness below).
Public Awareness
Use the table below to determine if the character is “known”.
If the other individual is already in the shadows, then you are “known” to them.
The below chart represents Thresholds for non-shadow people. The GM has the final say in determining if
an individual is in the shadows or not.
The roll is Relevant Knowledge Skill (e.g. Law Enforcement, Shadowrunners) + Intuition + Notoriety. A
failure means the non-shadow person doesn’t recognize the character. On a Glitch, the non-shadow person doesn’t
recognize the character and he/she may be mistaken for a non famous person. On a Critical Glitch, hilarity ensues,
e.g. the runner is mistaken for a famous (or even infamous) personality (corporate CEO, sim star, mafia don, SRM
author, etc.).
0-3 NA 4
4-6 4 3
7-9 3 2
10+ 2 Auto
For example: Dazzler wants to impress the bartender into giving her friends some free drinks (in other words,
Dazzler wants to increase her Social Limit with her Street Cred when she rolls since she doesn’t have a high Social
Limit, she doesn’t gain additional dice). 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) + Dazzler’s Notoriety (2) for a total
of 8 dice. He achieves 3 hits...so Dazzler must pay for everyone’s 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) + Dazzler’s Notoriety (2). After all is said and done, the officers get a total of 4 hits, which
means they recognize her and now she has some explaining to do.
Positives:
None disallowed
Negatives:
Bad Rep (SR5, pg. 79)
Code of Honor (SR5, pg. 79)*See note in Section 4
Dependent(s) (SR5, pg. 80)
Loss of Confidence (SR5, pg. 82)
Social Stress (SR5, pg. 85)
Unsteady Hands (SR5, pg. 87)
In combat it says I can only make one attack action. What exactly does this mean?
It means don’t 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 you’re 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 you’re still not certain, ask your Gamemaster. However, be warned, if you try and
argue with him he is authorized to smack you upside the head with the Shadowrun, Fifth Edition book.
Does the official errata for Magical Skills (SR5, pg. 142) mean that adepts cannot buy Arcana skill?
No. That ruling only applies to skills that directly use the Magic Rating to use them. Arcana is a Logic skill.
Any character may learn the Arcana skill.
Does the +3 Drain Value from Reckless Spellcasting apply before or after the minimum Drain Value of 2 kicks
in?
You calculate all Drain modifiers at the same time. Thus if you were recklessly casting a Force 2 spell that
normally had a drain value of F – 4, the drain would be modified to F – 1, so the drain value would still be 2.
Shouldn’t 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 it’s simply an accident. Usually it’s simply a typo or something didn’t
get renamed as it is supposed to be a new or separate version of the item or power.
Official errata should be released to correct this oversight. However, if errata are not released before the book
becomes Missions legal use the earlier instance of the item until either the Official errata is released or the Missions
FAQ gets updated. As always, keep an eye on the official Shadowrun Missions forums for the latest news and rulings
before they are released.
How many Unbound Spirits can you have at one time? The text (SR5, pg. 300) isn’t very clear.
You may only have one unbound spirit at any given moment.
Is it possible to run a Direct Connection between Device A (wireless off) and Device B (wireless on) and still
receive Wireless Bonuses on Device A?
No. An individual item must be wirelessly enabled and have access to the Matrix to gain the wireless bonus.
What attributes do Riggers use for controlling drones? (SR5, pg. 265)
Attribute to use is the normal attribute for the test as found in SR5, pgs. 130-147.
What exactly does the "Remote Control" specialization for pilot skills cover? (SR5, pgs. 146-147)
It covers any vehicle within that group. For example: Pilot Aircraft (Remote Operation) covers remotely
operating any vehicle classified as an aircraft.
If a toxin has multiple vectors and a character affected by it has Immunity to one of them, how is this resolved?
I.e. does the character have complete immunity to the toxin, or none at all?
They only have immunity to whichever vector the device is tailored. If a toxin has multiple vectors, they are
affected.
If a character has multiple pieces of gear that protect against different vectors are the ratings added together
(as seems indicated by page 409 of SR5; "+ the rating of any protective gear/systems", note the plural), or is
only the highest used?
Unless otherwise noted in the item’s description, they stack for that vector.
Positive:
Brand Loyalty (Run & Gun, pg. 127)
Negatives:
Combat Junkie (Run & Gun, pg. 127)
Earther (Run & Gun, pg. 169)
The Ares Thunderstruck Gauss Rifle (Run & Gun, pg. 45) seems awfully easy to get ahold of. Is that correct?
Ares shipping screwed up and actually sent off a small shipment of these to their Weapons World outlet stores
in crates that were supposed to hold boxes of Ares Predator V’s, 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 they’re now only available through special order if you’re a Platinum Club member. Or through the Black
Market, which is more likely where you will find one.
Simply put the 12F Availability is wrong, and should be 24F (as it is listed in the chart on p. 207).
What are the thresholds and intervals for weapons modifications? (Run & Gun, pgs. 50-54)
SR5: For Shadowrun Missions, the accessories listed in SR5 are accessories and not modifications.
Hard Targets: Modification thresholds and intervals are covered on page 183.
Run & Gun: The thresholds and intervals can be found in the below chart for modifications.
Can you wear multiple custom fit (stack) (Run & Gun, pg. 59) items?
If there were multiple (stack) items from the same manufacturer that were different types of clothing worn in
different locations, then yes it would be possible. You cannot wear two of the same type of item, though (such as two
overcoats/greatcoats). Currently, 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.
It’s 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 it’s 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)?
It’s 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 MA’s to give you two
different specializations is not used.
In order to take a Martial Art as a Specialization, you must have 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 you’ve
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 he’s going to correct once he takes this adept down.
Is the Blow Up Good chapter (Run & Gun, pgs. 171-197) being used?
Yes, except for two sections. Homemade explosives are disallowed, as crafting items is outside the scope of
Missions, and Gear Qualities are not used as they are designed for story and roleplaying hooks and rely on gamemaster
discretion to use, and so fall outside of what most Missions games will have the time to handle.
Positives:
None disallowed
Negatives:
None disallowed
I built my spellcaster before Street Grimoire came out. Can I trade out my tradition for one of the new ones?
Yes, you may switch traditions as a retcon to the character. If your new drain-linked attribute is different, you
may swap it with your old attribute only (i.e., Logic for Intuition). If you have any bound spirits of a type no longer
available to your character, you must swap them out for one that matches your new tradition (i.e., fire spirit for
guidance spirit), keeping the same Force and the same number of services your old spirit had.
Possession traditions from any source are not allowed in Shadowrun Missions. If you selected a possession
tradition, you may switch traditions as a retcon to the character.
Can you clarify what tests Background Counts (Street Grimoire, pgs. 30-33) affects?
Background Counts apply their modifiers to all Skill Tests that are being affected by magic in any way. This
means casting spells, tests to activate adept powers, any test that is being augmented through a skill or attribute boost,
etc.
The adept power Improved Reflexes increases your Reaction, and will affect any skill test based on reaction.
However, Initiative is not a skill test, so you do not take any Background Count related penalties.
Drain is a damage resistance test, so likewise does not suffer Background Count penalties.
When discussing foci deactivating if the background count is higher than their Force, (Street Grimoire, pg. 32,)
says that “A foci cannot activate while under the influence of the background count.” Can you clarify if that’s
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 he’s 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 can’t 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 can’t 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 or Neo-Tokyo willing to accept a short-term,
part-time student of dubious or SINless background.
Players may only join the magical group “The Ash Union” in Chicago or the “XXXXXXXX” in Neo-Tokyo
(see sidebar for details). There are no other groups in those areas that will accept shadowrunners (they’re all dedicated
to specific factions or groups not available to the players), and players may not create their own group.
Shadowrun Missions Neo-Tokyo FAQ ver 1.0
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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: In Chicago, 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). In Neo-Tokyo, any shadowrun which nets the
character 3 points of Street Cred (which can include the point from every 10 TKE) may count as a Deed,
however the Initiation must take place prior to the next shadowrun.
● Familiar: Complete this ritual as normal.
● Hermit: You must spend 4 full calendar weeks living by yourself in the wasteland of the Containment Zone
or the forests of Japan, 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 (Chicago)
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 Ash’s death last year due to age, Lothan assumed leadership and has maintained the group. He’s turned
the group’s purpose toward investigating whether 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
Shadowrun Missions Neo-Tokyo FAQ ver 1.0
33
>>>>>Begin sidebar
Shugenja of Yomi (Neo-Tokyo)
Purpose: The Shugenja of Yomi are made up of magicians and adepts who may not find acceptance in one
of the more traditional magic groups operating in Neo-Tokyo. They allow almost any awakened individual entrance
and operate throughout Neo-Tokyo, helping one another to develop their magical talents.
Members: 30+
Strictures: Dues, Exclusive Membership
Dues: 500¥/month
Description and Customs: The Shugenja of Yomi were formed after Emperor Yasuhito abolished the
practice of sending metahumans to Yomi Island. While metahumans were allowed, if not welcomed, back into Japan,
those awakened metahumans found many doors closed to them. As a result, many of them banded together to further
their own learning amongst themselves.
While most current members of the group never lived on Yomi Island, the core cadre consists of five
awakened metahumans who suffered the abuses heaped upon the exiles during that dark period. Knowing full well
the difficulties faced by those who are ostracized, the Shugenja of Yomi do not discriminate and offer membership to
all awakened metahumans, except those who practice ‘forbidden’ arts such as blood magic, toxic shamanism, or those
who commune with insect spirits or shedim.
Chapterhouses exist throughout Neo-Tokyo and Japan and all one needs to apply is proof of magical talent.
>>>>>End Sidebar
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.
- Psychometry: any of the listed Magic Arts, though Sympathetic Linking is normally the first
- Channeling: The Channeling school and its Arts are not allowed in Missions.
- Exorcism: any of the listed Magic Arts (note: item crafting is not allowed in Missions, therefore, Shofar is
not available)
- Advanced Alchemy: any of the listed Magic Arts
- Advanced Ritual Spellcasting: any of the listed Magic Arts
- Advanced Spellcasting: any of the listed Magic Arts
Since possession traditions are no longer allowed in Missions, does this mean I may not take the Channeling
metamagic? (Street Grimoire, pg. 148)
Channeling is not allowed in Missions.
Can Nerve Strike be used with any melee attack? (Street Grimoire, pg. 173)
No, it must be an Unarmed Combat attack, it does not function with a melee weapon of any sort.
Can I make a Spirit Pact (Street Grimoire, pg. 191) with a Free Spirit?
No, Spirit Pacts are disallowed in Missions play.
Can 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 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 you’re running inside an area with a background count, it wouldn’t 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 Govi’s potency, assume
the potency is always equal to the Govi’s Force. In order to perform the offering, the magician must have the Govi
Enchanting. Govi’s may not be created.
What is the Aspected/Domain background count in your Magical Lodge (Street Grimoire, pgs. 30-32). Per the
examples it should be no more than 6. Is it equal to the Rating of the Lodge?
Character created or built magical lodges do not have a background count.
Positives:
Bandersnatch (Run Faster, pg. 136)
Banshee (Run Faster, pg. 136)
Dzoo-noo-qua (Run Faster, pg. 137)
Fame (Run Faster, pg. 146)
Fomoriag (Run Faster, pg. 138)
Friends in High Places (Run Faster, pg. 147)
Ghoul (Run Faster, pg. 138)
Gnawer (Run Faster, pg. 138)
Goblin (Run Faster, pg. 138)
Grendel (Run Faster, pg. 139)
Harvester (Run Faster, pg. 139)
Loup-garou (Run Faster, pg. 139)
Mutaqua (Run Faster, pg. 139)
Nosferatu (Run Faster, pg. 139)
Trust Fund (Run Faster, pg. 151)
Vampire (Run Faster, pg. 140)
Wendigo (Run Faster, pg. 140)
Negatives:
Amnesia (Run Faster, pg. 152)
Big Regret (Run Faster, pg. 153)
Bushido 2.0 (Run Faster, pg. 30)
Carrier (Run Faster, pg. 141)
Day Job (Run Faster, pg. 154)
Driven (Run Faster, pg. 154)
Ex-Con (Run Faster, pg. 155)
Flashbacks (Run Faster, pg. 155)
Harmony with Nature, The Shaman’s Code (Run Faster, pg. 26)
Hung Out to Dry (Run Faster, pg. 155)
In Debt (Run Faster, pg. 156)
Paraplegic (Run Faster, pg. 157)
Poor Self Control – Compulsive (Run Faster, pg. 158)
Poor Self Control – Vindictive (Run Faster, pg. 158)
Records on File (Run Faster, pg. 158)
The Code of the Good Cop (Run Faster, pg. 31)
The Code of the White Hat (Run Faster, pg. 31)
The Code of Wuxia (Run Faster, pg. 27)
The Hermetic Code (Run Faster, pg. 32)
Vendetta (Run Faster, pg. 159)
Wanted (Run Faster, pg. 159)
White Hats, The Code of the Hacker (Run Faster, pg. 27)
Are the Codes from Ethics, Codes, and Other Jokes (Run Faster, pgs. 22-32) allowed to be used?
Unless listed in this section (and found in Section 4), the Codes of Honor are allowed. Remember Codes of
Honor are taken seriously, therefore please read “Words to Live By” found in Run Faster on page 23. Unless otherwise
Shadowrun Missions Neo-Tokyo FAQ ver 1.0
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specified, breaking a Code of Honor has some major consequences. Note: this is the minimum a GM may impose and
the GM might see a need for the universe to come down even harder on the character in question...and this doesn’t
just apply to the Codes of Honor found in Run Faster, but any Code of Honor. (ref: Run Faster, pg. 30)
First infraction: loss of 1 Karma point (if the character does not have a point of good Karma, then a reduction
of 1 Karma from the Mission reward).
Second infraction: one Edge point burnt, gone forever...well, until the character spends Karma to buy it back.
Third infraction: not able to use Edge the remainder of the Mission (even if able to eat and sleep for 8 hours)
Fourth infraction: What? Would it ever get this bad? Well, no Karma reward for the Mission.
Are any of the alternative character generation methods under Construction Kits (Run Faster, pgs. 62-86)
allowed?
The Priority system from the core SR5 book is still considered the primary character generation method and is
recommended to be used.
The Point Buy system is also allowed, though players should note Point Buy will sometimes create slightly
less powerful characters than the Priority System, due to the balanced nature of using Karma to buy up your skills and
attributes.
The Sum to Ten and the Life Modules systems are generally not allowed in order to facilitate as much balance
as possible between characters playing Missions. At their discretion, however, gamemasters can allow a character
generated through these means that they have examined and found to be reasonably balanced. Gamemasters should
use this discretion very cautiously, keeping in mind the importance of balanced power levels in Mission games
Can I play a Metavariant (Run Faster, pgs. 88-98 & pg. 104)?
Yes, all the normal racial variants are available to play (listed on Metavariant table found on pg. 104).
However, as an exception to this (and because they were allowed in prior seasons), metasapients are allowed
for Prime Mission play only if transferred from Season 4. Just remember that Prime Runners are not eligible
for the regular Campaign if converted from a prior season.
What happens if an Infected passes on their strain of HMHVV to me during a Mission? (Run Faster, pgs.
142-143)
Should you be unfortunate enough to get close enough to an Infected to possibly contract HMHVV the
following rules replace the rules for the HMHVV strains:
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)
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 One’s 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, you’ll be able to get enough rest prior to the Missions.
Are the PACKs (Run Faster, pgs. 228-252) allowed for Missions?
Yes, PACKs can be purchased at character creation to make your life a little easier. After chargen, gear should
be purchased as normal.
What are stats used for the spear found in the Magic Spear package? (Run Faster, pg. 252)
Spear, Acc 5, Reach 3, Damage (STR + 3)P, AP -2
For Prime Runners, metasapients from Run Faster are permitted as conversions from the previous campaign.
However, the Pixie Vanishing weakness is not defined in Run Faster. It also appears to be different from the
Critter Power "Vanishing" (Aetherology). How should this be handled?
For a PC, it’s 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 it—even the critter itself seems powerless to remain. Researchers debate
exactly where the critters go; many suggest they transition to some metaplane where they cannot die. Naturally, no
resuscitation, autopsy, or cybermantic procedure is viable on the critter without a body with which to work.”
Some metasapient powers are not allowed in Missions, so how do we handle this?
Since it is a listed power for the specific metasapient race, it is allowed for that metasapient race.
Are metagenic qualities which come along with the legal metavariants Missions legal?
Yes
The Ultimax Rain Forest Carbine (Gun Haven 3, pg. 32) seems too good to be true. What are the real stats on
this thing?
Yes, the Rain Forest stat block is a mistake. Use this stat block instead:
Assassin’s Primer
Disallowed Qualities:
Positives:
Deus Vult! (Assassin’s Primer, pg. 17)
My Country, Right or Wrong (Assassin’s Primer, pg. 17)
Negative:
None disallowed
Does Strive for Perfection half Called Shot penalties or does it reduce all Called Shot penalties to -2? (Assassin’s
Primer, pg. 17)
It halves all Called Shot penalties, e.g. from -10 to -5.
The Positive Qualities listed in this book (pg. 31) are repeated in Run Faster. Which rules do we use for these
qualities?
The descriptions for these qualities found in Run Faster supercede those found here.
Shadow Spells
Since you can’t 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 it’s a spell.
Positives:
Online Fame (Data Trails, pg. 45)
Negatives:
Curiosity Killed the Cat (Data Trails, pg. 46)
Data Liberator (Data Trails, pg. 46)
LEEEEEEEROY JENKINS (Data Trails, pg. 48)
Prank Warrior (Data Trails, pg. 49)
Wanted by GOD (Data Trails, pg. 49)
Otaku to Technomancer (Data Trails, pg. 45): Otaku first came to light when it was discovered they could interface
with the matrix with only an ASIST converter and a datajack (Matrix, pg. 137). I know I’m referencing an SR3
sourcebook, but that’s where you will find some background information on Otaku. Therefore, in order to take this
quality, the character must also install a datajack.
Prime Datahaven Membership (Data Trails, pg. 45): Prime Datahaven Membership applies to acquiring data only,
not gear. Use of the membership does not automatically grant access to the entire world of data, the Datahaven is still
treated a contact for purposes of Legwork.
Latest and Greatest (Data Trails, pg. 48): You just HAVE to have the newest thing out. This means the newest AK-
97 with gold plate, the diamond glitter encrusted armor jacket, and so forth. You must spend 60% of your earnings
from each run on upgrading your most commonly used gear. Note: this does not apply to consumable or expendable
items, e.g. bullets, reagants, etc.
May I use Paths to Hackerdom to create my decker or technomancer character? (Data Trails, pg. 50)
Yes
May I take both the Mind over Machine echo (SR5, pg. 258) and the MMRI echo (Data Trails, Pg. 59)?
No, you may only choose one or the other.
The initial run of Nixdorf Sekretaers (Data Trails, pg. 61) had a full blown agent included in the package.
Marketing quickly realized the error and sent out a patch to correct the situation. The only skill the agent now
has is the Computer skill. Those corporate programmers got rid of the Cybercombat and Hacking package.
Can I put a commlink dongle on a cyberdeck or RCC? (Data Trails, pg. 61)
No, they are limited to just commlinks.
The chart for commlink dongles looks kind of weird, what should the prices for the attack and stealth dongles
look like? (Data Trails, pg. 62)
Is the chapter Deeper and Deeper going to be used? (Data Trails, pg. 110)
Deep Runs into host Foundations will not be allowed unless explicitly included in the Mission.
Can my technomancer access Resonance Wells while on a Mission? (Data Trails, pgs. 162-163)
No, unless it’s explicitly in the Mission.
Can I make a Dissonant Technomancer or take Dissonant echoes during Submersion? (Data Trails, pg. 164)
No, simply, no.
I want to buy MADAR for my character, but I don’t see any prices listed. What gives? (Boston Lockdown, pg.
208)
Uncle Ares is still developing the MADAR system, so it’s not even close to being released. It’s totally
experimental (as far as we’ve been told), so keep dreaming for now.
Okay, so I can’t 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 can’t find it anywhere. Save up your ¥ for the
day they are out!
Counting Coup
May I take the mentor spirit Coyote from Counting Coup (pg. 24)?
Yes
Positives:
Better To Be Feared Than Loved (Chrome Flesh, pg. 54)
Revels in Murder (Chrome Flesh, pg. 56)
Negatives:
Blank Slate (Chrome Flesh, pg. 57)
Cyber-Snob (Chrome Flesh, pg. 57)
One of Them (Chrome Flesh, pg. 58)
Tough and Targeted (Chrome Flesh, pg. 60)
Costs seem to be increasing across the continent due to CFD, has Chicago been affected? (Chrome Flesh, pg. 10)
No, Chicago appears to remain unaffected and Japan has (publicly and so far) been able to quarantine
themselves from infections, 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 Cat’s Eye, standard grade, costs 0.1 Essence.
With Biocompatibility, it’s reduced by 10% (0.01 reduction). Therefore, in Shadowrun Missions the final Essence
cost is 0.09. The absolute minimum cost for a piece of ‘ware with grade/quality reductions is 0.01. Note this does not
apply to Prototype Transhuman in which there is no Essence cost for a full point of bioware...however, it does apply
to further ‘ware the Prototype Transhuman may acquire.
If I take the Dead Emotion quality does that mean I’m 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 spirit’s Fear power still results in running away.
What is the cost and availability for fuel for Flametossers (Chrome Flesh, pg. 91 and Flame Bracers (Hard
Targets, pg. 184)?
The availability is 12F and each “round/shot” is 10¥.
Have they installed Wireless Skillsoft Networks in Chicago? (Chrome Flesh, pg. 78)
Since the corps started construction projects throughout Chicago, they realized the need for the networks.
However, not every square meter of Chicago is covered just yet, so some users find they can’t connect or find their
effectiveness diminished.
Remember, skillsofts do not make you an expert (SR5, pg. 131) and Noise (SR5, pg. 231) may impact access
to the libraries.
What skills are legal in Shadowrun Missions for Cyberlimb Optimization? (Chrome Flesh, pg. 87)
Only those listed.
Do the Essence, Availability, and Cost listed next to the Aztechnology Cuanmiztli apply to the augmentation
bundle? (Chrome Flesh, pg. 93)
No, these numbers will be removed in future errata.
Bio-weapon claws grant a bonus to Reach (+1) when used in pairs, does this apply to cyber melee weapons
(SR5, pg. 458) as well? (Chrome Flesh, pg. 120)
Yes, as long as they are purchased and used in pairs. This does not increase damage and your hands must be
free to be able to use both hands, i.e. not holding anything.
Where do I find the costs for Immunizations? (Chrome Flesh, pg. 164)
They are found in the Optional Rule sidebar on the same page (note: Immunizations are not considered
optional rules, Similar Agents are).
How much do every day Pharma costs? (Chrome Flesh, pg. 176)
They cost anywhere from 5-15¥ at your local Stuffer Shack or other convenience store.
How do I get the Karma discount using Ripper in Missions? (Chrome Flesh, pg. 182)
It takes three doses per day for six weeks to receive the Karma discount. Addiction rolls are required at the
beginning of the next Mission.
Does Missions use the Overdose (SR5, pg. 415) and the Drug Interaction (Chrome Flesh, pg. 192) rules?
Yes
Too much of anything can hurt you, or even kill you. Whenever you take a substance while you’re 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 don’t, and the more drugs
involved, the worse it can get. If you take a drug while still under the effect of another drug or recovering from a drug
crash, you run the risk of experiencing a drug interaction.
Roll 1D6 for each drug beyond the first, and total the results. Modify the total by drug grade (if applicable) and consult
the following table.
Designer drugs: –1 to roll result if all drugs used are designer drugs
Are the entertainment and lifestyle options in SIF: Butte (Pg. 20) legal for Missions?
Yes
Can I use the sample lifestyles from SIF: Butte (pgs. 20-21) for Missions?
No
Are the life modules from SIF: Metropole (pg. 31) Missions legal?
Yes
Positive:
None Disallowed
Negative:
Code of Honor: Avenging Angel
Can I take the Corps Cadavre ritual and make my own horde of undead? (Hard Targets, pgs. 128-129)
No, no, no...no, no, no.
If I can’t 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 Missions? (Hard Targets, pgs. 142-143)
The only example to be found is in Chicago, 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)
Shadowrun Missions Neo-Tokyo FAQ ver 1.0
48
All information for these modifications are found in the chart on page 183.
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.
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 biospike’s (bone spur’s) 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 Missions? (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 doesn’t apply to combat skills anyway), cyberdecks, etc.
The Spellblades spell sounds awesome! Is it allowed in Missions? (Hard Targets, pg. 192)
No
Shadowrun Missions Neo-Tokyo FAQ ver 1.0
49
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.
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; it’s a game.
For Shadowrun Missions, please delete the last sentence “Your RCC’s 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 weapon’s stats”, so yes they would get this bonus. This
might seem oversimplified, and it is. Keep in mind this oversimplification works both ways, Lonestar can do this too.
Any weapons out of range would not be counted for the attack test.
Do swarms receive a bonus to pool and limit for things that would be harder with multiple drones, like
sneaking? (Rigger 5.0, pg. 31)
Again yes. Just like you and your three friends can make a teamwork sneaking test. Also thinking “more
stuff, harder to hide” is oversimplifying things. “More drones, more sensors” is more accurate. The more drones, the
better they are able to examine the surroundings and make a decision about an intelligent path.
Can I choose not to use the swarm program and instead have my drones do teamwork tests? (Rigger 5.0, pg.
31)
Yes, however drones can take actions as part of a swarm, or as part of a team. Not both. In order for a drone
to participate in a teamwork test it must be removed from the swarm. A swarm cannot act as one and participate in a
teamwork test, the dog brains just aren't up to the challenge. An RCC is required to have drones perform a teamwork
test.
Does a Dealer Connection count as a free contact? If not do I need to apply this to a contact? (Rigger 5.0, pg.
33)
No, it does not give you a “free” contact. You must apply this to a contact you purchased during character
creation, or a 0/0 contact that is only good for this one thing. this could even be a discount code that somehow still
works on your favorite online store.
Could you please clarify the Speed Demon, Accident Prone, and Motion Sickness qualities? (Rigger 5.0, pgs. 33-
34)
Speed Demon: you must be physically piloting the vehicle or jumped in via Control Rig.
Motion Sickness: it is at the GM’s discretion when Motion Sickness may strike. It could happen when
accelerating, decelerating, or even just driving along at a steady rate.
● Spoof chip
● Road Strips - Medium sized drones and larger only
● Tool Kit - Small sized drones and larger
● Gliding System
● Improved Economy
● Rocket Booster
● ALL Secondary Propulsion Systems
● Anti-Theft System
● Special Armor Modification
● Drone Rack - must be at least two size categories smaller than the drone, example must be at least a small
drone or larger to mount a micro drone rack, while a huge drone can mount a medium drone rack at most
● Missile Defense System
● Oil Slick Sprayer
● Road Strip Ejector - Medium sized drones and larger only
● Smoke Projector
● Assembly/Disassembly
● Chameleon Coating
● Extreme Environment Modification
● Nanomaintenance System
● Smuggling Compartment
● Valkyrie Module - Large size drones or larger
● Winch - note that weight capacity is limited by vehicle size
● Electronic Countermeasures (ECM)
● Retrans Unit
● Satellite Link
● Signature Masking
● Suncell
● Touch Sensors
● Vehicle Tag Eraser
● Yerzed Out - see Customized drone modification
How many MP does it actually cost to upgrade drone armor? (Rigger 5.0, pg. 122)
The first 3 points of Armor cost zero (0) MP. For each three (3) points of Armor (or fraction thereof) beyond
that it costs one (1) MP (in other words, always a 3 to 1 ratio). For example: if you get 5 Armor points, it costs a total
of one (1) MP. If you get 6 Armor points, it costs one (1) MP. If you get 7 Armor points, it costs two (2) MP and so
on.
Refer to the table in Rigger 5.0, pg. 124. Price is MP*500¥, minimum 500¥; pop-out mount cost are in addition to
this. Additionally, the size of the weapon mount is limited by the size of the drone as named (so micro drones are
limited to micro weapon mounts). Medium drones can fit up to standard mounts and large drones can fit any mount.
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.
Sony Goldfish 4
Renraku Gerbil 2
Ares Cheetah 2
Shiawase Kanmushi 4
Ares Duelist 3
The Amphibious mod says I will need to add a Motiv System, I don’t 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 don’t. For those missing a
parenthetical value how many MP should they have, Body or zero (0)? (Rigger 5.0, pgs. 128-149)
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)
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 don’t you receive no recoil compensation from it.
Ejection Seats are not listed in the Mod Tables. What are the stats? (Rigger 5.0, pgs.164, 167)
Did we get rid of the two separate range tables for handling vs. speed environments? (Rigger 5.0, pg. 174, SR5,
pg. 204)
No, the table in Rigger 5.0 replaces the speed environment, the handling environment remains the same as in
the SR5 core rulebook. Due to the close quarters, there are no Close or Spotter ranges in the Handling environment.
How does the Bootleg Turn work? (Rigger 5.0, pg. 174)
You must do this in the same combat turn as the two vehicles pass one another. Wheelman jack is playing
chicken with an Ares Roadmaster being piloted by a LoneStar officer. At the last second Wheelman jack realizes his
Jackrabbit is no match and turns away. He would like to swing his jackrabbit behind the Roadmaster to try and ram
it (wheelman jack is crazy) so he performs a Bootleg Turn. Wheelman Jack rolls Pilot Ground Craft + Reaction
[Handling] for a total of 12 dice. The threshold is Terrain (0) + The roadmaster’s 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 it’s still a turn, but it does not get a cool nickname.
Bailout action (Rigger 5.0, pg. 179) can be performed at any range, at any speed.
Barding and Brutality begins a new section which is not part of Tricks. (Howling Shadows, pg. 185)
Purchasing an animal outside of Chicago or Neo-Tokyo costs a flat 500¥ per point of body in order to
transport it back to the respective location.
* Purebred, non-cloned, luxury, or exotic varieties are available. Costs for these are much higher than the standard or
cloned variety.
Note: We would like to take a moment to recognize RunnerPakhet and Silmacil for their work in putting together a
comprehensive price list for Howling Shadows. The SRM FAQ Committee borrowed and modified their tables for the
SRM FAQ.
Note 2: The above tables are not meant to be an all-inclusive list of animals which may be found in the Shadowrun
universe. The animals listed have been reviewed and authorized for purchase in Shadowrun Missions at this time.
Positive:
None
Negative:
Alpha Junkie
Does the Ares Briefcase Shield really cause Physical damage when used as a weapon? (Cutting Aces, pg. 136)
No, it causes Stun damage when used as a weapon.
Can I douse myself in all those awesome Tailored Perfumes and Colognes in order to stack the bonuses?
(Cutting Aces, pg. 143)
No, you may douse yourself as much as you want (especially at GameCon), but the first one is the only one
from which you receive a bonus.
Do Tailored Perfumes or Colognes stack with Tailored Pheromones? (Cutting Aces, pg. 143)
Yes, except for Black Panther. Note, however, that the first tailored perfume/cologne you use is the only
one from which you receive a bonus.
The Shaman Tuxedo is sweet, but no matter where I go to buy it the price is way more than listed. (Cutting
Aces, pg. 144).
For Shadowrun Missions, Shaman Tuxedos cost 7000¥, the conjurer receives one service upon a successful
summoning, and the conjurer must continue wearing the outfit in order to command the spirit and to benefit from its
services. If the conjurer removes the outfit, the spirit gets upset and will not perform any further services until the
conjurer puts the outfit back on and issues a new command.
For example, JoeSam has his Shaman Tuxedo for hermetic spirits of earth (an old Carhartt jacket his great
pawpaw wore while farming; covered with dirt and straw with small farm implements dangling from it). He
succeeds at summoning his spirit of earth (BobbiJo) and because BobbiJo is so impressed with his Carhartt jacket,
JoeSam gets an extra service from her. JoeSam asks BobbiJo to conceal (optional power) the entire party because
they have to sneak into a factory. It’s JoeSam’s 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 didn’t drop Concealment on the entire
party.
The price for the Holo-Conference Drone seems pretty steep. (Cutting Aces, pg. 147)
Come get them while supplies last ... they are only 9000¥ for the foreseeable future.
What skill do I use to pilot a Holo-Conference Drone? (Cutting Aces, pg. 147)
Pilot Aircraft
Are the amounts listed in Information for Sale hard and fast amounts? (Cutting Aces, pgs. 148-150)
No, these are guidelines only and are dependent upon GM discretion unless otherwise specified in the
Mission.
Do Memory Palace and Mnemonic Vault stack? (Cutting Aces, pg. 151)
Yes
Where can I find examples of common and specific groups for the Favored quality? (Cutting Aces, pg. 152)
Refer to the Prejudiced Table, p. 82, SR5.
Are we using the Faction Reputation rules in Missions? (Cutting Aces, pgs. 156-160)
No
How about the Expanded Rules for Negotiation? (Cutting Aces, pgs. 160-164)
The rules presented for Gear (pg. 161) is only used if written in the Mission.
The rules presented for Contacts (pg. 161) are permitted with the following modification: a player may
purchase a single contact with a Connection Rating equal to or lower than the hiring Johnson at a Loyalty of 1.
The rules presented for Service are not permitted in Missions.
Are the Expanded Rules for Con allowed in Missions? (Cutting Aces, pgs. 162-164)
No
Are the Expanded Rules for Using Intimidation allowed in Missions? (Cutting Aces, pg. 164)
Yes, with the following modifications: delete (ignore) the paragraphs related to glitches. The following
applies instead: a glitch increases the character’s Notoriety by 1 and a critical glitch increases Notoriety by 2.
The following sections will not be allowed unless explicitly included in the Mission.
- Deck Building
- Aligning the Court
- Using Themes and Motifs
- Items and Objects
- People
- Taco Temple
- Codes and Puzzles
- Cards as Augury: though a character may use a Sixth World Tarot for augury, only magicians with the Augury and
Sortilege ritual (Street Grimoire, pgs. 124-125) will be successful and the results are from the Divination Table
found in Street Grimoire, pg. 125.
- Power of the Cards
The following sections are disallowed unless explicitly included in the Missions:
- Magical Oddities (Hybrid Traditions)
- Blood Magic and associated subsections
- Wild Summoning Rules
- Optional Rules
- The Synergy of Alchemy and Dark Traditions
- Research, Rumors, and Legends
- Infected Alchemy
The following rules from the remaining sections are also disallowed from Missions:
Magic Masteries
- Barehanded Adept
- Blood Necromancer
- Chain Breaker
- Chosen Follower
New Metamagics
- Paradigm Shift
- Spirit Expansion: Shedim
Necro Summoning
Necro Spirits
Updated Traditions
- Ancestor Shaman Channeling (at Initiate Grade 2)
New Traditions
- Draconic Tradition
- Elder God Tradition
- Necro Magic Tradition
- Planar Magic Tradition
Mentor Spirits
- Planar Entity
- Tohu Wa-Bohu
Alchemical Items
- Veins of the Adept
- Drain Away
Any non-awakened animal found on the tables in Chapter 18: Howling Shadows. Use the cost and availability rules
found there.
Revenant Adept says that you use the Regeneration power which functions until all injuries are healed. If I
have a Drain injury that cannot be healed via the Regeneration power, do I retain the power until the Drain
is naturally healed?
No. The Regeneration power stops even if there are remaining injuries if those injuries cannot be healed by the
Regeneration power.
You don’t. To play with the Tarot Tradition or Arcana Mentor Spirit you are required to provide your own complete
tarot deck.
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How big is a Vault of Ages?
A Vault of Ages is a large and bulky object somewhat larger than the average office safe. Moving it is a two-person
lift (even for Trolls, it’s bulky). For the purposes of Missions you can fit a single Vault of Ages in the trunk of a
vehicle, a standard smuggling compartment, or it can occupy one seat. Nothing else can be stored in the space the
Vault of Ages occupies. Storing items that the Vault of Ages is not intended for within the container degrades its
power, thus it can only be used to hold alchemical preparations.
Can we harvest the rare reagents listed in the Advanced Alchemy chapter?
As stated in Section 6: General SRM Rules, collecting reagents falls outside of the scope of Missions and is not
allowed.
How are we able to acquire those reagents? I don’t see a price listed for them.
Rare reagents can be purchased using the pricing table on page 187. These reagents are always at least of a Superior
quality.
Price and availability are stated on page 194: [(Force of spell involved) + (Current Potency)] x 500¥ and base
availability is 14R. Compounds are only available through talismonger contacts.
Everything Trog.
We considered a few things, but a trog with an osmium mace stopped by for a chat. It’s all allowed.
Do I need to pay Karma to buy off the Busted Cyberware Negative Quality in The Seattle Gambit?
Yes. In order to make use of the 0.5 Essence hole after spending 16,000 nuyen to remove the dead cyberware, you
have to buy off the negative quality with Karma.
The Halloweener Barbecue Lighter says it includes a bulky backpack fuel tank that takes two combat turns
to put on and a Complex Action to remove. But the chart says it 12(c) for ammo. I can drop a clip as a free
action and reload it with a—
Damage caused by a Molotov Cocktail is fire damage spread by the flammable liquid dispersed when the container
shatters. We agree that a wall would splash that liquid back, so chunky salsa rules would apply. Keep in mind that
it loses 3P per meter.
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, you’ll either get a refund that is
added to your total nuyen (if the cost goes down), or you’ll 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 won’t 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 you’ve 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 can’t 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 I’d 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
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Qualities, this may put you into karmic debt, which must be paid off immediately (or as soon as you gain karma). For
Negative Qualities, you may immediately gain additional karma, which may be spent during your next downtime as
normal. If the new quality would put you above your limit, you must purchase the Quality at double the karma cost as
you would any other Quality after character creation.
Alternative Chargen: You cannot do a full rebuild of your character if a new character generation system
is approved for Missions play.
Do karma discounts from positive qualities stack? For example, if raising a language skill from 3 to 4, would it
be eligible for a discount from both Linguist and Jack of All Trades, Master of None?
Only one discount can be used at a time.
What is the default sensor array for a vehicle or drone? If there is no factory stock sensor array, what are the
guidelines for standard sensor arrays?
For Shadowrun Missions, each vehicle’s sensor rating is the equivalent of a sensor housing of the same rating.
Customization is a big selling point for the corps, so you may choose whatever combination of sensors and rating you
wish when purchasing a vehicle/drone as long as it does not exceed the capacity of the sensor housing. Some
enterprising runners like to “acquire” vehicles from other sources and want to know what these “stock” vehicles have
for sensors. Stock vehicles (any vehicle without the sensors specifically described) come with the following sensors
at Rating 1 (or listed device rating):
NOTE: The cameras are just regular cameras (rating 1) and do not have any modifications. These may be
purchased separately. This is also a very basic list, GMs may decide NPC vehicles or drones have different options
than those listed above to suit the situation. Also, though cameras and laser range finders say front or rear facing, some
vehicles or drones may have them pointing a different direction, e.g. a floating drone may have a front and bottom
mounted camera.
NOTE 2: The types of sensors on the vehicle will not impact sensor tests. This is meant to be a guide for
those who wonder what type of sensors come with a vehicle.
With magic and drugs both considered "Augmentations" for the purposes of Augmented Maximums for
Attributes, does this mean that they also count against the restrictions on cyberware or bioware?
Yes, they do count against restrictions on cyberware and bioware. Note: initiative dice are not considered
attributes, therefore, they can be increased with drugs up to a maximum of 5D6, except in cases where the rules
specifically state they may not be further enhanced, e.g. Synaptic Boosters.
Will I be able to play my SRM character in SR: Anarchy Contract Briefs and transfer earned karma and nuyen
to the SRM Living Campaign?
Only if they are approved as Missions Legal. At this time, none of the Contract Briefs found in SR: Anarchy
or the prototype release are considered Missions Legal.
How will the SRM FAQ Committee handle the errata issued from the Errata Team?
To maintain continuity across Missions events, the SRM FAQ team will sometimes clarify rules prior to the
Errata Team issuing a ruling on them. Sometimes these are rules that the Errata Team has no intention of changing
or clarifying as any incongruencies are meant to be handled by GMs at the respective tables. Any Missions Errata is
not meant to be seen as Official Errata, though GMs are welcome to make use of them for their tables.
4 4 5 6 7
Gear:
● Blades
● Clubs
● Other Melee Weapons
● Bows
● Crossbows
● Throwing Weapons
● Tasers
● Pistols (Hold-out thru Heavy)
● Machine Pistols
● SMG
● Assault Rifles
● Sniper Rifles
● Shotguns
● Special Weapons
● Grenades
● Armor (to include licensable accessories. Note: if a modification requires a license, but the armor does not,
a license must be acquired due to the modification.)
● Explosives (to include licensable accessories, e.g. detonator caps)
● Cyberdecks require an individual license for each deck, a category license is not available.
● Remote Command Consoles require an individual license for each RCC, a category license is not available.
● Stealth Tags
● Communications Devices
● Programs/software
● Optical & Imaging Devices (to include licensable accessories. Note: if a modification requires a license, but
the device does not, a license must be acquired due to the modification.)
● Audio Devices
● Restraints
● B&E Gear
● Industrial Chemicals
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● Grapple gun
Augmentations:
● Headware
● Eyeware
● Bodyware
● Cyberlimb Enhancements
● Cyberlimb Accessories
● Implant Weapons (a single license includes possess/transport/conceal carry...kind of obvious, huh?)
● Basic Bioware
● Cultured Bioware
Magical Equipment:
● Enchanting Focus
● Metamagic Focus
● Power Focus
● Qi Focus
● Spell Focus
● Spirit Focus
● Weapon Focus
● Focus Formula
● Combat Spell Formula
● Detection Spell Formula
● Health Spell Formula
● Illusion Spell Formula
● Manipulation Spell Formula (excluding Control Thoughts/Mob Mind)
Vehicles: each drone or vehicle must have its own license (to include licensable accessories). If a drone/vehicle does
not require a license, but a modification does, then a license is required.
What happens if I am caught possessing, transporting, carrying, using a spell, etc. if I don’t 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.