Shadowrun Missions FAQ
Version 1.4
This page contains answers to common questions about Shadowrun Missions as of February 3, 2008. We also use the official Catalyst Game Labs' Shadowrun FAQ.
Please note that this is not an expansion of the Shadowrun FAQ - this FAQ is specific to the Shadowrun Missions campaign, and is only endorsed by Catalyst Game Labs for that campaign.
General Questions
Are the third edition missions still be playable?
Can I convert my SR3 character to SR4?
Can I fence the gear I found during an adventure?
How do I join the forums and get all the neat stuff?
Do Missions GMs receive any rewards for running adventures?
I've got a neat idea for an adventure, but it involves a new piece of equipment that's not in the Shadowrun rules. Can I use it?
Can I use Karma between adventures to learn spells, customize vehicles, etc... ?
Am I allowed to have a DocWagon Contract? Do I have to have a False ID before I can get one?
Gear & Arsenal
Now that it's out, can I purchase weapons/upgrades/etc. from Arsenal for my Missions character?
Is the Missions campaign using any of the Advanced rules from Arsenal?
Magic & Awakened Characters
Are we using the "Acquiring Geasa During Play" rules presented in Street Magic?
How does a mundane use an Anchoring focus?
What kinds of magic characters can I play?
Are ally spirits allowed?
Cyberware & Bioware
Can I upgrade my cyberware?
Can I buy used cyberware or get it from "former enemies"?
What new toys can I use from Augmentation?
General
Can the third edition missions still be played to advance my SR4 character?
The SR3 adventures are not intended for use with the SR4 rules, and are set in a different city from the SR4 campaign. Nuyen, Gear, and Contacts are not intended to transfer from these missions to 4th edition characters.
Can I convert my SR3 character to SR4?
After a player has stopped playing SR3 missions, she may choose to transfer her character's Karma to an SR4 character. This transfer may only be performed once. Performing this transfer requires completing a Karma Rollover log and having your GM sign it.
Can I fence the gear I found
during an adventure?
You may sell back items which you find during the adventure at 20-25% of retail
(book) value. If it is damaged, you'll be lucky to get anything for it, unless
it is a very expensive or unusual item. Vehicles, drones, cyberdecks, and
similar equipment can usually be fenced if they have taken three (3) or less
boxes of damage, but be prepared to get much less payout on these items.
If an item is obviously "hot" or very expensive or rare, you might not be able to fence it - at least not until someone has found a buyer for it. The fixer or fence will probably have you hold on to it, so that no one comes looking for it at the fence's house.
How do I keep up with all the
latest news and get all the neat stuff?
Pop on over to www.dumpshock.com
and check out the forum for Shadowrun Missions. By visiting this forum, you can
get up to the minute (almost literally!) information on Shadowrun Missions
events, rules, and other important information, as well as a forum to talk in
and out of character with others in the campaign.
You can also sign up and create a player account on www.commandohq.com . Once you've created an account, you can sign yourself up with Catalyst Game Labs Commandos in your area or in areas that you are willing to travel to in order to play Shadowrun Missions. When the Commando hosts an event, you'll get an automatic email notice to let you know what is going on. Your local Commando is also the one to talk to about any metagaming events or things you'd like your character to do between adventures.
Do Missions GMs receive any rewards for running adventures? Missions GMs who are willing to run public games at a public venue are encouraged to join the Commando Program. We do not offer in-game rewards for Missions characters belonging to GMs.
I've got a neat idea for an
adventure, but it involves a new piece of equipment that's not in the
Shadowrun rules. Can I use it?
Yes, we allow limited "literary license". Please contact the campaign director with specific questions, and he'll be happy to help you out with the adventure proposal and writing process.
Can I use Edge between
adventures to learn spells, customize vehicles, etc... ?
Yes, as per the core rules. However, you must declare
how many Edge dice you are using for each action. If, after a month
(game time), you have not succeeded in the action (ex.: learning a spell), then
you must pay a month of living expenses. Now you have two options, go back and
do some shadowrunning, or continue to learn the spell. If you continue with
your studies, you only have Edge left if you have not yet used them.
Otherwise, they have NOT refreshed.
All these rolls are made, as usual, in front of the adjudicating GM.
Am I allowed to have a
DocWagon Contract? Do I have to have a False ID before I can get one?
DocWagon is certainly available to all characters - but
beware the shortcomings of this service!
First, opening a contract with DocWagon requires that you file a tissue sample with them. Sure, it's kept in a nice safe vault protected by bonded guards and mages - how many of you out there are paranoid about ritual sorcery? Second, consider that the contract requires that you have a sealed band wristphone on your person at all times. You NEVER take it off - if you do, that means you've ruptured the band, thereby alerting DocWagon that you are in need of medical assistance. And these bands are constructed so that DocWagon personnel can read information off the band without removing it by using simple hardware. I'm sure that DocWagon representatives are the only ones that have this equipment though. Third, and probably the most important for shadowrunners: DocWagon will not respond to calls on extraterritorial government or corporate property without permission from that controlling authority.
It is not tied in any way to your credstick, a membership card, or any other outward sign other than the ubiquitous sealed wristband. DocWagon is a true capitalistic corporation - as long as you keep paying, they'll keep taking your money.
Gear & Arsenal
Now that it's out, can I purchase weapons/upgrades/etc. from Arsenal for my Missions character?
New characters are welcome to purchase any gear from Arsenal, subject to the usual Availability restrictions at character creation. Existing characters may purchase new or upgrade existing equipment, subject to standard Availability restrictions and assistance through their contacts, with GM discretion, when their nuyen supply permits. Anything with an availability above 12 won't be available to starting characters and may be difficult to obtain for characters who have the necessary funds.
Is the Missions campaign using any of the Advanced rules from Arsenal?
Missions GMs are encouraged to use the Demolition and Substance Abuse rules presented in Arsenal as appropriate to the various Missions scenarios.
However, the "More Ways to Die" chapter goes into more detail than the campaign needs for public play. As a consequence, we won't be using that in normal Missions games. If a GM is running a home game, and the players agree to it, then they're more than welcome to use that material. However, we won't be using those rules for convention and other public games, because they will most likely extend things beyond our usual allotted time frames.
Magic & Awakened Characters
Are we using the "Acquiring Geasa During Play" rules presented in Street Magic?
No. This is an optional rule, and we are avoiding the use of optional rules.
How does a mundane use an Anchoring focus?
Mundanes cannot use an anchoring focus directly because they cannot bond to it. However, mundanes can be the targets of the spells based on the trigger condition (drinking for the healing potion or a detection spell for other types), but they are not the user and they are not bonded to it. For clarification, use of an anchoring focus is placing a spell into it and then taking the drain when the spell is discharged. This is different than activating it, which can be done by just about anyone or anything that meets the trigger conditions or detection spell requirements.
What kinds of magic characters can I play?
You can select any of the magical positive qualities presented in the core SR4 rules or in SM. In addition to the Shaman and Hermetic traditions presented in the core rules, all 19 traditions presented in the Alternate Magical Traditions section of SM are acceptable.
The Paths of Toxics, the Twisted and other Magical Threats are not permitted to player characters - they are for adventure NPCs only.
Are ally spirits allowed?
Yes, ally spirits are allowed but your next GM must review the ally creation process and provide witness to all rolls.
Can I upgrade my cyberware?
Presuming that the item in question has not been damaged,
you may sell back cyberware for a flat 25% of its retail value (book price;
taking into account alpha or beta mark-up, if any) when upgrading cyberware.
Remember, if you upgrade from 3 points of "normalware" to the
equivalent in alpha grade, the alpha only takes 2.4 Essence points off, but you
DON'T get the excess back-- you simply have a 0.6 point "hole" which
can be filled with something else at no further Essence cost until the
"hole" is exceeded.
Cyberware above alpha grade is only available through adventures.
Can I buy used cyberware or get
it from "former enemies"?
Used cyberware is not available at character creation. For more information on used cyberware, please see Second Hand Cyberware in Augmentation p. 32.
What new toys can I use from Augmentation? Players are permitted to use Augmentation to generate and upgrade characters in the Shadowrun Missions campaign, with the following exceptions:
- If a rule is noted as an "Optional Rule," the Missions campaign won't be using it. (e.g. Cyberpsychosis)
- Players and GMs are not required to use the Advanced Medical Rules. While these are permissible and add to depth of play, the current Missions campaign isn't intended to accommodate this tracking.
- All materials from "The Cutting Edge" are not available to Missions characters, with the notable exception of the Mania/Phobia Quality on p.164. Manias and Phobias are allowed per the usual quality rules.
- Per usual, all gear is subject to the normal availability restrictions.



