Difference between revisions of "Savage Shadowrun AE Conversion"

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(HOUSE-RULES)
(BASIC RULE-SET AND HOUSERULES)
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* Using the '''Savage World Adventure Edition''' (SWAE).
 
* Using the '''Savage World Adventure Edition''' (SWAE).
 
* '''Setting Rules''' (SWAE pg. 136-145) – ''Born a Hero'' (ignore Rank requirements for Edges at character creation), ''Gritty Damage'' (whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately but roll only once per incident regardless of how many Wounds are actually caused. If all wounds from an incident are Soaked ignore the Injury Table), ''High Adventure'' (the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements), ''More Skill Points'' (heroes start with 15 points for Skills), ''Wound Cap'' (heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls).
 
* '''Setting Rules''' (SWAE pg. 136-145) – ''Born a Hero'' (ignore Rank requirements for Edges at character creation), ''Gritty Damage'' (whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately but roll only once per incident regardless of how many Wounds are actually caused. If all wounds from an incident are Soaked ignore the Injury Table), ''High Adventure'' (the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements), ''More Skill Points'' (heroes start with 15 points for Skills), ''Wound Cap'' (heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls).
 
  
 
== HOUSE-RULES ==
 
== HOUSE-RULES ==

Revision as of 11:20, 4 July 2020

SWED SHADOWRUN

This conversion notes are based on certain assumptions and expectation. I can’t recreate everything from Shadowrun and reflect it in Savage Worlds, so I am going more for the “spirit” of the game…

1. Arcane Magic vs. Cybernetic Technology: In a world were both magic and cyberware exists, they don’t coexists peacefully. Those who rely on magic have a harder time with technology, especially invasive technology that they implant into the bodies. Concurrently technology tends to not accept a lot of magic into its systems.

2. Fractured Power: The Sixth World is one of fractured power. It it’s filled with nations, sovereign corporations, criminal syndicates, powerful individuals of myriad of origins, dragons, and secret magical groups. All of them want what any such entity wants: more power. For the last few years many of these struggles have not only been bloody and often unprofitable, but some have been very embarrassing.

3. Corporate Espionage and Conspiracies: The world of Shadowrun is not a peaceful world of the future but one fraught with hidden and obvious dangers around every corner and behind ever smile.

4. “Denialable” Accesses: In this caldron of struggling powers, espionage and conspires there is a need for access that cannot be tied back to these entity; maybe because of embarrassment, exposer, hidden dangers, public scorn, competition, etc. These access, often nonpersons (SIN-less), free-agent criminals, called Shadowrunners. They can be hired and discard with little evidence linking them back to the source.

5. Eldritch Horror: in the early editions of the game there was an idea introduced that with the rise of magic, some dark evil forces from deep in Astral Space where rising out of the darkness to threaten the world.

BASIC RULE-SET AND HOUSERULES

  • Using the Savage World Adventure Edition (SWAE).
  • Setting Rules (SWAE pg. 136-145) – Born a Hero (ignore Rank requirements for Edges at character creation), Gritty Damage (whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately but roll only once per incident regardless of how many Wounds are actually caused. If all wounds from an incident are Soaked ignore the Injury Table), High Adventure (the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements), More Skill Points (heroes start with 15 points for Skills), Wound Cap (heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls).

HOUSE-RULES

  • Range Modifiers: Extreme -6 (see SFC pg. 27)
  • Heroic Recovery: At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal healing test, with a success you recover a Wound (max).
  • Vehicles: Personal weapons that are not rated as Heavy (see Gear) do not apply their AP values against vehicle armor and the vehicle’s Toughness rating is increased by its Size against such weapons (i.e. a standard car that has a size of 3, increases its toughness by 3).
  • Essence: is the equivalent of Stain from the Science Fiction Companion but halved (Essence is equal to ½ the lower of Spirits or Vigor trait die).

CHAPTER 1 – CHARACTER CREATION

Steps to creating a character for Savage World Shadowrun…

  • Pick a Racial Meta-Human Type.
  • Picks an ICONIC Framework from the list below.
  • Assign Attribute Points (5 points) and Skill Points (15 points). Note all Starting skill levels.
  • Pick Hindrances (up to 4 points in either Major or Minor).
  • Starts with 5,000¥ to purchase Gear, Cybernetics, etc. A character whom applies one Minor Hindrance towards wealth at character creation gains an additional 5,000¥ for starting gear, etc. Between mission a character must maintain his lifestyle (rent and food) and lose an additional 1d6 x5% ¥ of the characters total cash on hand miscellaneous events like partying, going out, maintaining contacts, etc.
  • All Shadowrunners also start with a Fake ID rating 2 (d6) for free (see Gear pg. 52)
  • Characters start with three months of their Low Lifestyle rent paid for have 3 basic Individual Contacts of their choosing whom they can go to for information and rumors and Network with (SWAE pg. 133). With the CONNTECT Edge a character gains 3 additional contacts of any one category – Corporations, Criminal Organizations, etc.


RACES Note these are only the most common metahuman variants. There are others and can be taken with GM’s permission (and need to be created with the Racial Creation rules). Races are created with a base of 5 ‘points’ to reflect a bit more of the power of the characters in Shadowrun.