08-27-2019, 12:42 PM | #11 |
Join Date: Dec 2006
Location: Meifumado
|
Re: Let's Make Shadowrun
Psionic Powers has a good treatment of various Astral Powers, but I don't know how much it lines up with Shadowrun's version of the astral plane.
__________________
Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
08-27-2019, 12:54 PM | #12 |
Join Date: Jul 2013
|
Re: Let's Make Shadowrun
A good place to read up on the setting is the Shadowrun Wiki. https://shadowrun.fandom.com/wiki/Main_Page
__________________
My GURPS Blog: https://omniversalmess.blogspot.com/ |
08-27-2019, 03:32 PM | #13 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Let's Make Shadowrun
Quote:
Insubstantiaility is probably the most common build, Basic uses this for Spirit and Astral Entity metatraits plus its in Powers and other books. Jumper (Spirit) is another version but works best if the spirit world is another plane with no interaction to the physical plane. Clairsentience with the Projection modifier is another option. GURPS Powers: Totem and Nature Spirits uses Insubstantiailty and has 2 examples, under Dove and Fox respectively. The Fox one can be tweaked for cyberspace as a net shaman by adding the Digital modifier. Its not the full shaman as powers book I hoped to write (maybe someday) but it gives the kernel and enough clues to do so if your familiar with Powers. If you want elementals I'd pick up DF9: Summoners for a lot of elemental templates. Totems does not include elementals but tells you how to adapt other things, including those elementals to it.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
08-27-2019, 03:51 PM | #14 |
Join Date: Jan 2015
|
Re: Let's Make Shadowrun
I don't know how magic is used in Shadowrun, but using Powers with Ultra Tech will favor tricky abilities (eg affliction w/ malediction) over more straightforward ones (eg innate attack, damage resistance). For the cost of an affliction giving extra attack (~35) you could only get about DR 7 (for yourself, or DR 5 as affliction), which is almost pointless when guns are dealing 5d+ damage, with potential for multiple hits and armor divisor.
|
08-27-2019, 04:24 PM | #15 |
Join Date: Jun 2006
Location: On the road again...
|
Re: Let's Make Shadowrun
As far as magic goes, SR3 had a the Conjuration skill for summoning and controlling elementals and spirits, and a Sorcery skill for generic spellcasting with a handful of spells; the spells themselves were a small selection. The spells I remember offhand were Powerbolt, Manabolt, and Healing, though I'm sure there were a few others.
In GURPS terms, I'd consider using either Sorcery or Ritual Path Magic for SR-style magic. Either one would suffice for both the summoning and casting elements, as well as the astral projection. Do yourself a favor: do not use both at once. And I agree that shamans should probably flavor their magic with the stuff from Totems and Nature Spirits in relation to their selected totem. UT's monowire options fit SR nicely, IMO. The biggest concern IMO is the lack of a wider selection of UT slugthrowers at TL9 (the overall TL for SR, IME).
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
08-27-2019, 05:13 PM | #16 | |
Join Date: Jul 2013
|
Re: Let's Make Shadowrun
From the wiki, a brief description of the astral.
Quote:
__________________
My GURPS Blog: https://omniversalmess.blogspot.com/ |
|
08-27-2019, 06:16 PM | #17 |
Join Date: Jul 2007
Location: One Mile Up
|
Re: Let's Make Shadowrun
It is fair to say that Denver GURPS has visited this discussion. I've run several one-shot games using my conversion, which could probably be best described as a bucket of insane action candy..
|
08-27-2019, 07:19 PM | #18 |
Join Date: Sep 2004
Location: Orem, Utah, USA
|
Re: Let's Make Shadowrun
Totems and Nature Spirits has some good materiel for shamans in Shadowrun. Any manifestation should include whatever form of magic you're using be it Magery or Sorcery. You also might want to include a pact limitation with the required disadvantages geared toward the personality of the totem.
|
08-27-2019, 07:23 PM | #19 | |
Join Date: Feb 2016
|
Re: Let's Make Shadowrun
Quote:
|
|
08-27-2019, 07:27 PM | #20 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: Let's Make Shadowrun
They also can't pass through living things meaning no penetrating ivy terraces or gas station bathroom walls. Ha.
At least that was the edition I played back in the day. I don't know if later books changed that rule.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
Tags |
shadowrun |
|
|