08-29-2019, 10:21 AM | #31 |
Join Date: Dec 2012
|
Re: Let's Make Shadowrun
This is going to end up with 300 to 400 point starting characters, isn't it?
__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
08-29-2019, 10:55 AM | #32 | |
Join Date: Aug 2007
|
Re: Let's Make Shadowrun
Quote:
With ST19, as much DX as you can possibly afford and a pretty good HT too how many pts does that look like to you?
__________________
Fred Brackin |
|
08-29-2019, 11:16 AM | #33 |
Join Date: Dec 2007
|
Re: Let's Make Shadowrun
|
08-29-2019, 01:02 PM | #34 |
Join Date: Dec 2005
|
Re: Let's Make Shadowrun
This part of astral travel only needs to be statted out as an ability if it's something only certain travelers/spirits can do. If enhanced travel speed is just a quality of the astral plane that applies to all spirits on it, then there's no need to spec out an ability for astral travel speeds. There's a lot of this sort of thing in Shadowrun, whether it applies to the Matrix or the Astral Plane, where it's a good idea to determine what's a quality of the space and what are special abilities for travelers.
|
08-29-2019, 01:36 PM | #35 | |
Join Date: Jun 2006
Location: On the road again...
|
Re: Let's Make Shadowrun
Quote:
On a separate note: drone riggers. Allies w/ Minion and a cybernetic mindlink, or some other method?
__________________
"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 |
|
08-29-2019, 01:37 PM | #36 |
Join Date: Jul 2013
|
Re: Let's Make Shadowrun
I've started working on building the spells as powers. Should I post them here or start a separate thread?
__________________
My GURPS Blog: https://omniversalmess.blogspot.com/ |
08-29-2019, 02:24 PM | #37 | |
Join Date: Feb 2016
|
Re: Let's Make Shadowrun
Quote:
|
|
08-29-2019, 03:23 PM | #38 |
Join Date: Feb 2013
|
Re: Let's Make Shadowrun
The term advantage is relative, isn't it? The Awakened world is a TL9^ where everyone has access to cheap, wearable AR and magic is a humdrum workaday affair. I haven't gotten 6th ed. yet, but my feeling is if you don't spend points for a character quality in Shadowrun, you probably don't need to in Gurps. Possibly excepting a few perks for things like lodges and foci.
__________________
Leave this space blank. |
08-29-2019, 03:38 PM | #39 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Let's Make Shadowrun
The thread title works for that. Fewer threads on a subject make it easier for those who come later to find what they want.
__________________
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 |
08-29-2019, 03:39 PM | #40 |
Join Date: Feb 2016
|
Re: Let's Make Shadowrun
Beginning Shadowrun 4e characters are likely going to run at least 400 CP (the last edition I have a comprehensive collection). For example, I could design a beginning Troll Adept character would could deal 16P Fire Elemental damage at Reach 1 without any weapons, meaning that I could damage main battle tanks with my barehands without any extra effort. A comparable build in GURPS is probably going to run around 800 CP.
|
Tags |
shadowrun |
|
|