05-17-2018, 06:49 PM | #1 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Help/Advice with a GURPS Shadowrun Game
With some inspiration from the other “GURPS Shadowrun” thread, I am preparing to run a Shadowrun game using GURPS rules. Players have selected the following characters concepts:
1) Troll Street Samurai, 2) Elf Weapon Specialist, 3) Human Decker/Rigger, 4) Human Spellcaster (Probably a Rat Shaman), and 5) Human Technomancer. Here are the issues I’m running into, which I would appreciate help/advice: A. For the Human Decker/Rigger – A.1) Thoughts opinions on whether I should I have separate “Decks”, with extra equipment dedicated for hacking, or just stay with the wireless interface jacks from Ultra-Tech? A.2) If I use dedicated Decks, should I use some of the 3e GURPS Cyberpunk rules, with speed? A.3) Or just require purchase of a mini computer (with associated hardware costs) and have software (with costs associated with ICE breakers etc.)? A.4) Should I use the basic costs or inflate (geometric or exponential progression) them for speed/power/skill bonuses? My intent for Decking is to have in game time contested rolls (vs system security/other decker/AI), rather than extended Matrix adventures (when the other players sit and twiddle their thumbs). Besides a Deck, the Players wants a van to transport the group and flying gunship drones (armed with machine guns/missiles) as well as Smartgun Goggles, toolkits, etc. A.5) Thoughts on the Drones being Allies, versus just bought equipment? A.6) Thoughts on a starting cash amount (I was thinking 40k, to represent a late TL9 with some TL10 elements)? A.7) Thoughts on a GURPS $ to nuyen conversion? (Pick a piece of equipment common to both GURPS and Shadowrun, and using that ratio as the conversion seems simple, but the SR prices seem to vary a bit, so I’m not sure what equipment/service to use as the baseline.) B. For the Human Spellcaster – B.1) I am still debating what Magic System to use Basic/Advantage/Ritual Path/etc., so would appreciated any thoughts? B.2)Since the players’ concept is a Rat Shaman, if I go with the Basic System, I was thinking about stealing the Shaman template from GURPS DF Summoners. But to allow a Spellcaster to better hang with the other runners, I was thinking of boosting their available Magical Energy. Be Idea I am kicking around is to multiple their Will by their Magery/Power level (0 counting as 0.5) to calculate their energy points. Casting a spell would cost Energy Points and Fatigue at 1 FP per 3 Eps. So if the Shaman has Will 13 and Power 3, they would have 39 points to cast with. But if they only has 10 FPs, they would have to take HP damage to cast with the last 9 EP. Thoughts? B.3) Another issue with the Rat Shaman is their main Ally. Rather than a Giant Rat or single small Rat, the idea of a Swarm of Spirit Rats. Thoughts/Suggestions? B.4) I am not bothering with the question of Cyberware/Bioware reducing Magical Power yet. But I would appreciate any thoughts. C. For the Human Technomancer – Player had the idea for the PC to have a nano/micro machine swarm Allly that he wore, which allowed him to do his magic. It would provide his armor, allow his to do digital possession of computer systems, maybe have a surge attack, etc. C.1) The build screams an Ally Build to me. Write the swarm up as 50 point Ally providing the desired effects. Any thoughts or suggestions? C.2) Thoughts on a cost, or should I make it just points? D. Other Any other thoughts/advice? -Dan |
05-17-2018, 07:45 PM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Help/Advice with a GURPS Shadowrun Game
I recommend Pyramid 3/21 over 3e Cyberpunk.
Its built more along the lines of Action! and is better suited to a decker working alongside other characters rather than hacking as its own minigame. For magic I first have a question/observation. Is cybertech going to cost points or just money? * If points then I suggest a Powers based system like Sorcery or a modified Divine Favor for balance. That also works well with your warriors if they have cinematic advantages. * If cybernetics just cost money then a non powers based method would likely be more fair.
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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 |
05-17-2018, 08:58 PM | #3 | |||||||||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Help/Advice with a GURPS Shadowrun Game
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It does provide more flexibility than rules-legal SR casters exhibit, since the Sorcery system technically allows casters to improvise a wide variety of cheap spells, or somewhat more expensive spells at a higher cost. But you could always tweak that, if you didn't like it. Quote:
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05-18-2018, 05:16 AM | #4 | ||||||
Join Date: Aug 2004
Location: Austin, TX
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Re: Help/Advice with a GURPS Shadowrun Game
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In Shadowrun, the basic shaman is somewhat more appropriate, but it still struggles to contribute if the team isn't facing non-corporeal spirits. It's not a very good match for Shadowrun style shamans - who are generalist magic users who summon a different set of semi-corporeal spirits than other mages. Quote:
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If you really want to force the metal/magic divide, I again recommend letting people purchase an unlimited (within their point budget) amount of magic OR cyberware, but only a total of 50 (or 100, or whatever) CP if they want to have both. So a street samurai can be as metal as he want, and a pure mage as magic as he can afford, but a technomage is buying metal and magic from the same limited pool. Quote:
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* shaman, who could use astral sight to see through any disguise, astral movement to scout ahead with less risk to himself, summon spirit allies to provide heavy hitting combat power, summon spirits to provide a wide variety of useful non-combat effects, and could cast some spells too * hermetic mage, who could do most of the same things as the shaman, but with a slightly different set of trade-offs in how he summoned his spirits * rigger, who could control an army of drones from the safety of his heavily armored van * street samurai, who was strong and fast and a good shot, but not as powerful as a spirit and couldn't bring as many guns along as the army of drones * Sam Spade, an unaugmented human who had a gun and knew some guys doesn't work really well. The mages are clearly too powerful, the rigger tends to overshadow the street samurai, and the unaugmented human is left in the dust. There's space for unaugmented humans in a magic + cyberpunk game, but either the mages and augmented humans have to be very restricted in scope, or the unaugmented human needs to be Batman: smart, extremely capable, and blessed with narrative serendipity. One of the great things about GURPS is that if you use CP correctly, it should be more obvious when things are out of whack. But I think it helps if you have a good and honest view of character roles and concepts to start.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com Last edited by mlangsdorf; 05-18-2018 at 08:59 AM. |
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05-18-2018, 07:44 AM | #5 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help/Advice with a GURPS Shadowrun Game
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I was going to charge both, points and money for 'ware. Powers seems to be the way to go for Spell casters. Last edited by DAT; 05-18-2018 at 07:52 AM. |
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05-18-2018, 08:06 AM | #6 | |||||||||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help/Advice with a GURPS Shadowrun Game
First, thank you fo the detailed reply.
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05-18-2018, 08:37 AM | #7 | ||||||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help/Advice with a GURPS Shadowrun Game
Thank you for the detailed response.
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05-18-2018, 09:06 AM | #8 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Help/Advice with a GURPS Shadowrun Game
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Maybe you'd do it differently, but before I started worrying too much about how to implement a swarm of spirit rats, I'd check with the player to find out what mechanical effect he expected to have with a swarm of spirit rats.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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05-18-2018, 09:21 AM | #9 | |
Join Date: Feb 2005
Location: Psionic Ward
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Re: Help/Advice with a GURPS Shadowrun Game
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Is there a RAW limitation/rule for making "linked" gadgets that are stolen/damaged/etc as a unit? |
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05-18-2018, 05:27 PM | #10 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Help/Advice with a GURPS Shadowrun Game
Hmm. Personally, I wouldn't use different TL equipment. That's rather too much of a jump, I think. Instead, just use the existing computer quality modifiers. A "starter" cyberdeck, for example, one that used old tech and outdated software, probably counts as Slow, while a high-end deck would be Fast, and an absolutely bleeding-edge one would be Genius. Combine that with software that counts as Good-, Fine-, or Best-quality gear for various hacking tasks, and you'll have plenty of variation within the hacking tools, I'd say.
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