Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   GURPS Shadowrun (https://forums.sjgames.com/showthread.php?t=73445)

Godogma 09-28-2010 12:56 AM

Re: GURPS Shadowrun
 
I think we were actually planning on using the DF templates for the effects of goblinization with some tweaking obviously. I hadn't really thought about magic yet, GURPS magic generally gives me fits. We generally wing stuff if it comes up and we haven't thought of how to work it.

No idea on the Astral stuff, although I think I remember a section that deals with that somewhat in one of the GURPS books I've flipped through recently.

Kalzazz 09-28-2010 01:02 AM

Re: GURPS Shadowrun
 
Im not sure how were doing it, but we are definitely not using the pyramid article straight up . . . . that is much, much to complex

One idea Id had was having deckers have their Avatars bought as player designed allies they control when in the net (cunningly called 'decking skillsets' instead of allies), and cyberdecks are well, gear the avatar can use

Godogma 09-28-2010 01:03 AM

Re: GURPS Shadowrun
 
Granted, we don't have a decker in the party either XD

Crakkerjakk 09-28-2010 01:05 AM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Godogma (Post 1054626)
I think we were actually planning on using the DF templates for the effects of goblinization with some tweaking obviously. I hadn't really thought about magic yet, GURPS magic generally gives me fits. We generally wing stuff if it comes up and we haven't thought of how to work it.

No idea on the Astral stuff, although I think I remember a section that deals with that somewhat in one of the GURPS books I've flipped through recently.

Well, here's my races if you want to see how I did it. I also stole liberally from DF.

Dwarf [30]
Attribute Modifiers: HT+1 [10].
Secondary Characteristic Modifiers: FP+3 [9]; Basic Move-1 [-5].
Advantages: Alcohol Tolerance [1]; Infravision [10]; Lifting ST 2 [6]; Resistant to Poison (+3) [5]; Single-Minded [5].
Disadvantages: Social Stigma(Metahuman) [-5]; Stubbornness [-5].
Quirk: Inconvenient Size [-1].

Elf [32]
Attribute Modifiers: DX+1 [20].
Advantages: Appearance (Handsome or Beautiful) [12]; Night Vision 5 [5].
Disadvantages: Social Stigma (Metahuman) [-5].

Ork [18]
Attribute Modifiers: ST+2 [20]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: HP+3 [6]; Will+1 [5]; Per+1 [5].
Advantages: Night Vision 5 [5]; Teeth (Sharp Teeth) [1].
Disadvantages: Appearance (Unattractive) [-4]; Social Stigma (Minority) [-10].

Troll [31]
Attribute Modifiers: ST+6 (Size, -10%) [54]; DX-1 [-20]; IQ-2 [-40]; HT+3 [30].
Secondary Characteristic Modifiers: SM +1; Basic Speed-0.50 [-10]; HP+4 [8]; Will+2 [10].
Advantages: Damage Resistance 2 (Tough Skin, -40%) [6]; Infravision [10]; Teeth (Fangs) [2].
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Minority) [-10].
Quirks: Inconvenient Size [-1].
Notes: Some Trolls also have horns. Treat this as Striker(Horns, limited arc, straight ahead, -40%) cr (ram's horns), pi+ (devil's horns), or imp (bull's horns) [3/4/5]

There's two custom traits in there:

Social Stigma(Metahuman): A half-strength version of Social Stigma (Minority). You get -1 to reaction rolls made by anyone except your own kind, but +1 to reaction rolls by your own kind in any area, profession, or situation where your kind are especially rare. [-5]

Inconvenient Size: You are a different size than most people in the setting. If the functionality of a piece of equipment could reasonably be impaired by this, you have a -1 to use that equipment. You may avoid this by paying 10% more for gear you purchase for yourself, custom designed for your size.

I decided to go with 250 points with -50 points of disads and -5 points of quirks as my benchmark of starting runners. I require players to spend 150 points on non-magic/cyber/supernatural abilities, so that they're at least competent to go on runs.

If you're running a lower point game, you may want to cut traits from the templates to make them more affordable.

Crakkerjakk 09-28-2010 01:07 AM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Godogma (Post 1054628)
Granted, we don't have a decker in the party either XD

Every game of SR (except one) I played in we never had a decker, because it was too complicated. I really want to fix that in my conversion. Another reason why I wanted to make it work a lot like magic. If you know how to play a mage, you can handle playing a decker. That was the idea, anyways.

Kalzazz 09-28-2010 01:08 AM

Re: GURPS Shadowrun
 
I think Godogma wants to make me eat a copy of 4e Magic at the moment, so I dont see us having a Decker built as a mage

Crakkerjakk 09-28-2010 01:16 AM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Kalzazz (Post 1054631)
I think Godogma wants to make me eat a copy of 4e Magic at the moment, so I dont see us having a Decker built as a mage

Well, you don't use the spells from magic. You just use the idea of Ritual Magic (B242) All programs default to a set number of computer skills. Trace to Research-2, or something. You can use the program without actually having it on your deck at -10, but otherwise having the program on your deck just gives you equipment modifiers (B345). Most programs work like maledictions, and are resisted by the system's Firewall (which is a fancy name for computer-Will).

Basically, the structure and resolution mechanic is similar to magic, and individual programs are written up like spells, but it's not like you're casting Fireball at the IC.

The key thing was if you successfully get the program off, it just works. No having to dig through layers of ice or trace through multiple nodes. You use your Trace program and your opponent fails his Firewall resistance roll, you know where he is, to an accuracy determined by your MoS.

Kalzazz 09-28-2010 01:34 AM

Re: GURPS Shadowrun
 
Hmmmm, interesting actually

Godogma 09-28-2010 02:28 AM

Re: GURPS Shadowrun
 
I have no problem with simplified decking, and that sounds like it just might work... After I figure out just how precisely ritual magic works.

Fred Brackin 09-28-2010 08:23 AM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Godogma (Post 1054650)
I have no problem with simplified decking, and that sounds like it just might work... After I figure out just how precisely ritual magic works.

<shrug> You have one or more skills governing all magic. To produce any magical effect you roll against the appropriate skill minus whatever penalty covers the situation. This penalty is normally the number found in the "Prerequisite count" column.

In regular Magic each spell is a separate skill. Pay the required FP and roll against that spell/skill. Ritual Magic just doesn't make each spell a separate skill. Usually each College is a skill. You'll need higher levels of skill in those skills because you roll at substantial penalties for all but the simplest spells.

That's pretty much it. That's why it doesn't take more than a 3 paragraph textbox in Basic. I personally think it causes at least as many problems as it solves but that's not because it is mysteriously complex.


All times are GMT -6. The time now is 05:26 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.