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. |
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 |
Re: GURPS Shadowrun
Granted, we don't have a decker in the party either XD
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Re: GURPS Shadowrun
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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. |
Re: GURPS Shadowrun
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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
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Re: GURPS Shadowrun
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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. |
Re: GURPS Shadowrun
Hmmmm, interesting actually
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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.
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Re: GURPS Shadowrun
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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. |
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