Re: GURPS Shadowrun
Decided to resurrect this thread, as I've recently gone back into Shadowrun as a setting, and naturally as a GURPS fanboy, conversion to GURPS rules is a common thought about every RPG I see.
I'm on the fence about the Hacking/Netrunning rules, but I do like the Pyramid 3.21 Hacking rules, so I'd recommend using those.
Interestingly, I'd say GURPS' Spell Magic system is perfect for representing Shadowrunner Mages, although I'd ban most of the College of Technology spells, as Tech and Magic don't exactly link up.
Conjuration, the art of calling, binding and banishing Spirits, can be represented through Ritual Magic, limited to the Spirit college.
Essence Loss related to Cyberware is a more complicated matter, although piling up disadvantages would represent the loss of Humanity, while Magery-capable characters would habe "Taboo Trait: cannot get Cybered".
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