d20 Future Shadowrun???

utb1528 said:
Thanks for the friendly replies. I expected a lot of Sh4d0wrnn rul3z d20 sux.
Oh sorry... YOUS HAVE DA DOUBLE PLUS UNFUN!!! D20 SUXXORS 4 SHADORWUN STOOPID!!! PLAY A REEAL GAM!!!

Any idea how I could add in a nation of Dwarves? What do you think about the Dwarves turning a portion of Africa into an up and coming power through technology and mining?
I'd see dwarves most likely carving a nation out of the Urals or Caucus mountain ranges... This might just be my ingrained "Dwarves live in mountains" point of view but I'd have a tough time seeing a sucessful nation coming out of North Africa. Throw a few Orichalcum deposits into their little mountain range and they'd be set.
 

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utb1528 said:
Any idea how I could add in a nation of Dwarves? What do you think about the Dwarves turning a portion of Africa into an up and coming power through technology and mining?

Well, you could try the Germany sourcebook.
Per canon there's a nation of dwarves living in the Black Forest.

There are also sections of the Seattle Underground that are controlled by dwarves.

Dwarves also have decent representation in Tir Tairngire IIRC.

No need to create another.
 

utb1528 said:
I want to run a Shadowrun campaign using d20 rules (please no flames about rule sets :) ). I am running into a few problems though:

How can I give my campaign a "Tom Clancy" more realistic flavor?

How do I represent Astral perception and Astral Travel?

How about Adepts?

I plan to set the campaign in 2050 (PL 7?) and use a piece of your soul cyber rules.

Thanks

PS This is a great site!

Well, it's been awhile since I played Shadowrun, but for modern & near-future d20 mechanics I'd say Spycraft 2.0 blows away the competition.

Magic & cybernetics are being discussed pretty actively on Alderacs forums. The gear system would provide a good means for developing the latest cutting-edge tech. Borrow liberally from d20 Modern supplements if absolutely necessary. Also, one of the Spycraft developers recently posted a "Magic with Spycraft" post over on RPGNet. (He may have done so here as well. I haven't noticed it yet, though.)

Oh, yeah, and it's also got the coolest set of rules for Hacking (for the Deckers - still called that?), Chases (for the Riggers), and Interrogations (for when the 'runners get caught by the corps!).

Azgulor
 
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Tinner said:
Well, you could try the Germany sourcebook.
Per canon there's a nation of dwarves living in the Black Forest.

There are also sections of the Seattle Underground that are controlled by dwarves.

Dwarves also have decent representation in Tir Tairngire IIRC.

No need to create another.


Thanks Tinner :)

I missed those source books but I can get them.





And now for something completely different: What do do guys think about adding Moroues (spelling?) ?
 



Guys what about magic users that want Initate levels?

I want to make astral sight and projection dangerous and scary. Perhaps astral is filled with ghosts and minor monsters. I am thinking about using Cthulu madness rules. What do you guys think?

How can I make the Police a really threat? I want the characters to think long and hard before carrying any firearm larger than a pistol or sawed off shotgun.


Thanks again
 

Whenever you do a big rules conversion you need to think about what is core for you and what isn’t. You’re going to lose some things in translation.
Example: Physical adepts: You aren’t really going to get the same rules mechanics as Shadowrun so you need to sit back and think about what it is that you think a Phys Ad stands for…

If you’re looking for choosing a limited amount of powers from a big list then you could do worse than letting them buy cyberware (with a limit of the total purchase levels of the ware can’t be more than x per level). Since you’re ignoring location rules a phys ad can have things that a normal character couldn’t (like five different sets of stuff that would be “head” locations).
If you want them to be generalized kinds of ass kickers you could just take the helix warrior and make it “magic”.

I wouldn’t loose a lot of sleep over the astral plane personally. Its sometimes interesting but net net it’s a gaming headache. I would make a few spells that lots of people use and just handwave “detect magic” as “looking into the astral plane” etc.

YMMV of course.
 

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