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d20 Future Shadowrun???
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<blockquote data-quote="Azgulor" data-source="post: 2641748" data-attributes="member: 14291"><p>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.</p><p></p><p>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.)</p><p></p><p>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!).</p><p></p><p>Azgulor</p></blockquote><p></p>
[QUOTE="Azgulor, post: 2641748, member: 14291"] 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 [/QUOTE]
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