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Shadowrun d20???
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<blockquote data-quote="Seraphimpunk" data-source="post: 1692500" data-attributes="member: 22586"><p><strong>homebrew shadowrun d20</strong></p><p></p><p>Well, for magic, i was tossing around these ideas.</p><ul> <li data-xf-list-type="ul">Drain: will save for half damage ( DC 10 + spell level + circumstance modfiers from drain formula). Successful save = half damage. Any points over reduce the damage more. ex will save dc 15 vs 12 points of damage, character gets an 18 total. half damage from 12 = 6. 18-15 =3. reducing the total subdual damage of the spell to 3. </li> <li data-xf-list-type="ul">Force: have spells that have a variable 1-6 level. not hard, d20 modern caps spells at 5th level, and has cantrips. you learn a spell at X level and can cast it at any level less than the one you learned it at. </li> <li data-xf-list-type="ul">Drain Formulas: Most spells have a formula that converts right from SR3. ex Armor has +2(M) in SR3, tha would mean DC 12 + spell level to resist drain. Moderate would be like 2d6.</li> <li data-xf-list-type="ul">No separate Magic Attribute: 3 base classes for magically active characters. Adept, Shaman and Hermetic. Your level in the class indicates you magical power. its a 6 level advanced class which can be taken at 1st level. The prerequisite is just an Awakened/Magically Active feat. If you try and cast a 4th level spell as a 3rd level Shaman, you'll suffer +1d6 to drain and it'll be hit point damage instead of nonlethal damage. </li> </ul><p></p><p>And for cyberware:</p><ul> <li data-xf-list-type="ul">Feats: windfall feat gives +4 bonus to wealth, i suggest a cybered feat which gives a +6 bonus just on rolls to buy cybernetics. </li> <li data-xf-list-type="ul">Cost: Shadowrun cyber has costs listed, and d20 modern has item puchars cost conversion table thingie on pg 204. Just figure the cost and convert. </li> <li data-xf-list-type="ul">Saves: Fortitude saves when getting cyberware. Fail your save and your dark essence / negative essence / bad karma starts to accrue point by point. Each point of the negative essence gives the character a negative caster level. And the negative essance goes from 0-6. Characters with cyber can take a feat to reduce their negative essence, but the prerequisite is having a piece of cyber removed, or replaced with alphaware/betaware or deltaware. </li> <li data-xf-list-type="ul">Effect: most effects can be figured by +1 or +2's. like bone lacing giving a bonus to natural armor and letting characters do lethal damage with unarmed attacks ( stil would need a feat to not provoke an AoOp). Dermal plating +1 natural armor / rating. wired reflexes a bonus of +2 to dex/ rating, boosted just gives a bonus to initiative, etc. </li> </ul><p></p><p>Matrix:</p><p>Don't convert it. use a Background feat from the Adventure or Aberrant stuff, and give characters Contacts that are deckers or hire deckers. people are right, its too tough to game with deckers. It splits the party up and makes you run 2 games at once. Even with a Ghost in the Shell where the decker goes into the enemy system at the same time as the group, its tough because of the distorted time of the Matrix. </p><p></p><p>Races: </p><p>I wouldn't just use the D&D races, the skill modifiers for them aren't congruous with shadowrun, and there's no precident for skill bonuses to SR races. I'd definitely give humans a bonus feat and skill points, and not metahumans. </p><p>Dwarves & Orks i'd make +1 ECL, Elves and Trolls +2 ECL. </p><p>I'd also have it so starting level is 6th level, so you have characters that actually can go on tough runs, can play cybered runners well with cool equip, or a full mage, or any combination thereof. </p><p>Troll mages would start the game with a max of 4 levels in a magic class, but thats fine, its still got room for improvement, they also start off with fewer skill points and a lower wealth bonus. Which i think fits in pretty well with shadowrun's Priority system.</p></blockquote><p></p>
[QUOTE="Seraphimpunk, post: 1692500, member: 22586"] [b]homebrew shadowrun d20[/b] Well, for magic, i was tossing around these ideas. [list] [*]Drain: will save for half damage ( DC 10 + spell level + circumstance modfiers from drain formula). Successful save = half damage. Any points over reduce the damage more. ex will save dc 15 vs 12 points of damage, character gets an 18 total. half damage from 12 = 6. 18-15 =3. reducing the total subdual damage of the spell to 3. [*]Force: have spells that have a variable 1-6 level. not hard, d20 modern caps spells at 5th level, and has cantrips. you learn a spell at X level and can cast it at any level less than the one you learned it at. [*]Drain Formulas: Most spells have a formula that converts right from SR3. ex Armor has +2(M) in SR3, tha would mean DC 12 + spell level to resist drain. Moderate would be like 2d6. [*]No separate Magic Attribute: 3 base classes for magically active characters. Adept, Shaman and Hermetic. Your level in the class indicates you magical power. its a 6 level advanced class which can be taken at 1st level. The prerequisite is just an Awakened/Magically Active feat. If you try and cast a 4th level spell as a 3rd level Shaman, you'll suffer +1d6 to drain and it'll be hit point damage instead of nonlethal damage. [/list] And for cyberware: [list] [*]Feats: windfall feat gives +4 bonus to wealth, i suggest a cybered feat which gives a +6 bonus just on rolls to buy cybernetics. [*]Cost: Shadowrun cyber has costs listed, and d20 modern has item puchars cost conversion table thingie on pg 204. Just figure the cost and convert. [*]Saves: Fortitude saves when getting cyberware. Fail your save and your dark essence / negative essence / bad karma starts to accrue point by point. Each point of the negative essence gives the character a negative caster level. And the negative essance goes from 0-6. Characters with cyber can take a feat to reduce their negative essence, but the prerequisite is having a piece of cyber removed, or replaced with alphaware/betaware or deltaware. [*]Effect: most effects can be figured by +1 or +2's. like bone lacing giving a bonus to natural armor and letting characters do lethal damage with unarmed attacks ( stil would need a feat to not provoke an AoOp). Dermal plating +1 natural armor / rating. wired reflexes a bonus of +2 to dex/ rating, boosted just gives a bonus to initiative, etc. [/list] Matrix: Don't convert it. use a Background feat from the Adventure or Aberrant stuff, and give characters Contacts that are deckers or hire deckers. people are right, its too tough to game with deckers. It splits the party up and makes you run 2 games at once. Even with a Ghost in the Shell where the decker goes into the enemy system at the same time as the group, its tough because of the distorted time of the Matrix. Races: I wouldn't just use the D&D races, the skill modifiers for them aren't congruous with shadowrun, and there's no precident for skill bonuses to SR races. I'd definitely give humans a bonus feat and skill points, and not metahumans. Dwarves & Orks i'd make +1 ECL, Elves and Trolls +2 ECL. I'd also have it so starting level is 6th level, so you have characters that actually can go on tough runs, can play cybered runners well with cool equip, or a full mage, or any combination thereof. Troll mages would start the game with a max of 4 levels in a magic class, but thats fine, its still got room for improvement, they also start off with fewer skill points and a lower wealth bonus. Which i think fits in pretty well with shadowrun's Priority system. [/QUOTE]
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