torsdag den 13. oktober 2016

Savage Shadowrun: The release with more equipment

Hello folks

I have made a new version of the Savage Shadowrun rulebook. The main attraction is a bunch of new equipment i have cooked up, including
  • Fake Licenses
  • Security and Survival gear
  • Sensors, cameras and other such things
  • Comms and Jammers
Likewise, the Gear packages have been changed slightly to accommodate the new equipment. I have also written down rules for how to handle Maglocks in a sensible way.

The new rules are up now in the archive to the right.

5 kommentarer:

  1. Awesome conversion! Will try it on our "nerdday" at school (I am a highschool teacher).
    I only missed an adept archetype (gunslinger, maybe?).
    I hope you keep releasing this stuff!
    Cheers from Brazil!

  2. Hello Cassio

    To make a Gunslinger Adept easily, i would start with the Mercenary archetype and make the following changes

    1) Decrease Vigor by one step, to D6. This means that toughness goes down by one
    2) Replace Driving D6 with Equilibrium D6
    3) Replace the Edges with Arcane Background (Adept), Ambidextrous, and Two-Fisted
    4) Use the "Gunslinger Adept" gear package, instead of the "Mercenary" one.

    This assumes that the character is human. If they're not, remove the "Ambidextrous" edge.

  3. Hey, Christoffer!
    First of all, props on this conversion! Been a long time fan of Shadowrun as a setting, just couldn't get into the too rules-heavy sytstem.

    If I were to play, say, 2nd or 3rd edition with these rules, what Shadowrun books would I need?

    THanks a bunch,

    1. Hello Cadru

      I would invest in the core rulebook for the edition of choice, because there is a lot of information about the universe and how the world of Shadowrun functions, in addition to the rules.

      For 3rd edition, i would grab one of the "Shadows of *region* " books, such as "Shadows of North America". it gives you a good overview of what's happening in that area of the world. Sourcebooks about places in general are very well written, and 99% system agnostic.

      "Corporate Shadowfiles" is good if you want to run a corporation-heavy game. "Corporate Security Handbook" is good for that too, since it covers everything related to how corporations handle their security, which your players will want to break at some point. You'll have to do some rule finacking yourself for some of the security measures, but much of it is also "who's doing what and where?"

      "Threats" is the place to go if you want to introduce Deus Ex style conspiracies into your game, where the players find themselves down a rabbit hole so deep they'll run out of "Your Mom" jokes by session 3. This one is also completely system agnostic.