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MisterVimes
Jul 21st, '03, 09:06 AM
Obviously with FH on our heels, someone (besides me) has thought of this. But I'm looking for imput. One of the things I always liked about SR was the essence system.

For those that aren't familar, a character starts with 6 essence points. A mage/shaman has a Magic stat equal to their essence. (Ex. if you have a 6 in magic you can cast up to force 6 spells... force being an indicator of power level Healing-1, healing-2 etc.).

Conversely, radical invasive surgery (specfically the addition of cyber and bioware enhacements) reduce the amount of essence (and as a result magic). This keeps a Mage from having a crap-ton of bio/cyberware.

How would one handle this in HERO? My first thought was an Active point limit.

Example: A character can have (arbitrarily determined) 60 active points in a combination of Magic and/or Cyberware. Therefore, 60 points in Magic or 20 points of Cyberware plus 40 points of magic.

Of course, this all depends on the recommended method of dealing with spells in FH.

Thoughts?

johnflang
Jul 21st, '03, 09:13 AM
I have not figured out how to do or if I will do a magic attribute. I have decided that for every 10 active points of cyberware/bioware there is a permanent -1 to the skill roll for magic. I have also decided that instead of reducing drain (Shadowrun) I will use side effect on failed skill rolls.

MisterVimes
Jul 21st, '03, 09:15 AM
Originally posted by johnflang
I have not figured out how to do or if I will do a magic attribute. I have decided that for every 10 active points of cyberware/bioware there is a permanent -1 to the skill roll for magic. I have also decided that instead of reducing drain (Shadowrun) I will use side effect on failed skill rolls.

I figured side effect was the best way to handle Spell Drain. And the Skill roll penalty has merit (and is less artificial than my arbitrary point limit)

AnotherSkip
Jul 21st, '03, 08:05 PM
well i kinda like a limit on the SR Cyberware making it cheaper, probably something on the order of -1/2 all the time (doubled) for a -1.
I would likely split it up into Cyberpsycosis: 5 point Psy Lim disad (cumulative with all other Cyberware) and -2 to Magic Skill rolls(not offsetable by PSL's!), both are permament(for the "equivalent" of +1 cost multiplier) unless bought off with points after the Cyberware is removed. but that is a bit closer to the spirit of the game

Lord Liaden
Jul 21st, '03, 08:39 PM
Having no experience with Shadowrun, I should perhaps just keep out of this discussion; but FWIW, I gathered all the past threads on this subject from the discussion boards that I could find. You might glean something useful from them:

http://www.herogames.com/forums/showthread.php?s=&threadid=5861&highlight=shadowrun

http://www.herogames.com/oldForum/OtherGenres/000129.html

http://www.herogames.com/oldForum/OtherGenres/000201.html

http://www.herogames.com/oldForum/OtherGenres/000229.html

One of those threads also included a link to a short conversion of some basic Shadowrun stats, skills and concepts to HERO:

http://www.patric.net/morpheus/houserul/hero/sr2hero.html

BTW MisterVimes, nice avatar. I wondered if someone would take advantage of Destroyer's colored illo from the "Showdown" boards. You cropped just the right portion to give it an interesting perspective. I considered taking on the visage of the CU's preeminent menace myself, but in the end I lacked your... well, let's call it "elevated self-image." ;)

(That's a joke, Ah say, that's a joke, son!)

Damon_Dusk
Jul 21st, '03, 10:16 PM
I had been fervently building a workable conversion of Shadowrun for quite some time, but kind of ran out of steam as my group fell apart. But I do have finished documents detailing:

-Cyberware (12 pages)
-Bioware (4 pages)
-Weapons (9 pages)
-Magic (10 pages) Includes rules for Adepts, Aspected Magicians, Full Magicians, Conjuring

I'm nearing completion on The Matrix (8 pages so far)

I noticed a question on how to do Cyberware so I've included an excerpt from my doc here:

edit: I wanted to preface this by saying that I wanted to include all the "realistic" aspects of cyberware as presented in Shadowrun and it is the reason for the list of Limitations to Cyberware.

CYBERWARE

Cyberware is the term used for pieces of high technology grafted or implanted within the body of a human being, many of which are computers that use the body’s own nervous system as a circuit board, and the brain is the central processor. Cyberware has its drawbacks, though, as those who are heavily “chromed” tend to disassociate themselves from humanity, which makes them distant and cold at times. Magical characters suffer heavily as it lowers their abilities with magic.

Some pieces of cyberware are built with the Limitation: Does not work in a magnetic field (-.25). These are pieces that rely solely on computer chips to operate and as a result cannot function within a strong magnetic field. All other pieces of cyberware are built with the Limitation: Cyberware (-2). This reflects the fact cyberware has to be implanted (-.25), can be detected when not in use (-.25), can be removed (-.25), can be damaged (-.25), reduces the characters social and magic skills and ability (-1).

-Characters start with an Essence score of 50. Each piece of cyberware implanted reduces this score by its Essence Cost.
-Characters may have no more than 50 points of Essence lost with the exception of Cybermancy. Losing over 50 points is death.
-For every 10 points of Essence lost, the character suffers –1 penalty to all Interaction and Magical Skills.
-For every point of Essence paid for cyberware, the character loses 1.5 points from his Magic Attribute, which in turn reduces the power of magic that the character may cast.

Now an insight into the inner workings:

Characters are based on 150 points in Heroic Level with an "invisible" pool of 50 points that is their Essence Stat. Essence is then paid for implanting Cyberware. As long as Essence remains at 50, the character (if he has paid the cost to become one) can be a magician (type determined by cost). If the character does not implant Cyberware or pay to become a magician, then that 50 points goes unused but can always be tapped by either. And Essence is directly related to magic power, so reducing the Essence of the character also directly reduces the Magic Stat of the character.

A note on Spell Drain - I didn't go with this method as I thought the END costs would be enough considering an END Reserve is not an option. I did have one aspect of Drain and that is while casting spells in Astral Space. Just something that needs to be done to prevent abuse.

In any case, I'll be here if any of you want to check it out. I have hard copies of an old system for vehicles and equipment that I need to retype and retool, but if there's sufficient interest (and help), I'd be willing to do that.

Delthrien
Jul 22nd, '03, 04:41 AM
If you could zip them up and post them, I'd very much like to see 'em. I keep stumbling on the way that spirits are handled for conjuring. The bestiary added the "services" limitation which helped a lot, but Spirits are often better described as SFX for enhanced movement or even just an EB. I'd like to see someone else's take on them...

Charlie

Damon_Dusk
Jul 22nd, '03, 05:34 AM
Ok, I'm putting it up here in zip format with 5 pdf files in it. I've included the Matrix doc though it is nowhere near finished, it's edited very poorly, and really has no flavor text at all. For that one, you need to already know the Shadowrun Matrix system for it to probably make any sense. If you have any questions about anything, let me know here or in email. Enjoy!

Well, dang...Just looked at the Maximum Size for Attachments and NONE of them will fit. I can certainly email them to whoever wants them. The zip is 829K. Let me know and I'll send them off right away.

MisterVimes
Jul 22nd, '03, 07:18 AM
Originally posted by Damon_Dusk
Ok, I'm putting it up here in zip format with 5 pdf files in it. I've included the Matrix doc though it is nowhere near finished, it's edited very poorly, and really has no flavor text at all. For that one, you need to already know the Shadowrun Matrix system for it to probably make any sense. If you have any questions about anything, let me know here or in email. Enjoy!

Well, dang...Just looked at the Maximum Size for Attachments and NONE of them will fit. I can certainly email them to whoever wants them. The zip is 829K. Let me know and I'll send them off right away.

E-mail them to me at codesmith@silentempire.com and I'll FTP them to my website so you can share them out.

MisterVimes
Jul 22nd, '03, 07:21 AM
Originally posted by Lord Liaden
Having no experience with Shadowrun, I should perhaps just keep out of this discussion; but FWIW, I gathered all the past threads on this subject from the discussion boards that I could find. You might glean something useful from them:

BTW MisterVimes, nice avatar. I wondered if someone would take advantage of Destroyer's colored illo from the "Showdown" boards. You cropped just the right portion to give it an interesting perspective. I considered taking on the visage of the CU's preeminent menace myself, but in the end I lacked your... well, let's call it "elevated self-image." ;)

(That's a joke, Ah say, that's a joke, son!)

Thanks for the links.

I was originally going to use this avatar

<center><img src="http://userpic.livejournal.com/6022025/182031"></center>

But opted to trim it rather than reduce it to 50x50. The angle of the shot maintains the arrogance of the pose.

And my self-image is PLENTY elevated... I'm an elevator... yup

Damon_Dusk
Jul 22nd, '03, 07:30 AM
Done! And I can answer any questions about them here or at my email: damondusk@cox.net, though I'd prefer it here to keep the thread alive and interesting. :cool:

MisterVimes
Jul 22nd, '03, 07:36 AM
For those interested, the Shadowrun file can be found here:
http://silentempire.com/Hero/

johnflang
Jul 22nd, '03, 07:53 AM
Thanks for the info, once I have a had a chance to read it I will post questions.

Damon_Dusk
Jul 22nd, '03, 11:30 PM
Well, I've finished touching up the Matrix section and I was going to move on to the Equipment section. But I have a quick question for everyone. In Shadowrun, Armor ratings are separated into Ballistic and Impact sections. I've done that in my original equipment doc, but I was wonder how everyone felt about it. Should I do that again to be true to the nature of the source, or is it needlessly complicated?

It really doesn't affect the Active Point value of the item as I put the Limitations of rPD: Only vs. Ballistic Weapons and Only vs. Impact Weapons as a -1 Limitation. It's more of a semantics thing and whether people feel that hand to hand weapons (which typically go against Impact Armor) need that slight boost in damage against the (usually) lesser Armor value of Impact Armor.

johnflang
Jul 23rd, '03, 11:30 AM
As regards to armor I am going to use standard Hero PD/ED. I am not going to worry about impact/ballistic. This is personal prefernce.

I reviewed your bioware section which is well done. For my campaign I belive I am going with no disadvantages, DF, campaign limit of body *10 active points, and for every ten active points of bioware -1 skill roll for magic.

For the magic attribute I am going to use the Power Skill magic as my magic attribute. For every 2 points of int above 10 you can increase the skill by one. Every level of initation will include an increase to magic skill, conjuring skill, and enchantment skill.

Damon_Dusk
Jul 23rd, '03, 07:20 PM
I'm not quite sure I caught what you meant about the magic skill. The way I'm working it is like this:

Note: This is all based on 3rd Edition Shadowrun rules

The Magic Attribute in Shadowrun was kind of a soft limit on the maximum power a magician can throw around. In the Hero System, I see that as more like a Multipower Reserve. It's a hard limit, but it also avoids the issues with +2 to all Target Numbers for maintaining spells, etc. that is a big factor in Shadowrun. The Multipower Reserve for starting Magicians is 75 points.

The magical skills, Sorcery and Conjuring, are just like any other skills in that they determine success when casting spells or summoning elementals/spirits. So I'm basically just using them in that same respect for Hero.

As far as the Bioware idea goes, it seems alright by me. The way I'm looking at my system is this: Bioware is just like Cyberware but doesn't cost them any points. Cyberware is bought with money, but behind the scenes they are also paying for it with the invisible pool of points (Essence Points). Bioware doesn't come from that invisible pool, so there needs to be something that balances it out. To do that, I jacked up the monetary costs, which comes from character points anyway, and set a limit. It's the same concept that I'm using for Alpha, Beta, and Delta grade cyberware...which I just realized I hadn't included in the Cyberware doc. Basically, it's paying in money what isn't paid for by points. Alpha is x2 nuyen, x.8 Essence. Beta is x4 nuyen, x.6 Essence. Delta is x8 nuyen and x.5 Essence. Of course, improved grades of cyberware aren't always available, nor are Delta clinics.

I guess I'm trying to stay true to the theme of Shadowrun, where money is a great motivator for many, and also stay true to the balance of the Hero System, which I think is one of it's greatest strengths. It's a fine line to walk, but I think I'm doing alright. :)

johnflang
Jul 24th, '03, 07:03 AM
What I meant by the power skill was magic is based on int. For every 2 points of int above 10 you can increase you magic skill by 1. If you have a 20 int and maxxed magic skill of 18- that limits how much cyberware/bioware you can have. So I am using the magic skill as a "magic attribute". The more cyberware/bioware you have the more often you fail.

As a house rule for this campaign no 3 pt/5pt/8pt/10pt skill levels exist, because in Shadowrun you can only improve skills.

Damon_Dusk
Jul 25th, '03, 05:25 PM
Well, after doing some work, I've found that the system for Ballistic and Impact Armor in Shadowrun is really just too complex and unnecessary, so I've stuck with the standard rPD/rED system of defenses.

I'm curious if anyone has had a chance to read through the docs that I passed along, and if anyone else has any questions, suggestions, or ideas. If so, post 'em here! ;)

altamaros
Jul 28th, '03, 07:02 AM
Hi

Damon, i precisely sent you a message about the documents last week. could you check your private messages and send them to me please ?

regards

MisterVimes
Jul 28th, '03, 10:15 AM
Download it from here:
http://silentempire.com/Hero/

altamaros
Jul 29th, '03, 05:23 AM
BTW, thanks to both of you : Mr Vimes for the link, Justin for sending them anyway.

Last week-end from friday evening to sunday afternoon, the Golden Run happened (a french shadowrun tournament organized by my game club; 48h non-stop shadowrun playing ).

Cuz my regular hero gamers are a bunch of rabid veteran shadowrunners. i'm currently trying to bring them to the Light of Hero and it seems to be promising. I hope that your work will motivate them a bit more.

I will pass the files to my fellow gamers and get you a feedback soon.

Damon_Dusk
Aug 3rd, '03, 07:56 PM
Alright...Well after getting to the equipment and trying to do Magical Foci, I've finally realize a problem. How would I do Initiation? Basically, since the character's magic pool and his essence (points for cyberware) are based off the same pool of points, how is it fair to allow a magician to increase this pool of points where a cyberware character can't? I'm considering calling it a characteristic subject to NCM, but that would still not prevent someone from legally buying up their Essence, and doing it cheaply (2 points for 1 Essence). Of course there is already a provision built in for "increasing Essence" with cyberware grades. So it could balance out in the end, but it brings up another issue...Magical Foci. The only power I've seen to simulate this is Aid to the Multipower Pool and Slot. But the way I've written it up (and taking the cue from Shadowrun and including a point (Karma) cost as well as monetary cost, it would end up costing around 13 real points for +10 AP to the Pool and Slot to affect only a single spell. That's kind of expensive considering that 10 AP to the Pool if bought directly would be around 7 points. The other way to do it is just Points that add to the multipower with limitations and aid to the powers...but the Aid will still cost more than just buying up the slot itself...<sigh> I guess the other option is to not worry about a point cost for foci, just like other equipment, and that will avoid the whole issue, except that of Initiation.

So, I guess the question is: Using the included system for magic, how would you do Initiation (or increasing the Magic Multipower Pool)?

Thanks and sorry for the long post. :)

johnflang
Aug 6th, '03, 12:26 PM
How would you handle the quickness modifer of Shadowrun in Hero?

johnflang
Aug 6th, '03, 01:32 PM
In 4th edition you would call the different races a DF. However, in 5th with introduction of social limitations and how race is handled in Shadowrun I am thinking that race should be a social limitation not a distintive feature.

Magic/cyberware/bioware if obvious should be a distintive feature or social limitation.

Any comments/suggestions on how to handle this?

Damon_Dusk
Aug 6th, '03, 04:18 PM
The Quickness modifier you mention, I would treat as inches of running. But as dwarves were the only race in 3rd Ed. Shadowrun to have a different penalty than the other races, I would just say that they have a slower base Running value, and possibly impose a racial maximum on Running lower than 10.

As far as the social limitations for the races, that really depends on how much emphasis you want to place on racism in your game. I would probably do it this way:

Elves: Social Limitation: Racial Discrimination (8-), Minor (-5 Disadvantage)

Dwarves: Social Limitation: Racial Discrimination (11-), Minor (-10 Disadvantage)

Orks & Trolls: Social Limitation: Racial Discrimination (14-), Major (-20 Disadvantage)

For the most part, most cyberware in Shadowrun is unseen, and the parts that people can see easily are often just accepted (such as datajacks, chipjacks, etc.) so I wouldn't really allow a disadvantage for them; they're pretty common after all. And cyberware, at least in the rules that I'm using, already has a social effect in that the more you have implanted, the lower your PRE skills (-1 per 10 Essence lost). Perhaps, allowing a character with a cyberlimb to take distinctive features would be acceptable, as it is less common, yet still obvious. I would treat most cyberlimbs as Easily Concealable, Noticed and Recognized, Feature Detected by Commonly Used Sense (5 pt. Disad). But it really depends on how you want the cyberware to be received. If cyberlimbs are illegal, you could say that it causes a Major Reaction (+5 pts).

Magic is similar, but as there really isn't a distinguising feature, I wouldn't let them have a disadvantage for it. The only one I could say would be this: Easily Concealed (5 pts), Noticed and Recognized (+0), Feature Detectable by unusual sense (Astral Perception) (-10) which would make the disadvantage worth no points.

That's pretty much the way I would handle that. Hope it helps.

altamaros
Aug 7th, '03, 03:35 AM
Originally posted by Damon_Dusk
Elves: Social Limitation: Racial Discrimination (8-), Minor (-5 Disadvantage)

Dwarves: Social Limitation: Racial Discrimination (11-), Minor (-10 Disadvantage)

Orks & Trolls: Social Limitation: Racial Discrimination (14-), Major (-20 Disadvantage)


i don't really agree on that point

AFAIK, elves and dwarves don't really have a social limitation; especially elves (go to Tir Tairngire if you see what i mean). the fact also that the trait is not distinctive in some groups/cultures makes it clearly a DF.

The social aspect of the DF is determined by reaction to it :

DF: Elf : 5 pts
* hard to conceal 10
* noticed +0
* not distinctive in some groups/places) : -5

DF: Dwarf : 10 pts
* not concealable 15
* noticed +0
* not distinctive in some groups/places) : -5

DF: Ork : 10 pts
* hard to conceal 10
* negative reaction ("orks are thugs") +5
* not distinctive in some groups/places) : -5

DF: Troll : 15 pts
* not concealable 15
* negative reaction ("Trolls are slow-minded brutes") +5
* not distinctive in some groups/places) : -5
(and add a Phy. lim. "big and bulky")

DF: Ghoul : 15 pts
* hard to conceal 10
* extreme reaction ("Heeee, a ghoul !!!") +10
* not distinctive in some groups/places) : -5

DF : Metahuman variants (giants, minotaurs, oni, etc...)
remove the "not distinctive in some groups" as they are really rare.


Advantage "human-looking" : just don't take the DF.
Flaw "elf-poser" : take it for an human

Damon_Dusk
Aug 7th, '03, 06:50 AM
Well, I really wasn't doing anything for the Distinctive Features. I was more aiming toward the Social Limitations of the question, which is what I put down. And you can still use the "Limitation is not limiting in some cultures or societies" as a Social Limitation. As far as elves and dwarves go, like I said it all depends on how much racism you want in your game. In my game there really isn't any discrimination against elves, and very little against dwarves, so I would probably put it like so:

Elves: No Social Limitation

Dwarves: Social Limitation: Racial Discrimination (8-), Minor (-5 Disadvantage) (if I remember correctly, dwarves were still considered a second-class citizen, even in Tir Tairngire)

Orks & Trolls: Social Limitation: Racial Discrimination (11-), Major (-15 Disadvantage) (If you play a lot in the Cascade Ork region, then you can put the "Not limiting in some cultures" modifier making it a -10 Disadvantage)

If you're dealing a lot with Humanis Policlub, or similar anti-metahuman clubs, you might want to increase the Social Limitations.

By putting the reactions into Distinctive Features, you're basically saying that every single person who meets a troll is going to have a negative reaction, which really isn't the case. That's why I would go for the Social Limitation instead. Then again, it's all a matter of how you run your game. Also, with Social Limitation you can avoid the "no 2 distinctive features" rule. It's probably a matter of personal preference on which Disadvantage you choose.

johnflang
Aug 7th, '03, 01:39 PM
I have converted the basic races found in SR III and Shadowrun Companion. Two areas I need to look at again are reach and levels of growth for Trolls. Currently I have one level of growth for Trolls, I am considering making it 2 levels.

For Reach I did one inch stretching with no modifiers.

For disads I am basing my campaign in Seattle. So orks, trolls, elves, and dwarves are have a social limatation. The other metahuman variants have SL and DF. In addition as part of the SL for dwarves and trolls is the increase in the cost of equipment to make it dwarf/troll usable.

Next on the agenda is shape shifters. I am thinking either multiform or human package (add to primary) with shape shift package (add to secondary)/OIHD.

Any comments or suggestions?

I have also reconsidered my previous statement about ballistic/impact. My new thought is no ED, mental defense, power defense.

1) Impact (Only vs HTH) Ballistic (only vs Ranged)
2) Impact (Normal) Ballistic (Killing)
3) PD (Impact) ED (Ballistic)


Any comments or suggestions?

Damon_Dusk
Aug 7th, '03, 05:46 PM
I would go with 2 levels of size increase (if you are using FH). And the stretching sounds fine for reach to me. I think I always assumed a long time ago that growth came with reach just for sake of simplicity.

As for shapeshifters...I would think multiform would be the cheaper method of creating it, though it comes with a lot of extra record keeping for the player. But it's cleaner than a bunch of powers that are OiHID. Just my opinion on that.

On the armor, from what you have there, #1 is the closest to how Shadowrun works. I've personally eliminated the ballistic/impact from my rules for simplicity sake. #2 would probably work as well, but in Shadowrun there just really isn't that much in the way of normal attacks, so impact would really not matter much (unless it was a decent amount to reduce KO). Not really sure what I think about #3, just I would like the characters to have some defense against energy-based attacks. If you are simulating the power of mages in Shadowrun, then that probably is accurate, as most spells really didn't have any defense except another mage on their side.

Well, I'm hitting some snags left and right in the magic system, which leads me to believe that something needs to be changed for it to be clean in the Hero System. Mostly in regards to Astral Space. The rules that I have currently convert a character's mental stats to physical when traveling into Astral Space. So basically they attack with their Astral OCV of INT/3, do damage equal to their PRE/5, and have an Astral CON equal to their EGO. BODY still is the same. Now, Shadowrun allows magicians to attack astral presences such as spells, barriers, etc. How do you figure that?

What I've done is said that the astral presence has a STR equal to its Active Points/2, an OCV equal to its AP/10, and STUN equal to its AP (completely arbitrary numbers, by the way). When attacking the astral presence, figure attacks normally, and the presence attacks back in each phase that it is attacked. If the presence is reduced to 0 Stun, it is banished/dispelled/destroyed. If the magician is reduced to 0 Stun, he is Disrupted, pretty much as is standard in SR (they disappear from Astral Space, must check for Magic Loss) and are unconscious. Any ideas on how to make sure its balanced and workable?

Damon_Dusk
Aug 7th, '03, 11:01 PM
After much deliberating, I've changed the system I just wrote for figuring the abilities of an object (spell, astral barrier, focus, etc.) in Astral Space. This is what I've done...

The object is considered to be a 0-point character with the following modifications:

It is considered to have a Strength equal to 10 + ¼ its Active Points (which figures its PD), Stun equal to 15 + ½ its Strength + ¼ its Active Points, and an Dexterity equal to 10 + ½ its Active Points divided by 3 (which figures its CV and Speed). So a Force 10 Spell has a Strength 13 (PD 3), Stun of 23, Dexterity of 11 (CV 3, Speed 2). Conversely, a 60 Active Point object would have a Strength of 25 (PD 5), Stun of 42, and Dexterity of 20 (CV 6, Speed 3). Objects counterattack every phase they act as long as the previous action from the magician was to attack. If the magician decides to break off combat, the object does not attack and continues to function at full strength.

An object reduced to 0 Stun is effectively turned off, but will return to full Stun in 1 Turn. A character can keep the object or barrier “suppressed” by spending a full phase action every turn keeping it suppressed.

To permanently destroy an object, the object must be brought to 0 Stun, and the character must then make a PRE Roll modified by –1 per 5 Active Points of the object. Success destroys the object or barrier.

Destroying a focus in astral combat destroys its enchantment. Destroying a barrier destroys temporary barriers such as wards. Permanent barriers (like lodges, circles, and permanent wards) are rendered permanently ineffective against the character who defeated it, but are still effective against all other intruders.

At least now I have some sort of (legal) rules basis to go by in determining the power of objects in astral space. :) It's kind of crunchy, but I think it's fair. Let me know if I'm off.

johnflang
Aug 8th, '03, 07:42 AM
I agree with you Damon, I am going to give trolls 2 levels of growth. I am going to modify the stretch to be inherent.

As for armor no decision, probably won't make one until I decide how magic works.

As for shapechanger since they retain their skills in both forms OIHD may be appriopriate.

As for your question on astral form. You may require the astral form to have a multi-power with suppress or dispel and they use that to affect magic items. Remeber to give all spells/ magic items/dual nature creatures a zero limation affected by astral space when active.

johnflang
Aug 8th, '03, 01:04 PM
Metahumans and Disads the four basic (troll, dwarf, elf, and ork) Have a social limation of various degrees including not a lim in certain cultures. The meta out of Shadowrun Companion all have DF and SL that is more severe than there common form counterparts.

For the shapechangers I decided not to do multiform or OIHD. I figure if I use multiform it would be so efficent everyone would be a shapechanger. OIHD is not a limitation since I am unaware of anyway in Shadowrun to force a shapechanger to change that is worth a -1/4 limitation.

A shapechanger dual nature and lack of ability to handle cyberware as a 5 pt physical limation.

Astral perception for my campaign is 42 point power with a gamemaster -2 limation to make it affordable.

The ability to shape change also has a GM -2 limation to make it affordable.

I hope to be able to post my racial packages sometime next week. Any preference (prefab or character sheet)?

Now for something totally different any thought on availbility numbers translated to Hero. I am thinking a pre based skill with modifiers to refelct the availablity.

Damon_Dusk
Aug 8th, '03, 03:56 PM
Just curious how you came to 42 points on Astral Perception...Seems like a lot of points for what you get. I did it this way...

Detect Astral Plane and Auras, Discriminatory, Tracking (25 Active Points); Extra Time: 1/2 Phase to Turn on (-.25); Character may be targeted from Astral Space while Astrally Perceiving (-.5), Side Effect: -5 Perception Rolls for Physical Plane (-1). Real Cost: 9 points

As for availability, I haven't included actual numbers in my equipment or weapon lists, but I would say that you could almost apply the availability as a direct negative modifier to a skill roll so that there isn't much conversion needed. Or maybe subtract 4 (or whatever) from the Availability, apply the result as a negative modifier against the skill used to get the equipment. Granted this doesn't accurately reflect how difficult it was to actually score a 24 in the Shadowrun system, but it's probably for the best. :) If I remember correctly, the skill the player used wasn't actually the skill to find the item, it was an Etiquette skill to "convince" the fixer or whoever to get the item for him/her. So in Hero terms, that can be one of a bunch of different skills: Bribery, Persuasion, Streetwise, or Trading. Persuasion seems to be the closest to simulating Shadowrun's system. If you were looking at the Fixer's side of things, then I would say Trading would be the skill used to actually locate the item.

I've pretty much finished up my Magic System now, including all the spells from the basic book, costs to become full magicians, aspected magicians, and adepts, most Adept Powers from the basic book and Magic in the Shadows, most of the Metamagic techniques, descriptions for the Totems in the basic book, and stats for elementals and nature spirits. It also includes the rules for dealing with astral combat against objects and rules for creating wards. If you want to check it out, sling me an email address and I'll send it your way.

johnflang
Aug 14th, '03, 12:52 PM
Attached is the HD file that contains all the packages for Shadowrun race. All info is on martial arts, powes, and disads. Enjoy

Damon_Dusk
Aug 14th, '03, 06:29 PM
no file...

johnflang
Aug 15th, '03, 05:44 AM
Doh, I will try again when I get back this weekend.

ShadowRaptor
Aug 18th, '03, 07:32 PM
Can I get an email of your Shadowrun conversions? My email is kevpruitt@yahoo.com

I tried the link on the prevoius page, but it doesn't work.

Damon_Dusk
Aug 18th, '03, 08:57 PM
It's been massively updated since that one on the link, so it's probably for the best. I sent 9 .docs in a .zip (about 409 Kb). Let me know what you think.

johnflang
Aug 19th, '03, 06:28 AM
Let us try this again.
Dwarf [Notes: -2 inches of running]
6 1) +6 STR 1
6 2) +3 BODY
6 3) +3 EGO
5 4) Infrared Perception
2 5) Poison/Disease: Resistance (2 points)
Elf
9 1) +3 DEX
6 2) +6 PRE
5 3) Ultraviolet Perception
Ork
6 1) +6 STR 1
18 2) +9 BODY
-3 3) -3 INT
-2 4) -4 COM
5 5) Ultraviolet Perception
Troll
2 1) +2 STR 1
-9 2) -3 DEX
26 3) +13 BODY
-6 4) -6 INT
-3 5) -6 COM
5 6) Infrared Perception
15 7) Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 399 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2)
1 8) Damage Resistance (1 PD)
4 9) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4)
Cyclops (Troll)
8 1) +8 STR 1
-9 2) -3 DEX
26 3) +13 BODY
-6 4) -6 INT
-3 5) -6 COM
4 6) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4)
15 7) Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 399 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2)
-10 8) -2 with Ranged Combat
Koborokuru (Dwarf)
6 1) +6 STR 1
6 2) +3 BODY
6 3) +3 EGO
5 4) Infrared Perception
2 5) Disease: Resistance (2 points)
10 6) Life Support , Immunity: All terrestrial poisons and chemical warfare agents
Formoi (Troll)
4 1) +4 STR 1
-9 2) -3 DEX
22 3) +11 BODY
-6 4) -6 INT
4 5) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4)
5 6) Infrared Perception
7 7) Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 200 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2)
Menehune (Dwarf)
3 1) +3 STR 1
12 2) +6 BODY
6 3) +3 EGO
5 4) Infrared Perception
2 5) Disease/Poison: Resistance (2 points)
Hobgoblin (Ork)
6 1) +6 STR 1
12 2) +6 BODY
-2 3) -4 COM
5 4) Ultraviolet Perception
Giant (Troll)
23 1) Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide, 798 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2)
24 2) +12 BODY
-9 3) -3 DEX
-6 4) -6 INT
-3 5) -6 COM
5 6) Infrared Perception
4 7) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4)
Gnomes (Dwarf)
6 1) +3 BODY
3 2) +3 STR 1
12 3) +6 EGO
5 4) Infrared Perception
Oni (Ork)
6 1) +6 STR 1
12 2) +6 BODY
-3 3) -3 INT
6 4) +3 EGO
-2 5) -4 COM
5 6) Ultraviolet Perception
Wakyambi (Elf)
6 1) +3 EGO
6 2) +6 PRE
5 3) Ultraviolet Perception
Ogre (Ork)
6 1) +6 STR 1
18 2) +9 BODY
-3 3) -3 INT
Minotaurs (Troll)
4 1) +4 STR 1
-9 2) -3 DEX
22 3) +11 BODY
-3 4) -3 INT
-2 5) -4 COM
4 6) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4)
5 7) Infrared Perception
7 8) Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 200 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2)
Satyr (Ork)
6 1) +6 STR 1
-9 2) -3 DEX
18 3) +9 BODY
-3 4) -3 INT
6 5) +3 EGO
-2 6) -4 COM
4 7) +2" Running (20"/28" total) 1
5 8) Ultraviolet Perception
Night Ones (Elf)
18 1) +6 DEX
6 2) +6 PRE
5 3) Ultraviolet Perception
Dryads (Elf) [Notes: Females Only]
-3 1) -3 STR
9 2) +3 DEX
-6 3) -3 BODY
5 4) +5 PRE
3 5) +6 COM
5 6) Ultraviolet Perception
9 7) Animal Handler (Birds, Other: Creatures of Forest) 19- [Notes: The 3 skill levels are in addition to what can be bought based on Presence]
Shapechanger Bear
3 1) +3 STR 1
12 2) +6 BODY
4 3) +2" Running (20"/28" total) 1
5 4) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1
14 5) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2)
7 6) Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 200 kg mass), Bear Form (+0), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2)
4 7) +4 STR, Bear Form (+0) 1
9 8) +3 DEX, Bear Form (+0)
12 9) +6 BODY, Bear Form (+0)
5 10) Lightning Reflexes: +3 DEX to act first with All Actions, Bear Form (+0)
1 11) Damage Resistance (1 PD), Bear Form (+0)
4 12) Reach: Stretching 1", Bear Form (+0), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4)
10 13) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2
Shapechanger Eagle
3 1) +3 INT
2 2) +4 COM
9 3) +3 DEX
4 4) +2" Running (20"/28" total) 1
5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1
14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2)
10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2
6 8) +6 STR, Eagle Form (+0) 1
9 9) +3 DEX, Eagle Form (+0)
5 10) Lightning Reflexes: +3 DEX to act first with All Actions, Eagle Form (+0)
10 11) +1 SPD, Eagle Form (+0)
16 12) Flight 10", Eagle Form Only (+0); Restrainable (-1/4) 2
Shapechanger Fox
3 1) +3 INT
6 2) +3 EGO
3 3) +6 COM
4 4) +2" Running (20"/28" total) 1
5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1
14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2)
10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2
9 8) +3 DEX, Fox Form (+0)
5 9) Lightning Reflexes: +3 DEX to act first with All Actions, Fox Form (+0)
10 10) +1 SPD, Fox Form (+0)
4 11) +2" Running (20"/28" total), Fox Form (+0) 1
Shapechanger Leopard
2 1) +4 COM
3 2) +3 STR 1
6 3) +3 BODY
4 4) +2" Running (20"/28" total) 1
5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1
14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2)
10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2
3 8) +3 STR, Leopard Form (+0) 1
9 9) +3 DEX, Leopard Form (+0)
6 10) +3 BODY, Leopard Form (+0)
5 11) Lightning Reflexes: +3 DEX to act first with All Actions, Leopard Form (+0)
20 12) +2 SPD, Leopard Form (+0)
4 13) +2" Running (20"/28" total), Leopard Form (+0) 1
Shapechanger Seal
2 1) +4 COM
6 2) +3 BODY
3 3) +3 STR 1
5 4) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1
14 5) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2)
10 6) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2
6 7) +3 BODY, Seal Form (+0)
9 8) +3 DEX, Seal Form (+0)
5 9) Lightning Reflexes: +3 DEX to act first with All Actions, Seal Form (+0)
10 10) +1 SPD, Seal Form (+0)
Shapechanger Tiger
3 1) +3 STR 1
9 2) +3 DEX
6 3) +3 BODY
4 4) +2" Running (20"/28" total) 1
5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1
14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2)
10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2
6 8) +6 STR, Tiger Form (+0) 1
9 9) +3 DEX, Tiger Form (+0)
12 10) +6 BODY, Tiger Form (+0)
5 11) Lightning Reflexes: +3 DEX to act first with All Actions, Tiger Form (+0)
20 12) +2 SPD, Tiger Form (+0)
4 13) Reach: Stretching 1", Tiger Form (+0), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4)
4 14) +2" Running (20"/28" total), Tiger Form (+0) 1
Shapechanger Wolf
2 1) +4 COM
3 2) +3 STR 1
6 3) +3 BODY
4 4) +2" Running (20"/28" total) 1
5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1
14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2)
10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2
9 8) +3 DEX, Wolf Form (+0)
6 9) +3 BODY, Wolf Form (+0)
5 10) Lightning Reflexes: +3 DEX to act first with All Actions, Wolf Form (+0)
10 11) +1 SPD, Wolf Form (+0)
4 12) +2" Running (20"/28" total), Wolf Form (+0) 1

Martial Arts
4 +1 HTH Damage Class(es) [Notes: For Shapechanger Bear, Eagle, Leopard, Tiger, Wolf]

Social Limitation: Elf (Frequently; Minor; Not Limiting In Some Cultures) 5
Social Limitation: Dwarf (Frequently; Minor; Not Limiting In Some Cultures) [Notes: All equipment costs +10%] 5
Social Limitation: Ork (Frequently; Major; Not Limiting In Some Cultures) 10
Social Limitation: Troll (Frequently; Major; Not Limiting In Some Cultures) [Notes: All equipment costs +25%] 10
Cyclops (Troll)
1) Distinctive Features: Cyclops (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Cyclops (Frequently; Major) [Notes: All equipment costs +25%] 15
Koborokuru (Dwarf)
1) Distinctive Features: Koborokuru (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Koborokuro (Frequently; Minor) [Notes: All equipment costs +10%] 10
Formoi (Troll)
1) Distinctive Features: Formoi (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Formoi (Frequently; Major) [Notes: All equipment costs +25%] 15
Menehune (Dwarf)
1) Distinctive Features: Menehune (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Menehune (Frequently; Minor) [Notes: All equipment costs +10%] 10
Hobgoblin (Ork)
1) Distinctive Features: Hobgoblin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Hobgoblin (Frequently; Major) 15
Giant (Troll)
1) Distinctive Features: Giant (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Giant (Frequently; Major) [Notes: All equipment costs +25%] 15
Gnome (Dwarf)
1) Distinctive Features: Gnome (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Gnome (Frequently; Minor) [Notes: All equipment costs +10%] 10
Oni (Ork)
1) Distinctive Features: Oni (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Oni (Frequently; Major) 15
Wakyambi (Elf)
1) Distinctive Features: Wakyambi (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Wakyambi (Frequently; Minor) 10
Ogre (Ork)
1) Distinctive Features: Ogre (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Ogre (Frequently; Major) 15
Minotaur (Troll)
1) Distinctive Features: Minotaur (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Minotaur (Frequently; Major) [Notes: All equipment costs +25%] 15
Satyr (Ork)
1) Distinctive Features: Satyr (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Satyr (Frequently; Major) 15
Night Ones (Elf)
1) Distinctive Features: Night Ones (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Night Ones (Frequently; Minor) 10
3) Susceptibility: Sunlight 1d6 damage, per Phase (Common; Stun Only) [Notes: Applies to Night Ones] 15
Dryads (Elf)
1) Distinctive Features: Dryads (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10
2) Social Limitation: Dryads (Frequently; Minor) 10
3) Susceptibility: Urban Area 1d6 damage, per Phase (Common; Stun Only) [Notes: Applies to Dryads] 15
Shapechanger
1) Social Limitation: Shapechanger (Frequently; Severe) 20
2) Susceptibility: Silver 1d6 damage, Instant (Uncommon; Stun Only) 5
3) Vulnerability: 2 x Effect Silver (Uncommon) 10
4) Physical Limitation: Dual Nature/No Cyberware (Infrequently; Slightly Impairing) 5

Damon_Dusk
Sep 1st, '03, 11:21 AM
Well, I've finally finished my shadowrun conversion and it includes:

Bioware
Cyberware
Equipment
Item List (with availability rules and legality codes)
Magic (with metamagic)
Rigging
Rules (character creation and special skills)
The Matrix
Vehicles
Weapons

Any of those interested, send an email to damondusk@cox.net and I'll send the gigantic .zip file over (about 1/2 Meg of Word .Docs).

Shirizaan
Jun 17th, '06, 11:57 AM
This conversion was great. Being a part of Damon's play group there was only one complaint that I had/still have about it and that was the fractional character points for cyberware.

Its a technical thing really... I felt that having fractions of points instead of dealing with whole numbers was unnecessary and it also made it incompatible with my newly purchased Hero Designer 2.0. ;p

Its not a perfect system but it goes a long way toward capturing the spirit of the original source material.

We did discover something later on that made the Essence point pool seem very broken and Damon had talked about revising the system to do away with the point to nuyen conversion for Cyberware and Bioware but I don't know if he ever completed it.

Lord Liaden
Jun 17th, '06, 03:21 PM
Well, have you checked the PDF version that Damon_Dusk put up on Star Hero Fandom.com? Perhaps it has that change.

http://www.starherofandom.com/h_shadowrun/index.php

Shirizaan
Jun 17th, '06, 08:01 PM
Yes I have, and it appears that it is still the broken version. I am talking with him and apparently he got the system revised partially before he decided to discontinue the project and remain with what he had.

We also had another world that we ran called Demon World. That was also fun. Essentially the premise was that in the near future (maybe a decade) rifts had been opened up to hell and the people were now learning to cope with the fact that Demons did exist and were among them.

The Vatican Knights took a literal role in fighting the demons... I played one of them and had a good time. I also had a character concept for a reality TV show Demon Hunter with a dependent NPC camera man, but I never got a chance to play him.