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Thread: Shaowrun Conversion

  1. #31
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    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.
    John
    Life is too short to drink cheap beer.

  2. #32
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    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.
    John
    Life is too short to drink cheap beer.

  3. #33
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    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.

  4. #34
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    Attached is the HD file that contains all the packages for Shadowrun race. All info is on martial arts, powes, and disads. Enjoy
    John
    Life is too short to drink cheap beer.

  5. #35
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    no file...

  6. #36
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    Doh, I will try again when I get back this weekend.
    John
    Life is too short to drink cheap beer.

  7. #37
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    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.
    d20 is a kindergarten system. HERO is a real system. Now that the truth is out, we can all get along.

  8. #38
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    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.

  9. #39
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    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
    John
    Life is too short to drink cheap beer.

  10. #40
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    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).

  11. #41
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    Re: Shaowrun Conversion

    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.
    Psychological Limitation: Hatred of the d20 System (Common, Strong)

  12. #42
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    Re: Shaowrun Conversion

    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

  13. #43
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    Re: Shaowrun Conversion

    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.
    Psychological Limitation: Hatred of the d20 System (Common, Strong)

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