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Damon_Dusk

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Everything posted by Damon_Dusk

  1. 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.
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