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This is not an official steve jackson games release

Fourth Edition
This is not an official steve jackson games release

This is not an official steve jackson games release

Conversion by Alex Camacho


STEVE JACKSON GAMES
This is not an official steve jackson games release
Contents
Introduction ����������������������������3
Familiarization ��������������������������������������������������3
References����������������������������������������������������������������3
About GURPS ®

Steve Jackson is the man responsible for bring-


Character Creation��������������4 ing us this incredibly flexible roleplaying system.
Starting Points����������������������������������������������������4 Steve Jackson Games (www.sjgames.com) is con-
Disadvantages����������������������������������������������������4 stantly releasing quality books and suppliments. All
Quirks������������������������������������������������������������������4 of your GURPS books and suppliments can be found
Racial Templates������������������������������������4 at www.warehouse23.com in hardcopy as well as
Advantages����������������������������������5 digital format at e23.sjgames.com.
Friends in Low Places ������������������������������������������6 An invaluable resource for player and GM alike
is their public forum found at forums.sjgames.com.
Disadvantages ��������������������������8
SINners In the City ����������������������������������������������9
Modifiers ��������������������������������������������������10
Limitations��������������������������������������������������������10 About Shadowrun ®

Enhancements��������������������������������������������������10 The system that not only created a new genre but
Alternate Realities�����������������������������������������������11 set the standard for it is now under Wizkids and pub-
Skills������������������������������������������� 12 lished by Catalyst Games (www.shadowrun4.com).
Techniques������������������������������������������������17 Another great resource is their public forum
found at forums.shadowrun4.com.
Magic������������������������������������������� 20
Both these systems, and the companies behind
them, are an invaluable addition to the gaming
community and you should go to your local gam-
ing store and support them by purchasing their
products. Support what you enjoy by making
future publications possible.

The material presented here is my original cre-


ation, intended for use with the GURPS from Steve
Jackson Games. This material is not official and is
not endorsed by Steve Jackson Games or Wizkids.

If you have any questions or comments on the


material presented here I can be contacted at:
quietlyscheming@gmail.com

--Alex Camacho

Playtesters: Alex Camacho, Oscar Cavazos, Jeff Messina, Alex Daum and Allen Thorton
This is an ongoing project that will be updated regularly as more material is added. Last update was on 07 Febuary, 2011.
Version 1.0
Other Resources: During playtesting we use the GURPS Character Assistant for character creation as well as custom made .gdf
files. If you’d like a copy of the .gdf files, please feel free to contact me for the latest version.

This is not an official


steve jackson games release
Contents 2
Introduction
The inspiration for this came about one day just before a role-
playing session, of course. Like any gaming group, there’s a ritual
to the whole gaming process. Everyone settles into their usual
places, grabs their favorite drink, and rummages through their bag
References
to take mental inventory of their gaming gear as they prepare for While reading through this book you’ll come
the upcoming game. While everyone settles in, conversion invari- across many page reference abbreviations. These refer
ably ends up with everyone about other games they’ve enjoyed to either a GURPS or a Shadowrun book. All refer-
in the past. ences are to the fourth edition publications from both
No matter what system you’ve come to call your favorite companies.
almost every roleplayer has played Shadowrun at some point. I The book abbreviation will be followed by a page
remember my first game of Shadowrun well. Back in those days number.
the system was second edition under FASA Corporation and I ex. “Distraction and Injury can be found on Gm16.”
was sitting around my parents dining room table with a brand S: Shadowrun
new copy with my cousin and brother. I was hooked. The world
Sa: Shadowrun Arsenal
was fantastic and the history emmercing.
Sau: Shadowrun Augmentation
Fast forward back to the present. As it turns out, everyone I
game with had played Shadowrun and loved it as much as I did. Ss: Shadowrun Street Magic
We just weren’t wild about the mechanics of the game. Being a G: GURPS Characters & Campaigns
GURPS advocate, I made the comment that we should convert it. Gh: GURPS High-Tech
The idea caught on like wildfire and everyone loved the idea Gm: GURPS Magic
and we immediately began discussing how we’d do it. We almost GmA: GURPS Martial Arts
forgot we were there to play another system. Gp: GURPS Powers
The first thing I did was catch up on Shadowrun. It’s now in Gt: GURPS Thaumatology
it’s fourth edition and there’s been a lot of changes. The system’s
been completely overhauled and the world has evolved into a GuT: GURPS Ultra-Tech
richer place. The heart of the system hasn’t changed and the When no abbreviation is given, the page reference is
everything we loved about it was still there. to this book.
I’ve been a GURPS player for many years now and was already
pretty familiar with the system. Not too long after that first game
of Shadowrun I was introduced to my first game of GURPS and world and give it life under GURPS.
fell in love all over again. The system could mimic any setting I hope you enjoy this conversion as much as we’ve enjoyed
with finesse. The rules were flexible enough to do anything from making it. It’s been a labor of love.
spell-slinging mages to genetically enhanced soldiers weilding
partical blasters in a galaxy far away.
GURPS is now in it’s fourth edition as well. The changes made
Familiarization
I believe the key to making this a sucessful conversion is in
from third to fourth allowed the system to really shake off some of
knowing your material. Read the Shadowrun book from cover to
the crunchier problems it had in the past and opened up a world
cover and know the world. There’s a lot of really good stories to
of new posibilities with it’s expanded take on Advantage Modifi-
be told in the world they’ve created. Be familiar with the GURPS.
ers. The heart of the system remained the same. It’s still the most
If you’re using the GURPS Character Assistant, be familiar with
flexible game system out there. If you can imagine it, you can
the program and know how to use it.
build it in GURPS.
Without a good knowledge of both the world and system, you
So that’s what we set out to do. Reimagine the Shadowrun
might just feel lost reading this.

Introduction 3
Chapter One

Character
Creation
Starting Points Disadvantages
The world of Shadowrun is highly cinematic. Magicians For Disadvantages, I like to set a maximum of -75 points.
capable of casting devastating spells, Riggers who can possess While the recommended maximum is 50% of a character’s
warbot drones, and Adepts who can channel magic through their starting points (see Disadvantage Limit in G11), I find it highly
body to turn them into killing machines. To start a shadowrunner unbalancing at starting point costs at this level.
with only 150 points would be a crime.
I recommend anywhere from 250 to 350 starting points. That Quirks
may seem like a lot at first (see Starting Points in G10) but bear I always allow Players with the usual -5 points. In fact, I usu-
in mind the templates in the world of Shadowrun are expensive as ally let them leave them blank at first. This lets them fill in the
are the powers. blanks as they feel out their character during game play.

Racial Templates
These templates were modeled as [2]; Infravision [10]; Resistant to (Sharp Teeth) [1].
closely as possible to the racial templates Disease (Occasional; +3) [3]; Disadvantages: Appearance (Domi-
provided in the Shadowrun book. Many Disadvantages: Reduced Basic Move nant Race Humans; Unattractive)
may notice that some details are missing -1 (Affects displayed Basic Move [-4]; IQ Penalty from Ork [-20];
such as Striker (Horns) from the Troll score) [-5]; Size Modifier Penalty Short Lifespan -1 [-10].
template but I decided that things like that from Dwarf [0]
should not be saddled into the template
but instead be the individual’s choice. Troll
So feel free to add any unique features, Elf 80 points
beyond the template, to your character 60 points For a full racial description see S67.
that you feel fit your race description and For a full racial description see S66.
temperment.
Attribute Modifiers: HT Bonus
Attribute Modifiers: DX Bonus [20] [50]; ST Bonus [54];
Human Secondary Characteristic Modi- Secondary Characteristic Modi-
0 points fiers: Extra Basic Speed +1 (Affects fiers:
Being a human is the default in displayed Basic Speed score) [20] Advantages: Damage Resistance 1
GURPS Shadowrun and therefore costs Advantages: Appearance (Attractive) (Tough Skin) [3]; Infravision [10];
no points. There are neither advantages [4]; Charisma 1 [5]; ; Extended Lifes- Long Arms 1 (2 Arms) [20]; Size
nor disadvantages to being Human. pan (x4) [4]; ; Night Vision 7 [7]. Modifier Bonus from Troll [0]; Teeth
(Sharp Teeth) [1].
Dwarf Ork Disadvantages: Appearance (Domi-
nant Race Humans; Ugly) [-8]; IQ
55 points 45 points Penalty from Troll [-40]; Reduced
For a full racial decription see S65. For a full racial decription see S66. Basic Move -1 (Affects displayed Basic
Move score) [-5]; Reduced Will -1
Attribute Modifiers: HT Bonus Attribute Modifiers: HT Bonus (Affects displayed Will score) [-5].
[20]; ST Bonus [20] [40]; ST Bonus from Ork [30] ;
Secondary Characteristic Modi- Secondary Characteristic Modi-
fiers: Extra Will 1 [5]; fiers:
Advantages: Extended Lifespan (x2) Advantages: Night Vision 8 [8]; Teeth

Character Creation 4
Chapter Two

Advantages
With the exception to a few unique Shadowrun Positive Quali- For those few Qualities that are unique to the Shadowrun
ties (SR77-80), all the Qualities listed in the Shadowrun books world , I have created them and made available based off similiar
have an equivelent Advantage in the GURPS. advantages already alvailable.
In the case where there isn’t an exact match, combining Ad- For a full decription on any of the listed advantages please see
vantages will get the result your looking for. These will be listed in their respective original publisher. Page references will be listed
detail under the Meta-Traits. for your convenience.

Adept Codeslinger
See p00 15 points/level
See Meta-Traits for a full description. This is a new Talent. See S78 for a full description.
You’re a naturally gifted programmer. You receive a +1 to
Ambidextrous Computer Programming and Computer Programming (AI) for
every level. The maximum level you can purchase is 4.
see G39
This is the Advantage Ambidexterity.
Counterspelling
6 points/level
Animal Empathy This is a new Advantage Magic Resistance (Counterspell-
see G40 ing) (G67) with the following Modifiers:
This is the Advantage Animal Empathy. Affects Others (+1) +50%; Costs Fatigue (+1)-5%; Improved
+150%; Increased Range (1/2D Range only) (x10)+15%; Sense-
Aptitude Based (with Malediction) (One sense) -20% [6]
see G89
Use the Advantage Talents to show an “Aptitude” towards Double Jointed
certain skills. see G56
This is the Advantage Flexible.
Astral Chameleon
see G106 Exceptional Attribute
Add the Modifier Low Signature or No Signature to Astral Varies
Projection (p00). There are no maximum stats in GURPS. To reflect faster than
normal reflexes, see also:
Blandness Enhanced Defenses (G55), Enhanced Move(G52), and
Combat Reflexes (G43)
5 points
This is a new Advantage. See S78 for a full description.
You’re so mundane and average, you just sort of disappear in a First Impression
crowd. You’re is easily forgotten and hard to describe. see p00
Any attempts to identify, track or remember the character are See Meta-Traits.
at a -5 to all checks. Facial recognition programs will come up
with close matches, people describing your appearance will con-
fuse you with other people they’ve met in the past, anyone follow- Focused Concentration
ing you loses you in the crowd after just a few moments, etc. see G85
This is the Advantage Single-Minded.

Advantages 5
Guts Fire-Bringer Fire, Making & Breaking
Varies Mountain Earth, Plant
This is the Advantage Fearlessness (G85) or the stronger ver- Rat Light & Darkness, Technological
sion, Unfazeable (G95). Raven Necromancy, Food
Sea Water, Animal
High Pain Threshold Shark Water, Blocking Spells
see G59 Snake Making & Breaking, Knowledge
This is the Advantage High Pain Threshold. Moon Maiden Communication & Empathy, Healing
Seductress Communication & Empathy, Mind Control
Home Ground Trickster Mind Control, Illusion & Creation
see G176 Wise Warrior Meta-Spells, Blocking Spells, Missile Spells
This is the Skill Area Knowledge. Thunderbird Weather, Meta-Spells
Wolf Animal, Protection & Warning
Human-Looking Mindlink (Echo)
0 points 10/20/30/+10 per
Cosmetic appearance is
simply flavor text (see G21).
Friends in Low Places tenfold
It’s all about who you know. Maybe it’s the crooked Lon- This is a new advantage
estar officer, the close friend you used to run with in Seattle, based off the original Mind-
Lucky or maybe it’s the corporate CEO who owes you a favor. At link (G70). This advantage
See G66 some point, you’ll use them the same way they’d use you. allows a technomancer to link
Contacts are collected. You have many. Some reliable, to another technomancer. See
This is the Advantage
some not. See G44 for details. S238 for a full description.
Luck.
Allies might be the estranged lover or best friend.
Magician Maybe it’s the last group you used to run with. See G36. Murky Link
15 points/level
Patron could be the rich parents looking to bring you 10 points/level
home or maybe they’re the Corporation who love your Any spells directed against
This is a new Advan- work. See G72. the character that use the
tage and is based off of the Favor can be anything from the money you loaned Long-Distance Modifiers
Magery (G60) Advantage. someone to the life you saved knowing you’d collect on (Gm14) receive a –1 per
Use this advantage instead of it later. See G55. level. It should be noted that
Magery. Not all of these people in your life may be willing associ- this cannot be turned off (See
It adds a bonus to all ates. See Unwilling for Allies G3, & G74 for Patron). Turning Advantages Off and
spells. There are two ver- On G34).
sions available; Magician
(Shamanistic Tradition)
and Magician (Hermitic Mystic Adept
Tradition). You may only have one version. p00
See Meta-Traits for Mystic Adept.
Magic Resistance
See G67 Natural Hardening
This is the Advantage Magic Resistance. G16
This is the Advantage Extra Will with the Modifier Virtual
Mentor Spirit Reality -50% (p00). Something about the character’s neural
network is naturally resistant to biofeedback of any kind.
12/level
These are new Talents. Each Talent adds to different spell col-
leges or groups of spells. They each have the Modifier Moral -20% Natural Immunity
(P27) and the maximum level for all of them is 2. G80
You may only have one Mentor Spirit at any time. This is the Advantage Resistant.
Totem Colleges
Bear Healing, Earth Quick Healer
Cat Illusion & Creation, Movement p00
Dark King Necromancy, Light & Darkness See Meta-Traits for a full description.
Dog Protection & Warning, Communication & Empathy
Dragonslayer Blocking spells, Body Control
Eagle Air, Knowledge

Advantages 6
Resistance to Pathogens/Toxins Technomancer
G80 p00
This is another varation of the Advantage Resistant. See Meta-Traits for a full description.

Spirit Affinity Toughness


5/12/20/28 points G46
This is a new Advantage. Someone with this advantage is This is the Advantage Damage Resistance.
attuned to a spirit type(p00). They become a beacon for spirits.
They’re less likely to be attacked in combat situations and, if
pressed, the spirit will use non-lethal attacks. Anyone may take Will to Live
this advantage and various Spirit Affinities may be taken. G58
Spirit Affinity provides a +1 per level to any skills and reaction This is the Advantage Hard to Kill.
rolls dealing with the specified Spirit type. See Spirit Empathy
(G88) as well.

Advantages 7
Chapter Three

Disadvantages
Negative Qualities can be found in SR77-80. As was the case For those few Qualities that are unique to the Shadowrun
with Postive Qualities, amost all of the Negative Qualities listed world , I have created them and made available based off similiar
in the Shadowrun books have an equivelent Disadvantage in the disadvantages already alvailable.
GURPS. For a full decription on any of the listed Disadvantages please
In the case where there isn’t an exact match, combining Disad- see their respective original publisher. Page references will be
vantages will get the result your looking for. listed for your convenience.

Addiction some situations when


anyone finds out the
See G122 truth.
This is the Disadvantage Addiction.
Gremlins
Allergy -5/-10
See G158 points
This is the Advantage Susceptible. Anyone with
Gremlins seem to in-
Astral Beacon avertingly cause any-
thing to malfunction
See p00 when they touch it.
This is the new Limitation Strong Signature -10%/-20%. Calls are filled with
background noise,
messages never
Bad Luck arrive, commlinks
Varies mysteriously
This is the Disadvantage Unluckiness (G160) or Cursed (G129). shutdown,
cybervisors
randomly
Codeblock static, etc.
See G164 The
This is the Quirk Incompetence applied to Computer Operation or disadvantage
Computer Programming. applies whenever
dealing with any
tech TL5 or high-
Combat Paralysis er. At -5 a natural
See G127 roll of 17-18 count
This is the Disadvantage Combat Paralysis. as a critical failure.
At -10 a natural roll
of 15-18 count as a
Elf Poser critical failure.
See G155
This is the Disadvantage Social Stigma with a new classification;
Elf Poser.
Incompetent
You are not an Elf but have gone through great lengths to appear so. See G164
Cosmetic surgery, contacts, prosthetic ears, etc. This is the Quirk Incompe-
You may be subject of jokes, criticism, ridicule and even racism in tence.

Disadvantages 8
Infirm SINner
Varies See G100
This is any combination of the following Disadvantages: This is the Advantage Zeroed.
Terminally Ill (G158), Bad Back (G123), Chronic Pain
(G126), etc. Spirit Bane
-5/-12/-20/-28
Low Pain Toler- Points
ance
See G142 SINners In the City This is a new Disadvan-
tage. This is the opposite of
This is the Disadvantage As described in the Shadowrun book, shadowrunners Spirit Affinity (p6). Some-
Low Pain Threshold. should be assumed to be SINles at the start of the game thing about the character
(S259). That means the Advantage Zeroed should be pur- adjetates the selected spirits.
chased at character creation. They’ll not help unless they
Ork Poser As a SINner, an option is to have the best of both worlds! have to and harrass if given
See G155 Alternate Identity (SINner) may be purchased as many
the opportunity. If in a com-
This is the Disadvantage bat situation, they will single
times as you like for various occasions. Most will out the characer and attempt
Social Stigma with a new be at the -15 points unless the shadowrunner is pro-
classification; Ork Poser. to maul and kill. Spirit Bane
vided one by a government agency through an Ally , may be taken by anyone and
You are not an Ork but Contact, Patron, etc. may be selected multiple
have gone through great Temporary Identity (SINer) may also be purchased with times for various spirits.
lengths to appear so. Cos- hard-earned Nuyen. See G31 for details.
metic surgery, contacts, Spirit Bane provides a
prosthetic horns, etc. -1 per level to any skills and
reaction rolls dealing with
You may be subject of the specified Spirit type. See
jokes, criticism, ridicule and Spirit Empathy (G88) as well.
even racism in some situations when anyone finds out the truth.

Scourched Uncouth
See G Varies
Any number of Social Disadvantages such as Callous (G125)
This is the Disadvantage Reduced Will with the new Modifier as well as No Sense of Humor (G146).
Accessibility (Cyber Defense) -20% (p00).

Sensitive Neural Stucture Uneducated


See G161 Varies
The Disadvantages Low TL (G22) and Social Stigma
This is the Disadvantage Vulnurability. Neural attacks are (Uneducated) (G155) can be used to reflect an Uneducated
considered “Occassional” on the Vulnerability Table. Character.

Sensitive System Weak Immune System


Varies See G158
Use Disadvantages like Chronic Pain (G126), Dependency This is the Disadvantage Susceptible. Use the Very Common
(pain medication) (G130), Slow Healing (G155), Unfit for Disease.
(G160), & Wounded (G162) to reflect a poor immune system.
Also use the Modifier Essence Interference (p00).

Simsense Vertigo
-10 points
This is a new Disadvantage. Characters receive an extra –2
modifier to all tests when interacting with AR, VR, or simsense.

Disadvantages 9
Modifiers
To help you shape your character into a true shadowrun-
ner I’ve added a few modifiers to those already provided in the Enhancements
GURPS system found in G101 and P99.
Those listed here are totally new to GURPS. ECM Hardened
To create new cybernetics as well as bionic parts, see GURPS +15%
Ultra-Tech page 107 under the title “Statistics”.
This modifier is specifically designed to be used with new Ad-
Limitations
Astral Projection
-50%
This is a new modifier modeled loosely off the
modifier Virtual (G71). Use it with Advantages
such as Extra Will, Extra Perception, etc.
Note: This is not an option for the
Advantage Alternate Form (Astral Form).
See Meta-Traits p00 for more details on
Alternate Forms.

Essence Interference
-10%/level
Each level gives a -1 to all
magic-casting abilities.

Reduced Range
(Close Range
35yds)
-50%
This modi-
fier is specifically
designed to be
used with new
Advantage
Telecom-
munica-
tion
(Basic
Com-
mlink Implant, Advantenced Commlink Implant, and Techno-
mancer). vantage Telecommunication (Basic Commlink Implant, Advan-
tenced Commlink Implant, and Technomancer).
This is the default range for all Commlinks.
Each level gives a -1 to any offensive ECM attacks.

Virtual Reality Equipment: Brain Implant


-50% x10 to Cost
This is a new modifier modeled loosely off the modifier Virtual
(G71). Use it with Advantages such as Extra Will, Extra Percep- This is a new modifier designed to be used specifically with
tion, etc. while in Virtual Reality. any of the Commlinks (00). To reflect the difficulty of brain sur-
gery and the cost of micronizing, the cost value of the commlink
Note: This is not an option for the Advantage Alternate Form is multiplied by 10 and the weight is reduced to 2% of it’s original
(Virtual Reality). See Meta-Traits p00 for more details on Alternate weight.
Forms.

Manifest

Modifiers 10
+10% have a direct neural link to either their bioware or cyberware ears.
Allows the Magician to shift to a visible spectrum while in As-
tral Form (See Meta-Traits p00). While activated, the Magician Sense-Based (Tactile)
can be heard as well but with an hollow far-away quality. When
Manifested they are not present, therefore cannot be affected by
+150%
physical effects but they may be targeted by sources that inflict This modifier is specifically designed to be used with new Ad-
mana-based damage (Mana bomb, Mana Bolt, etc.). vantage Telecommunication (Basic Commlink Implant, Advan-
tenced Commlink Implant, and Technomancer).
It allows the character to have a direct neural link to either
Operating System their bioware or cyberware skin.
Varies
This modifier is designed to be used specifically with the Com-
mlinks (00). Each OS level upgrade provides a +1 to the com-
mlink’s HT.

Operating System Cost HT Bonus Alternate Realities


Vector Xim 200 +1 When in the Astral Plane or Virtual Reality, you may find
Redcap Nix 400 +2 the inner strength you never knew you had. As a Decker,
Renraku Ichi 600 +3 you may find the confindence and an elevated perception
beyond your drab reality.
Mangadyne Deva 800 +4 When cruising the Astral Plane or Virtual Reality almost
Iris Orb 1,000 +5 anything becomes possible - when you have an Alternate
Novatech Navi 1,500 +6 Form (Astral Form) or Alternate Form (Virtual Reality).

Resonance Link
+200% Sense-Based (Taste)
This is a new modifier spe- +50%
cifically for the new advantage This modifier is specifically
Mindlink (Echo), found on designed to be used with new
p00. Mindlink can be found Advantage Telecommunication
at G70. This modifier allows (Basic Commlink Implant, Ad-
the subject of the bond to be vantenced Commlink Implant,
switched. and Technomancer).
It allows the character to have
Sense-Based a direct neural link to either their
(Sight) bioware or cyberware tastebuds.
+50%
This modifier is specifically Sense-Based
designed to be used with new (Smell)
Advantage Telecommunication +50%
(Basic Commlink Implant, Ad- This modifier is specifically
vantenced Commlink Implant, designed to be used with new
and Technomancer). Advantage Telecommunication
It allows the character to (Basic Commlink Implant, Ad-
have a direct neural link to ei- vantenced Commlink Implant,
ther their bioware or cyberware and Technomancer).
eyes. It allows the character to have
a direct neural link to either their
Sense-Based (Au- bioware or cyberware nose.
dio) Note: This is not an option
+50% for the Advantage Alternate Form
(Virtual Reality). See Meta-Traits
This modifier is specifically p00 for more details on Alternate
designed to be used with new Forms.
Advantage Telecommunication
(Basic Commlink Implant, Ad-
vantenced Commlink Implant,
and Technomancer).
It allows the character to

Modifiers 11
Chapter Four

Skills
With the exception to a few unique Shadowrun have created them and made available in the GURPS sytem.
Skills(SR77-80), all the skills listed in the Shadowrun books have For a full decription on any of the listed skills please see their
an equivalent skill in the GURPS. respective original publisher. Page references will be listed for
For those few skills that are unique to the Shadowrun world , I your convenience.

Academic Knowledge Defaults: None.


Prerequisites: Magician.
Varies
This is a new skill used by anyone with Astral Sight or in the
This is a variety of skills.
astral plane. It’s used to read an aura to gain useful information.
History (G2000), Literature (G205), Biology (G180), Chem-
Use the chart in S183 to determine how much information is
istry (G183), (G207), Heraldry (G199), Hidden Lore (G199),
gained based off the margin of success.
Astronomy (G179), Geology (G198), Meteorology (G209),
Paleontology (G212), Physics (G213), etc.
Astral Com-
Aeronautics Me- bat
chanic See 00
See G207 Use the Combat
system for astral
This skill is Mechanic
combat and see 00
and covers a wide variety
for more on the
of specializations.
astral plane.
Note that specializ-
ing is required.
Automatics
Archery See G179,
See G182 G198
This is the skill
This is the skill
Guns (Pistol) or
Bow.
Beam Weapons
(Pistol). Guns (Pistol) covers both automatic as well as semiau-
Armorer tomatic. Guns (Pistol) does not cover fully automatic pistols. See
See G178 Guns (Submachine Gun) (G198).
This is the skill Armory. Note that you must specialize. See also Beam Weapons (Pistol) (G179), Guns (Gyroc)
(G198) and Guns (Submachine Gun) (G198) for other handheld
gun options.
Artisan
Varies Automotive Mechanic
This is a variety of skills. See 00, G207
Singing (G220), Artist (G179), Dancing (G187), Musical This is identical to the Aeronautics Mechanic description.
Composition (G210), Musical Instrument (G211), Carpentry
(G183), Jeweler (G203), Leatherworking (G205), etc.
Banishing
Assensing See G252, M156
Per/Average This is the spell Banish.

Skills 12
Binding Varies
See M158, 00 This is a combination of various skills. Computer Opera-
This is the spell Bind Spirit. See 00 for Shadowrun exclusive tion (G184) is used when operating a computer and Research
spells. (G127) when searching for specific information.
The margin of success with Computer Operation will give a +1
per success towards your Research roll.
Blades Also see the techniques Analyze, Browse, and Track.
Varies
This is a variety of skills such as:
Axe/Mace (G208), Broadword (G208), Jitte/Sai (G208),
Decompiling
Knife (G208), Kusari (G209), , Shortsword (G209), Smallsword See 00
(G208), Spear (G208), Two-Handed Axe/Mace (G208), Two- This is identical to the Compiling description above.
Handed Sword (G209), etc.
Demolitions
Climbing See G194
See G183 This is the skill Explosives. Note that you must specialize.
This is the skill Climbing.

Clubs
Varies
This is a variety of skills like Axe/Mace or Staff.

Compiling
See 00
See the new technomancer techniques (Compile Sprite,
Decompile Sprite, Register Sprite) for details.

Computer
Varies
This skill, as described in S123, is a variety of skills.
Computer Programming (G184), Computer Program-
ming (AI) (G184), Computer Operation (G184), and Elec-
tronics Repair (Computer) (G190).

Con
See G195
This is the skill Fast-Talk.

Counterspelling
See 00 Disguise
This is the new advantage Counterspelling. See G187
This is the skill Disguise. Note that this skill must be special-
Cybercombat ized by race.
Varies
Cybercombat is handled by a series of skills and techniques. Diving
See Cybercombat on 00 and Programming Techniques on 00. See G222
This is the skill Sports (Diving). Also see Scuba (G219)
Cybertechnology and Environment Suit (G192) for things such as Diving suit or
Varies Battlesuit.
This is actually broke down into a few skills.
Surgery (Cybernetics) - see 00 for a full description. Dodge
Mechanic (Robotics) - see 00 for a full description. See G374
This is not a skill but part of the GURPS combat system.
Data Search
Skills 13
Escape Artist This is the skill forgery.
See G192
This is the skill Escape. Gunnery
See G198
Electronic Warfare This is the skill Gunner.

Gymnastics
See G174
This is the skill Acrobatics.

Hacking
Not Available
This is a skill in GURPS but I decided to
remove it and use a series of skills and tech-
niques to reflect a more detailed Cybercom-
bat . This skill is not available.

Hardware
Varies
This is broken down into two skills.
Engineer (G190) for blueprinting and Elec-
tronics Repair (G190) for troubleshooting
and repair.
Note that both skills must be specialized.

Varies Heavy Weapons


This is a combination of skills and techniques. See Cybercom-
bat on 00 and Programming Techniques on 00.
Varies
This a variety of skills.
Artillary (G178), Gunner (G198), (Grenade Launcher)
Etiquette (G198), Guns (Light Anti-Amor Weapon) (G198), Guns (Light
See G218 Machine Gun) (G198).
This is the skill Savoir-Faire. Note that this skill must be
specialized. Industrial Mechanic
See 00, G207
Exotic Melee Weapons This is identical to the Aeronautics Mechanic description.
Varies
This is a variety of skills. Infiltration
Flail (G208), Force Saber (MA215), Force Sword (G208),
Force Whip (G209), Garrote (G197), Jitte/Sai (G208), Kusari
Varies
(G209), Lance (G204), Monowire Whip (G209), Polearm This is a combination of various skills depending on the envi-
(G208), Rapier (G208), Saber (G208), etc. ronment you intend on infiltrating.
Example: Stealth (G122) would be used to sneak past guards, the
technique Stealth (Computer Programming) (00) would be used to
Exotic Ranged Weapons hide commlink signals, Climbing (00) to scale the wall, etc.
Varies
This is a variety of skills. Interests Knowledge
Artillary (G178), Beam Weapons (G179), Blowpipe (G180),
Bolas (G181), Crossbow (G186), Gunner (G198), Laso (G204),
See G186
Liquid Projector (G205), Net (G211), Sling (G211), etc. This is the skill Current Affairs. Note you must specialize in an
area of knowledge.

First Aid Instruction


See G195
This is the skill First Aid.
See G224
This is the skill Teaching.

Forgery Intimidation
See G196
Skills 14
See G202 Parachuting
This is the skill Intimidation. See G212
This is the skill Parachuting. Also see Free Falling (G197).
Language
See G24 Perception
This is the advantage Language. See also Linguistics (G205). See G16, G211
This is a Secondary Characteristic. Also see Observation.
Leadership
See G204 Pilot Aerospace
This is the skill Leadership. See G214
This is a variety of skills.
Locksmith Piloting (Aerospace), Piloting (High-Performance Space-
See G206 craft), Piloting (Low-Performance Spacecraft)
This is the skill Lockpicking.
Pilot Aircraft
Longarms See G214
See G179, G198 This is a variety of skills.
This is the skill Beam Weapon (Rifle), Guns (Mus- Pilot- ing (Glider), Piloting (Heavy Airplane), Piloting
ket) (G198) or Guns (High-Performance Airplane), Piloting (Light
(Rifle) (G198). Also see Guns (Shotgun) Airplane), Piloting (Low-G Wings), Piloting
(G198). (Ultalight), Piloting (Vertol)
See also Gunnery and Heavy Weapons
for more firepower. Pilot Anthroform
See G188, 192
Medicine This is two seperate skills, depend-
See G213 ing on the size of the bipedal vehicle.
This is the skill Physician. If it is large and
Mecha-sized, use the
skill Driving (Mecha).
Nautical Mechan- If it’s man-sized use
ic the skill Environmen-
See 00, G207 tal Suit (Battlesuit).
This is identical to the
Aeronautics Mechanic de- Pilot Exotic
scription. Vehicle (Spe-
cific)
Navigation See G214
See G211 This is a variety of
This is the skill Navigation. skills.
Note that this skill must be Piloting (Autogy-
specialized. ro), Piloting (Con-
tragravity), Piloting
(Flight Pack), Piloting
Negotiation (Helicopter), Piloting
See G187 (Lighter-Than-Air)
This is the skill Diplomacy and Piloting (Light-
or any combination of Psy- sail).
chology (G216), Detect Lies
(G187), Body Language (G187), Merchant (G209) and Fast-Talk
(195).
Pilot Ground Craft
See G188
This is a variety of skills.
Palming Driving (Automobile), Driving (Construction Equipment),
See G221 Driving (Halftrack), Driving (Heavy Wheeled), Driving (Hover-
This is the skill Slieght of Hand. Also see Holdout (G200) for craft), Driving (Locomotive), Driving (Motorcycle) and Driving
concealment. (Tracked).

Skills 15
Pilot Watercraft Varies
See G180 This is broken down into two skills. Computer Programming
This is the skill Boating. Also see Creman (G185) for large (G184) and Computer Operation (G184).
vessels that require a crew to operate.
Spellcasting
Pistols See 00
See G179, G198 All spellcasting is covered by chapter 00.
This is identical to the Automatics description above.
Street Knowledge
Professional Knowledge See G223
Varies This is the skill Streetwise.

Swimming
See G224
This is the skill Swimming.

Summoning
Varies
This is a variety of spells such as:
Planar Summons (M82, G247, 00), Conjure Spirit
(M150, G252, 00), Conjure Spirit of Man (M27, 00),
Conjure Shade (M102, 00), Conjure Watcher (00),
Conjure Spirit (M150, G252, 00), Conjure Demon
(M155, G252, 00), Conjure Water Elemental (M27,
00), Conjure Air Elemental (M27, 00), Conjure Earth
Elemental (M27, 00), Conjure Fire Elemental (M27,
00), etc.

Survival
See G223
This is the skill Survival. Note that this skill must be
specialized.
This is a variety of skills.
Economics (G189), Accounting (G174), Administration
(G174), Current Affairs (Business) (G186), Finance (G195),
Throwing Weapons
Law (G204), Market Analysis (G207), etc. See G226
This is the skill Thrown Weapon. Thrown Weapon must be
specialized per weapon. For a more general skill, select Throwing
Registering (G226)
See 00
This is identical to the Compiling description.
Tracking
See G226
Ritual Spellcasting This is the skill Tracking.
See 00
All spellcasting is covered by chapter 00.
Unarmed Combat
Varies
Running This is a variety of skills such as:
see G218 Boxing (G182), Brawling (G182), Judo (G203), Karate
This is the skill running. (G203), Sumo Wrestling (G223), and Wrestling (G228).

Shadowing
G219
This is the skill Shadowing.

Software
Skills 16
Techniques
These are all new techniques designed specifically for the
Shadowrun world. For more details on techniques and how they
Black Hammer
work, see G229. Hard
Defaults: Computer Programing-7
Prerequisites: 4 points in Computer Programming; cannot
Analyze exceed prerequisite skill-2.
Average This program does real damage to hotsim and fatigue to cold-
Defaults: Computer Programing-2 sim. Damage is determined by margin of success. Each point of
Prerequisites: Computer Programming; cannot exceed
prerequisite skill+4.
This is a program that watches data in the Matrix and
is used to gather information available. Users, programs
running, system resources, pregistery look-ups, etc. It’s
also used as a Matrix Perception Check in the Matrix.
This can also be used to expose a Spoof program in a
contest. This is an ongoing program. See S226.

Armor
Average
Defaults: Computer Programing-4
Prerequisites: Computer Programming; cannot exceed
prerequisite skill+2.
This is a program. This program is a series of Software
redundancies that protect icons from attacks in the
Matrix. The margin of success provides an ablative DR
equal to your success. Activating an Armor program
may be used as an Active Defense and will remain active
until it’s depleted or the user logs out. This is an ongoing
program.

Attack
Hard
Defaults: Computer Programing-5,
Prerequisites: 2 points in Computer Programming;
cannot exceed prerequisite skill.
This is a program of hostile code carriers that attempt
to kill processes, random inpt overflow buffers, etc. in an
attempt to crash programs and icons. Margin of success
inflicts HP damage to a program or icon.

Biofeedback Filters
Average
Defaults: Computer Programing-5
Prerequisites: Computer Programming; cannot exceed
prerequisite skill. success inflicts 1 point of real damage or 2 points of fatigue. Suc-
cess 5+ means fright check with +1 per 1 beyond 5 and potential
This is a defensive program used against an Attack, Black stunning. Use the rules for Major Wounds (G420). This is not an
Hammer, & Blackout. This is a contest of skills Vs. the opposing ongoing program.
program. On a success damage is reduced to 0. Activating this
program counts as an Active Defense. This is an ongoing program.
Biofeedback can be used against any damage received in the Blackout
Matrix. Hard
Defaults: Computer Programing-6

Techniques 17
Prerequisites: 2 points in Computer Programming; cannot specialized search routines used to track down information. This
exceed prerequisite skill-1. is an ongoing program. This can substitute a Research roll.
This is a nonlethal program. It inflicts fatigue damage for each
point of success. . Use the rules for Major Wounds (G420) for
any fatigue reduction beyond 1/3 Fatigue Points.
Command
Average
Defaults: Computer Programing-3
Browse Prerequisites: Computer Programming; cannot exceed prereq-
Average uisite skill+3.
This program is used to automate control over a device
through the Matrix. For active control, use Electronics Opera-
tion. This is an ongoing program.

Data Bomb
Average
Defaults: Computer Programing-4
Prerequisites: Computer Programming; cannot exceed
prerequisite skill +2.
This is a specialized reactive program that will attempt to
crash the activating icon when triggered by running embed-
ded programs. They can trigger Black Hammer, Blackout, At-
tacks, delete files, and corrupt files. Each added Program adds
a -1 modifier. More than one Data Bomb may be attached or
embedded into a file or device but all Data Bombs become
easier to detect. There is a +1 to any dedection rolls per Data
Bomb beyond the intial one.
Data Bombs may be detected with a Matrix Perception
check (see Analyze 00). Only a succesful Disarm Data Bomb
can disable a Data Bomb (Decrypt cannot be used). Activated
programs happen simultanously.

Decrypt
Average
Defaults: Computer Programing-4
Prerequisites: Computer Programming, Cryptography;
cannot exceed prerequisite skill+2.
These programs are specifically designed to crack encryp-
tion codes. Decrypt is a contest of skills Vs. Encrypt.

Defuse Data Bomb


Average
Defaults: Computer Programing-4
Prerequisites: Computer Programming; cannot exceed
prerequisite skill+2.
This program is used specifically for detecting & defusing
data bombs. This is a contest of skills of Defuse Data Bomb
Vs. Data Bomb.

ECCM
Average
Defaults: Computer Programing-4
Prerequisites: Computer Programming; cannot exceed
prerequisite skill+2.
This program (Electronic Counter-Counter Measures)
is designed to filter out jamming signals. This is a contest of
Defaults: Computer Programing-1 skills of ECCM Vs. Electronics Operation (Electronic Warfare).
Prerequisites: Computer Programming; cannot exceed prereq-
uisite skill+5.
This program gathers information in the Matrix. These are

Techniques 18
Encrypt Locates wireless networks within your range. This is an ongo-
ing program.
Average
Defaults: Computer Programing-4
Prerequisites: Computer Programming, Cryptography; cannot Sniffer
exceed prerequisite skill+2. Hard
This program is designed to encrypt to secure files, access Defaults: Computer Programing-2
nodes, and communications between nodes. Margin of success Prerequisites: Computer Programming; cannot exceed prereq-
should always be noted since any attempt to Decrypt it needs to uisite skill+2.
beat this margin. This is not an ongoing program. This program is used to intercept data traf-
fic & wireless signals. The skill check is un-
contested if it’s unsecure (unencrypted).

What are you waiting for?


Spoof
You’re faster than this. Don’t think Average
you are, know you are. Come on. Defaults: Computer
Stop trying to hit me and hit me. Programing-4
Prerequisites:
-Morpheus, The Matrix Computer Program-
ming; cannot exceed
prerequisite skill+2.
Exploit This program is used to
Hard generate false access ID’s,
Defaults: Computer Programing-4 forge misleading data packets,
etc. to fool & mislead other pro-
Prerequisites: Computer Programming; cannot exceed prereq-
grams. Note the margin of suc-
uisite skill.
cess. The inspecting program
This program takes advantage of security flaws & weaknesses needs to beat this margin
to gain unauthorized access. This is an contested roll Vs. the to detect the forgery.
system’s Computer Programming skill. The margin of success To dedect a
provides a +1 to all programs while in the node. spoof use Spoof
or Analyze.
Medic
Average Stealth
Defaults: Computer Programing-2 Hard
Prerequisites: Computer Programming; cannot exceed prereq- Defaults:
uisite skill+4. Computer
This is a program used to repair programs, icons, corrupted Programing-5
files, errors, etc. Each 1 Margin of success heals 1 damage. Note Prerequisites:
that Medic Cannot be used on Technomancers. See Medic Computer Programming; cannot exceed prerequisite skill.
(Complex forms) 00. This program is ultilized to “stealth” through a node by making
his data activity hidden, removing his trail, cloaking his data to
Reality Filter look like an authorized user, or just making it hard to find. This is
a contest of skills of Stealth Vs. Analyze and/or Track. This is an
Average ongoing program.
Defaults: Computer Programing-3
Prerequisites: Computer Programming; cannot exceed prereq-
uisite skill+3. Track
This program changes the node’s VR simsense sculpting to a Average
metaphor of your choice. You receive a +1 to all checks in node Defaults: Computer Programing-4
on a success. On a failure the user suffers a -1 to all checks in the Prerequisites: Computer Programming; cannot exceed prereq-
node. This is an ongoing program. uisite skill+2.
this Program is used to track a user’s connection or a trail of
Scan packets back to the originating node and user. This is a contest of
skills Vs. Stealth.
Average
Defaults: Computer Programing-2
Prerequisites: Computer Programming; cannot exceed prereq-
uisite skill+4.

Character Creation 19
Chapter Five

Magic
The magic in Shadowrun is a pretty integral part of the world.
Thankfully the magic system in GURPS is pretty comprehinsive
as well as extensive.

Skills 20

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