Note: The 70-point cap on spells is arbitrarily determined. If the spell cost 72 points to build, however, you cannot take that with Sorcery 6 (at the moment). So a spell that costs 40 points to build only ends up costing the character 8 points (leaving you 62 points to spend). With Sorcery, you buy the spell as a "Power" and then divide the cost by five (5) for the final cost. Other than the astral plane shenanigans, this gets you a cap of 70 points to build a spell using Powers and a total of 70 points to spend on spells. I've no idea of starting points at the moment because that's going to depend on the power level of the campaign (and GURPS is notoriously bad for this I'll be cribbing from books like Action! and Monster Hunters for some guidance). This is a 70-point chunk for your starting character points, but you're also going to have to pony up for Astral Sight 3 and Astral Travel 4 (costs another 71! points). So a "starting" spellslinger would require a Magic of 6, which would require six levels of Sorcerous Empowerment (aka, Sorcery). There is currently no ability to buy "powerful" spells that go beyond your "level".You even get some ability to throw small spells "off the cuff" for free (bonus).The cost of the different "levels" translates over to how much you can spend on spells and how "powerful" they are. ![]() Over the years I've explored skill-based magic (yack!), pure Power-based (too expensive), Ritual Path Magic using a customed approach to Western Magic Tradition and elemental correspondences (love, but couldn't get it to work), etc.įinally, though, PK Levine wrote a hack of Modular Abilities that I think works really quite well. So, I had never seen an interpretation of Shadowrun's Sorcery (spellslinging) that I've liked. If so, I'll start with spellslinging-Sorcery. What I would like from y'all is the Shadowrun (etc.) side of the equation, but if you do have thoughts on the GURPS side of things then I'm all ears. My hopes is that be brining them to this thread I can with your help get that good shifting towards "perfect" even if it never gets there. Things that I have done are going to be weird, but there are reasons for it in m mind that make sense to me but might not make sense to y'all. What I would like to do is offer some basic information on how I have, or have tried, to solve Shadowrun (etc.) specific "things" in GURPS and see how the stack up to your background knowledge as it is informed by the mechanics. I'm getting close to finishing things, but the one problem that I have is that it is difficult to find someone that is fluent in both the meta-setting and the rules that I'm using. Thus, one magic system to rule/fail them all, one approach to technology etc.Īs you might imagine, headaches have ensued. The goal was to have a single approach to the meta-setting (thus, Earthdawn, Shadowrun, and Equinox) that didn't just offer three different rule variations for the different settings. This is what I (pretentiously, I know) call "The Ages of Magic and Shadow" using GURPS 4e. The reality of this is that I'm probably still aiming too high-still over-thinking things-but I'm now forcing myself to write concrete details and mechanics down. The "good enough" would, I told myself, suffice. I have failed to find the "perfect" system, which included GURPS, until I stopped trying to get it perfect. This is also why DTRPG can't sell B&W prints of it.Over the years I've been tinkering around with different systems in the hopes of creating an interpretation of the Shadowrun meta-setting. Q: Where's the PDF for the Shadowrun 2e core rule book? A: Legally nonexistent. Shadowrun is made to be house-ruled many players use Anarchy, Savage Worlds, Fate, or another system, only using Shadowrun books for lore and setting. If you prefer advanced systems with every detail spelled out in full clarity, go later editions. ![]() Q: What's the best edition of Shadowrun? A: If you like crunchy, diverse, basic systems, where lore is baked into mechanics at every turn, go earlier editions. HQ Seattle 2050 map with security zones (129MB PDF)įor Shadowrun fandom generally, see r/Shadowrun.įor the video games Shadowrun Returns / Dragonfall / Hong Kong, see r/ShadowrunReturns. ![]()
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