Over the years, my RPG group has sampled the entire genre of classic RPG games ranging from Paranoia to Warhammer10K. Three systems we always find ourselves returning to are Earthdawn, ShadowRun 3rd Edition, and Torg. These systems represent the pinnacle of the RPG experience. Whether it's the immersive world stories and plot lines, the technical mechanics of representing dramatic action, the scalability in play for increasingly capable characters, or the engagement of players in telling their own stories in the context of the game, these systems epitomize the true nature of RPGs. All that needs to be said about the quality of these games can be summarized by one simple fact - they are imminently replayable. How may games can you say that about?
Instead of subjecting ourselves to YAGS (yet another gaming system), we decided to create a fusion of these existing games. This will hopefully bring together all of the best elements from the individual gaming systems to create an familiar, yet engaging whole. It is assumed that groups that wish to apply these rules have access to source material from all of the three gaming systems mentioned above.
The base story line is that from ShadowRun 2050. The rise of magic and the return of the Halley's comet provide key points to inject themes from Torg and Earthdawn into the near future at the confluence of magic and technology.
- There is a disconnect in SR between attributes and skills which impacts the probability of a success test.This does not make the distinction between aptitude (represented by attributes) versus skills.The changes below address some of the shortcomings of the 3rd edition rules.
- certain game aspects will be changed to reflect the that skills are based on attributes. The failuretarget number for skills based on the attribute is equal to 6 - attribute value to a minimum of 1. Failures always take precedent over successes. For example a character with an attribute of 1 will result in the skill failure threshold of 5 or less regardless of the standard success target number.
- the number of true failures (1 on a d6) that can be ignored on a skill role is based on 1/4 of the skill. In essence, there is a balance between the skill (in terms of the number of true failures that can be ignored) and the base aptitude (the failure threshold). While increasing aptitude (the attribute) reduces the threshold of failure, skill limits the amount of mistakes that can be made, but does not
remove the possibility of failure.
- BOD
- for every two points of this attribute add 1 additional box to the physical damage monitor.
- 1/3 of the BOD attribute shifts the damage levels by its value. For example, a BOD attribute of 8 will result in the following physical damage monitor: xxLxxMxxSxxxDx
- this results in 2 additional boxes before L damage is felt. It also means that a character with a BOD of 8 can take D damage without going unconscious as well as having an additional box before going into overflow.
- STR
- 1/3 of the STR attribute can be used for recoil compensation.
- DEX
- 1/3 of the DEX attribute is used to determine the number of physical distance attack successes to target a character to a minimum of 1. For example, a character with a dexterity of 6 would require 2 successes to damage successfully.
- INT
- 1/3 of the INT attribute can be used to cancel Dump Shock damage associated with a single action.
- WIL
- for every two points of this attribute add 1 additional box to the stun damage monitor.
- 1/3 of the WIL attribute shifts the stun damage levels by its value. See the BOD attribute.
- 1/3 of the WIL attribute is used to determine the number of magical attack successes required totarget a character to a minimum of 1. For example, a character with a willpower of 9 would require 3 successes to damage successfully.
- CHA
- 1/3 of the CHA attribute is used to determine the number of social interaction successes required to target the character.
- MAGIC
- 1/3 of the MAGIC attribute can be used to cancel drain boxes associated with a single magical action. For example, a character with a MAGIC attribute of 6 can ignore 2 boxes of drain. When casting a spell with Medium drain, the amount of actual drain taken is 1 box (3 - 2) or Light. This allows highly magical beings to ignore drain in proportion to their magic rating.
- (physical adepts only) 1/3 of the MAGIC attribute determines the power level of certain powers. The adept is only responsible for purchasing the base power. Its effectiveness is inheritly linked to the adepts magic / initiate level.
- (MAGIC - 6) = the number of metamagical techniques a character can possess.
- (MAGIC - 6)/2 = technological healing modifier. Magical creatures are more difficult to heal with purely technological means. This modifier does not apply to magical healing methods.
- ESSENCE
- (ESSENCE - 6)/2 = social interaction test modifier. Characters that are heavily modified by cybernetics have lower emotional affect which hinders social interaction
- (ESSENCE - 6)/2 = magical healing modifier. Characters with extensive cybernetics are more difficult to heal by magical means. This does modifier does not apply to technological healing methods.
- Current dice mechanics measure only successes and not failures. Going forward all roles will require measure successful roles against true failures (1 on a d6). Any true failures must be subtracted from any rolled successes to determine the net result of the test. For example if the standard target number of 4 results in a roll of 1,2,4,4,6 the net result is 3 successes - 1 failure = 2 successes.
Karma pools remain the same, but their usage is as follows: Karma can no longer be used to buy successes. They can only be used to augment dice rolls. They cannot be used for rerolls. They can be used to cancel dice failures (1 on a d6), but not gain unrolled successes. The corollary is that your karma pool can only increase and NOT decrease. Increasing your karma pool requires using accumulated karma points to increase the pool at a cost of karma equal to the next level.
There are no more group karma pools. Karma points refresh at the end of every session.
Skill concentrations will be used as following: For every 2 points in a skill, a single concentration can be chosen. There are no more separate build/repair skills, only the build repair concentration. This removes the skill tree proliferation that has handicapped 3rd edition rules. Using skills with the correct concentration allows the character to role against standard success target numbers. Using the skill
without the correct concentration will require achieving a good success for a test. This also reduces the maximum staging offset by 1.
As well as determining the number of dice rolled, a skill also determines the number of true failures that can be disregarded on a single roll. 1/4 of the skill level can be used to disregard true failures (1 on a d6). For example, a skill of 8 when roled will allow for 2 true failures to be ignored.
Target numbers will be modified for difficulty following ED rules. There will be failure, average, good, excellent, and extraordinary success target numbers. The highest roled dice determines the success level. For every success level achieved, the staging number of the role is increased by 1. For example, an attack that does 9M damage will a single good success will result in 10M damage. Additional successes will power
level will increase. For example, two average successes for an attack that does 9M damage will result in 9S damage.
Failures result when there are no rolls resulting in successes, but the number of true failures (1 on a d6) exceed 1/4 of the attribute on which the skill is based. For example, if a skill of 6 based on an attribute value of 4 results in a roll of 1, 2, 2, 2, 3, 3 when a standard target number of 4 is required for the role will result in 3 failures (1 true failures + 2 standard failures based on 6-4=2).
A catastrophic failure results when the skill dice roled results in more true failures (1 on a d6) than 1/2 of the base attribute. For example, if the skill roll instead resulted in 1, 1, 2, 2, 3, 3 this would have resulted in 4 failures (2 true failures + 2 standard failures). Since the attribute base is 4, this would have resulted in a catastrophic failure.
A standard failure results in a minor inconvenience (i.e. a gun jam). A catastrophic failure will result in something more dramatic (i.e. such as your ammo exploding resulting in damage). This is usually a good time to use a karma point to reduce the number of true failures.
Using karma to offset roles results in a double edged sword. As well as providing more opportunity to increasing the role effect, it also increases the possibility of true failures. Karma usage becomes more unpredictable which reflects the uncertainty introduced by relying on magic. Only experience can mitigate
the risks associated with using karma.
Initiative is to be determined using the Drama Deck. Only one standard action is allowed per round, unless modified by the Drama Deck. Speed and defensive/offensive capability is now better reflected in a character's attributes.
Magical or technological enhancement of the attribute does NOT affect the base attribute modifiers. They are considered externalities and already have requisite benefits associated with their use. The only caveat is for physical adepts who use their magic points to improve their attributes. These bonuses affect the underlying attribute which affect the base attribute modifiers.
Essence can be improved like any other attribute. This allows for healing and social interaction bonuses as well as to recovering Essence Loss associated with the removal of cyberware. This also allows magical characters to install cyberware by offsetting any loss in their magic rating.
Knowledge skills and contacts can only be improved through role playing.
The Drama Deck will be used to enhance various aspects of the game:
- as per Torg, characters will start out with 5 cards which they must activate by placing into their pool. One card per initiative turn is allowed.
- each skill bonus can be applied to a single die result. Multiple cards can be used either on a single die result or to affect multiple dice (with one card per die).
- the attribute bonuses correspond as follows:
- BOD - Toughness
- DEX - Dexterity
- STR - Strength
- CHA - Charisma
- INT - Perception
- WIL - Mind
- MAGIC - Spirit
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- alertness cards function without modification.
- haste cards allow for an additional action within a round.
- master plan cards function without modification.
- seize initiative cards function without modification.
- hero cards can be used to re-roll ALL failed dice or cancel one true failure (1 on a d6). They can also be used to counteract an opponent fails card. Keeping this card till the end of the session increases the karma reward by 1 as well.
- opponent fails cards function without modification.
- rally works without modification. All stun damage is removed.
- second chance works without modification.
- connection allows a character to develop a contact.
- idea works without modification.
- glory : use of this card in conjuction with an extraordinary success will also shift the damage level to D. Keeping this card till the end of the session increases the karma reward by 3 as well.
- monologue works without modification.
- campaign works without modification.
- coup de grace : shifts the base damage level of an attack by 1 damage level. An attack with a base of S can be shifted to a base of D.
- romance works without modification. Can be submitted for 1 additional karma point reward if unused.
- martyr : why change this at all?
- mistaken identity : ditto
- true identity : ditto
- personal stake : ditto
- nemesis : ditto
- suspicion : ditto
- drama : can be used like a hero card or redeemed for 3 karma points at the end of an adventure.
- leadership works without modification
- supporter works without modification
- escape : probably shouldn't allow this, but oh well ...
- hero fails : no deck is complete without this. Can be redeemed (if used in a session) for 3 karma points.
- research works without modification
- quest works without modification
- super hero : roll twice and take the best result or use it like a hero card.
- second wind : ignore stun penalties for this round only
- resolve : add an additional success to any WIL based action for this round.
- breakthrough : use any unskilled skill without penalties
- new hope : roleplay a round of inspirational speech. All players that can trade cards are inspired.
- plunder works without modification
- fate : replace as many cards from the deck as you have discarded
- murphy's law : like hero fail's but worse. The bright side is its worth 4 karma points if used.
- retrospection : cannot be played in combat. After a round of meditation, you can replace this card with another card in the Discard Stack.
- desperation : all players can put their cards into their pools.
- clone : this card duplicates the affect of one card already in the pool.
- reckoning : bonus applies to a single opponent and only until the end of an event/scene.
- defiance : bonus applies to a single opponent and only until the end of an event/scene.
- repair : works for 1 round
Card actions work as follows:
- Fatigue : add L Stun Damage (this is not compensated for by WIL bonuses)
- Inspiration : remove L Stun Damage
- Up : re-roll all failed dice
- Flurry : get another action this round
- Setback : lose your action this round, if completing a task lose one level of success
- Stymied : lose your action this round
- Breaks : lose one success for every action taken this round.
- Confused : if completing a task, you cannot make progress this round
As per Torg, approved actions will allow the character to draw another card from the drama deck. At the end of a session, players can only have a maximum of 5 cards in their hand. Excess cards MUST be discarded.
We will be starting at the beginning of the know ShadowRun universe. SOTA will be factored into the game time line as your characters progress through the adventures. This means that all characters start off with only the base equipment allowable for SR3 2050 characters. This also means that as SOTA becomes a factor, older gear will begin to loose its effectiveness. Your characters will also have age affect their attributes.
Spells will NOT have rating levels. The force/power of the spell is to be determined by the caster. This should simplify magic immensely. The distinction/bonuses for hermetic versus shamanic magicians still apply.
Building gear. The appropriate build/repair skill will allow construction/customization of gear. Custom built gear will have the same stats as the manufactured stuff, but will have a reliability rating
as well. This factor will be based on the following formula:
(manufactured cost)/2
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custom cost
This means that a custom solution can be as reliable as the manufactured one if the component cost is equal to half the cost of the original. Using inferior components reduces reliability. If the custom component cost is equal to only 1/4 of the original cost, the component will be twice as likely to fail. Reliability mechanics to be determined. This also means that for riggers, repairing their droids should
be feasible (assuming there is enough left to salvage).
As per ED, skill advancement requires successful use of a skill at the current level. Attributes can be improved whenever (assuming you have the karma points to spend).
Reputation will also factor into the game. The Karma Point total will be used to measure character reputation. This will have both positive and negative impacts on character interaction with in-game personalities and will affect game mechanics such as availability. The reputation system mechanics to be determined.
This is a work in progress. Obviously, play testing will reveal any flaws with these rules. Changes will be published as these deficiencies are discovered. Feel free to comment on these rule changes or make additional suggestions.