DM Rules
Talent Linking. Two or more characters can collaborate to perform a task together assuming that both characters possess the skill. In this circumstance, task resolution is accomplished as follows:
- the highest skill level is used for the test.
- additional characters reduce the possibility of failure. Instead of adding skill to the test, additional characters can use their allotment of failures to ensure that the test succeeds.
- if the test allows the use of karma pools, additional characters can add dice to the test equal to the number of failure dice that can be canceled by the skill level of the character.
- the success level can be used to determine the effect. If the task is time sensitive,standard success is accomplished without any time bonuses. A good success results in accomplishing the task in 1/3 the time. An excellent success results in the task taking only 1/2 the time. An extraordinary success results in the tasks taking 1/4 of the time.
- additional characters can use cards in their pool
Magic. There are some missing ED corollaries that need to be addressed in ShadowRun.
- Matrices. There must be a progression from casting raw magic to using artifacts to filter astral energy to the use of matrices. The ideal of warping can easily be reflected in additional physical drain that characters must take when casting in a corrupt area. The use of the matrix artifact removes this "lethal astral feedback" from the spell caster. The use of matrices will be limited to magical initiates with the initiate allocating one of his/her metamagical technique slots to be able to access this ability. The number of matrices is equal to 1/3 the Spellcasting skill.
Conjuring. There must be limitations placed on current conjuring techniques. The act of conjuring binds the astral construct to the conjurer. This is reflected by Magic Pool dice being allocated to conjured spirits with 1 Magic Pool dice per level being used while the spirit remains bound to the conjurer. While this Magic Pool dice is associated with the spirit it CANNOT be used to augment Magic rolls. Not all of the Magic Pool must be used this way. Unallocated Magic Pool dice functions as normal. For example a character wil 6 Magic Pool dice that conjures a level 3 spirit allocates 3 dice from his pool while the spirit remains bound to him. The remaining Magic pool dice can be used normally. The 3 Magic Pool dice return to the character's Magic Pool when the spirit has returned to the astral plain it was conjured from.
This now provides a method to create Free Spirits (or Familiars). By permanently giving Magic Pool dice to an astral construct, it becomes self empowered.
Enchanting. To be determined.
Opposed resolution. There are situations which are tedious to resolve using the current ruleset which can be easily resolved through the use of the Drama Deck using the following mechanism:
both parties declare their objectives. The first party to complete all of their actions(A, B, C, D) wins the their desired outcome.
For example, a car chase results between the players and local law enforcement. The character's objective is to escape the coppers and the coppers objective is to catch the players. This situation can be resolved using this mechanism. The characters escape when they complete all of their action sequences before the cops do.
Karma effects in an evolving magical world. Like Earthdawn, Karma can be used to represent a character's innate magical nature. World events which change the nature of magic can manifest in game play by modifying Karma behavior. For example, using Karma near magically active sites can result in different Karma behavior. Using magic near a Ley Line may result in Karma dice never resulting in failures (even on a 1).
This also allows for magical attacks which affect the use of Karma. Cursed Luck can take a player's highest roll and turn it into a 1. Corrupt Karma can prevent Karma from being used on an action. Various ED karma modifiers can be used to supplement SR3 to provide a more magical feel to the game.
Convergent Torg storylines. That FASA meant to introduce the Scourage and the coming of the Horrors, there can be no doubt. The problem lies in the implementation of these details.Torg provides a great framework to meld SR3 / ED themes without upsetting the game universe dramatically.
As well as Church dogma to proclaim the validity of the metahuman soul, church elements begin to embrace technology as a source of salvation. This leads to the formation of a modern Cyberpapal state with Magic taking on the role of "miracles". The search for a spiritual machine results in the birthing of a "moral" AI (Gabriel).
The astral bridge to signal the beginning of the Scourage is halted temporarily, but minions of powerful Named Horrors managed to gain a foot hold in this world. When they realize that technology played a factor in repelling their advances, they create technodemon constructs to augment their power and provide insight into this tool. A negative astral cascade sweeps SoCAL and transforms it into Tharkhold. This fits in with Saito succession of Japanese authority and creating a nation state.
The Atlantean Foundation spurred on by the discovery of the pyramids on Mars manages to create an astral gateway to contact the last of the Therans. The Space Gods arrive as a call to their answers. With their return, will they look to re-establish the dominance of 3rd world Thera. A twist on this could be that the Incan Gold looted by the Spanish was in fact Orichulum. The geoglyphs of Nazca and Palpa are the traces of the magical glyphs that took the Therans from this world to the next.
Aztechnology and their penchant for blood magic seems like a natural fit for Orrosh. We can develop the story line to transform Aztlan nto the first bastion of the Horror foothold in SR3. Given its proximity to SoCAL and the transformation of the adjacent L.A into Tharkholdu, this makes a lot of sense as the Horrors experiment with high technology in a separate realm. Think HellRaiser meets the Cube. This could also explain the strange similarity between Space God/Theran magical methods (and their use of the pyramid).
Aysle can manifest in the Tir nations. The heavy reliance on magic due to the high availability of magical sources such as ley lines makes this a natural fit. By introducing a continuum between the technological and the magical, we will have the ability to adjust magic use depending on the game context. This can play well against the Eleven Schism which manifests between Tir Tairngire and Tir Nan Og. This can be the the parallel between Sereathea and the Wyrm Wood. Once the encroaching Horrors target Aylse strong holds due to their attraction to the high mana available in these zones, perhaps the Alichia will reinvoke the Ritual of Thorns.
The Nile Empire fits in well with idea that "Egypt" is analogous to Creana. Although Weird Science has no SR3 analogue, I think that if approached with the technomagic bent (such as personal force fields powered with Karma), this might be doable. Ra can be transformed into one of the Great Dragons which is late to the party (or All-wings herself).
Nippon Tech I think suites the intrigue posed by the Yakuza/Seoulpa Rings/Triads. With their penchant for cloak and dagger maneuverings, this would be a good fit. I suggest that the 227 plot line be attempts for either biological or cybernetic cloning (which in SR3 falls into the realm of cybermancy). The surreptitious acquisition of technology from competitors plus the alchemical philosophers stone (i.e. Orichulum) allows the transfer of human consciousness to an autonomous technological body.
The only problems I have are with the Living Land / Land Below cosms which I think violate base SR3 idioms. If these are left out, I think that most of the Torg world is well preserved that the general feel can pervade the campaign.
Convergent ED storylines. There were a number of world storylines in ED which remained unresolved. These themes could provide a wealth of adventure possibilities in SR3.
The Ever Living Flower. Some of the SR3 adventures touch upon this, but do not go into any further detail. This could be a good introduction to magical theory regarding Immortality, elves on the Path of Lords, and the power of True Naming. This could lead in to magical means of enchanting mundane items and create an interesting mechanic for the game.
Aardelea and the Drakes. The appearance of drakes in close temporal proximity to extended periods of elevated Mana suggests that Great Dragons are still relying on the Ritual of Blue Spirits to create their servants. Perhaps a genetic marker exists in the descendants of Aardelea which through exposure to high mana sources forces a latent transformation.
The Books of Harrow. As I mentioned previously, I think that artifacts from previous eras could prognosticate the return of the Scourage. Perhaps the Sphinx in Eygpt is Jaron himself and the Ritual of Awakening can coax some tidbits of information from him.
The Orichulum Wars. I think the manifestation of Orichulum in SR3 provide ample opportunity to introduce the theme of War on a Global scale to SR3. As well as allowing for closer technological and magical integration, it becomes the currency of the new era.
Kaers. With the discovery of the Books of Harrow, preparations begin to secure humanity against the onslaught. Although there are those who believe that the Scourge can still be avoided, the prudent begin construction of Kaers; this time with the help of technology. Think Saeder Krupp Prime.
The rise of Magic. The warning by ancestor spirits of the coming Scourage points to the development of Nethermancy. Prior to this, Elementalism, Wizardry, and Illusionism were well represented in SR3. This would be a new magical focus which manifests in SR3. At first, those who are practitioners are hunted down until it becomes understood that Nethermancy is not the practice of the Dark Arts, but the study of the magic use of the Horrors. This could dovetail nicely with the rise of the Cyberpapacy and their war on Heretical Nethermancers.
The Power of Naming. This could have the biggest effect on the use of persistent magic in SR3. Like ED, it is not enough that something is inherently magical because of its construction or materials, but through its use becomes empowered. This could mesh well with the Torg cosm artifacts in terms of the Karma/Possibilities. Mechanics to be determined at some future date.
As with the general rules, comments are welcome.



