

This meant making it pretty effing expensive, but I wanted to maintain the dichotomy of the hacker as an established specialist in his own right, as opposed to something one can do for the cost of one skill and a deck/commlink. So when I was making my conversion, one of the things I attempted to do was make sure that hacking required roughly as much CP investment to be good at as magic or combat. Hacking takes too little investment, so while the dedicated hacker might be a little better than the guy with a fancy cyberdeck/commlink and rudimentary skills, he's not an order of magnitude better or anything. SR rules have never been particularly good at reflecting this. He can do some other stuff, but mostly, he hacks his little *** off. One thing that weighed particularly heavy on my mind was that in SR, the hacker/decker is almost always portrayed as a specialist. Icons or just a contest of skills with Hacking and some program? I am have thought about it and go back and forth on how much I want to reflect in GURPS so I have some reading to do :) Do I want Matrix combat with Icons vs. Stuff like that.īut yea the one thing I am most stuck on is the Matrix and Commlinks. Also Enchantment and Necromancy are going to be NPC spell lists. I am going to use the Ritual Magic as described in GURPS Magic pg.200 and dropping all Gate, Blink, Teleport type spells, Hard Techniques that can raise the spell up to the Default spells' level, etc. Based somewhat on Dungeon Fantasy Templates I wrote up a bunch of standard Shadowrun Temples (I don't have Action! yet but it is on my next must-have lists) and then using Ultra-Tech and Magic figure out some items for that also. ruleset more and so I spent a couple of days over the Christmas break thinking about a conversion over. Made for a bit more mysterious and supernatural world. The thing that I most enjoyed about it was inviting players to come up with different magical or supernatual powers if they wanted, based off Essence/Magic. Which was cool I felt it reflected the intention of the character type better than a direct lift of the mechanics. The Physical Adepts I said could buy Super-Advantages, spending a limit of 5xMagic points but I suggested alternatively Trained by a Master, Chambara Rules and Cinematic Skills, again based off Magic, and they preferred that. I didn't have any deckers, so didn't have to come up with Matrix rules. Strictly speaking I think it should be done with Astral Form, although that will get expensive. I did it with 3e and used Astral Projection for astral projection, but in 4e I'm not sure. (Actually, and it would be moving further away from SR, I might be temped to use Path & Book Ritual Magic for Shamans, to make them work profoundly differently from Mages.) I did collect all the spirit-summoning and elemental-creation spells into one College called Conjuration, which worked quite well. I never got around to re-Colleging the spells to reflect SR, but think it would be worthwhile if you're likely to have Shamans in the game. Magic is a stat based on Essence+Magery, and spells cast at higher skill than your Magic stat cost HP instead of FP. I started work on a list of mental Disads for low Essence, then on a set of rules limiting social skills and having symptoms similar to Callous, Killjoy and Low Empathy, which I liked a bit better, but never got around to implementing. Healing spell skill is capped at the recipient's Essence. Empathy and Danger Sense were based on Essence rather than IQ. Cyberware reduced it as in SR (mostly scaled across from SR, so a limb replacement hits you for 2.5 Essence), and gave you the Disadvantage "Low Essence " you get the points from the Disad as a starting character, but not for changes in play. I introduced Essence as a GURPS stat, same scale as attributes, starting at 15 for free. I kept the GURPS magic system more or less intact, because I actually like the GURPS tech-tree approach to magic more than I did the Shadowrun cherry-picking style (After all, if I was that precious about reproducing the Shadowrun system, I'd use the Shadowrun system I don't like their magic rules any more than their combat rules).
