Core rules 1.22

Introduction The following are conversion notes of the setting and core elements of Shadowrun 2nd Edition to the Savage Worlds Explorer Edition ruleset. The basic rules for running Savage Worlds can be found in the Savage Worlds Test Drive, available for free from Pinnacle Entertainment. It is required to play the game. In addition many rules have been adopted from the Savage Worlds expansion Deadlands. The essentials will be reproduced here, but you may want to buy a .pdf copy of Deadlands for more information and background. When referring to “canon SW rules” it means referring to the the printed explorer edition ruleset exactly as is. For Players already closely familiar with Savage Worlds, here are some of the changes we will be trying: - Social (ettiquette) skills for each Shadowrun subculture (street, elf, ork, mafia, yakuza, corporate, media/pop-culture, Amerindian). Streetwise = Ettiquette (street). - Metahuman races are available at character creation - A different list of Edges and Hindrances - Arcane backgrounds are setting-specific, and include Adepts, Shamans, and Mages - You will have a character tree of two characters. - Advancement is just as much money (nuyen) based as it is experience point based, and resources during and after character creation are modeled to the ratios in Shadowrun 2.0. Thus things like Cyberdecking which would normally just be a Arcane background (weird science) now or open to anyone with the nuyen and skills necessary.

Note: ignore the greyed out stuff

Character Creation

Characters start off as seasoned; level 5 (Below starting stuff includes advancements up to seasoned)

Starting resources: 100,000 nuyen

Starting Attribute points: 7 (the extra point is for good 21st century nutrition  ) • Strength • Agility • Vigor • Smarts • Spirit

• Every player typically has 3 bennies per game session. You can decrease or increase this number by trading it 1:1 for attribute points at character creation.

Derived Attributes: • Toughness: 2 + ½ of Vigor + size (usually 0) + any other inherent modifiers • Parry: 2 + ½ fighting die • Essence: 2 + ½ Spirit die. Essence is your spiritual integrity; like your ‘toughness’ when resisting most magical attacks. • Reputation is just what it says. This attribute starts at 0 and is increased through completing missions reliably, subtly, and with a minimum of collateral damage. It is primarily a role playing attribute, but also affects how much you are paid, as well as intimidate and persuade attempts.

Starting Skill points: 20 (includes advancements for being seasoned) Background/Professional edges: 2 Regular Edges: 1 Hindrances: All characters start with 2 minor or 1 major hindrance.

Characters can take additional hindrances to gain up to two MORE background/professional edges. (minor hindrance = 1 point, major hindrance = 2 points; each additional background edge costs TWO points)

If you take the maximum (2) extra edges, you will begin with 5 edges, 4 of which may be background/professional edges.  You will also have 6 points of hindrances.

Metahumanity Metahumans typically have a bit higher stats than humans, but as minoritiesthey suffer significant racism and bigotry. Mild allergy: -1 to all rolls when exposed to allergen Severe Allergy: -2 to all rolls when exposed, and if wounded by allergen wounds have great difficulty healing Human No special rules Elf • Starting Agility: d6, racial max d12+1 • Natural Low-light vision • Attractive: +1 to pertinent social skill rolls • mild allergy to pollution Dwarf • Starting Vigor d6 / racial max d12 +1 • Natural Thermographic vision • Hard to Kill edge • Of all metahumans, Dwarves get along best within established society • Agoraphobia – mild allergy (-1 to rolls) when in open outdoor areas Ork • Starting Strength d6 • Ugly / Angry: -1 to pertinent social skill rolls • Natural Low Light vision • Combat Reflexes edge • Orks suffer the most racism and commonly forced into urban wastelands and slums Troll • Starting Strength d10 / racial max d12+3; and you only get 4 more starting attribute points • Starting Vigor d6 • Smarts racial max d6 • Agility racial max d8 • Uncouth / Monstrous (hindrance): -2 to pertinent social skill rolls • Natural Thermographic vision • Reach 1 • Size +2 (adds to toughness) • Natural Dermal Plating +1 (adds to armor) • Oversized: Trolls are are so large that they must have their weapons, vehicles, and possessions customized for them. This adds 25% to the cost of the item. If they are forced to use non-Troll-sized equipment, they suffer a -2 to all rolls involving non-troll equipment. Additionally, Trolls are at a disadvantage in tight quarters, and suffer a -2 to any roll made in tight confines • Trolls are integrated suprisingly well into society, as long as they work within stereotypical roles. This is generally due to their gullibility, hard work ethic, and how easily they are manipulated. • mild allergy to sunlight

Cyberware

As you may have noticed, you start with a lot more money then in canon Savage Worlds. Your starting cash is used, among other things, to buy Cyberware at character creation (its in the Gear section). It can be purchased later on, but then you also have to pay for the hospitalization and surgery time to implant it. Cyberware reduces your essence for each device implanted. You cannot reduce your essence to 0.

Decking and the Matrix

A Decker is defined by their cyberdeck (a million nuyen portable supercomputer) and their Datajack/Neural interface (a direct computer-brain interace that speeds their actions in the matrix). Essentially the cyberdeck and its programs create a matrix ‘persona’ of attributes and skills that the player uses to accomplish matrix-based tasks. The Neural Interface gives the player an increased number of actions per turn when jacked in. In the Matrix, Deckers use two skills: Computer skill which handles all legal/routine actions, and Hacking skill which covers hostile and illegal actions. Besides the Matrix, The Cyberdeck and Neural Interface can also be used to pilot vehicles and command drones with exceptional precision. Thus Deckers are commonly called upon as advanced pilots and remote drone operatives. Finally, cyberdecks are designed with military special-ops in mind, so they also serve as portable electronic warfare devices. When away from any hardwired network, a decker can still broadcast electronic interference, interfere with opponents cyberware, or even usurp command of enemy drones and remotely operated vehicles. These are handled as skills and Test of Wills per the usual rules (SW p. 73). Most electronic equipment has some degree of “hardening” which is an additional penalty on the attacker’s rolls in such situations.

If you are interested in playing a decker see the SvgW Shadowrun Decking Chapter (a separate file)

Magic

Many areas of magic are expanded upon in Shadowrun

Magic aptitude in Shadowrun is taken as a Arcane Background Edge and commonly manifested as Shamanic magic (totems, spirits, and the like), Hermetic Magic (typical “wizard”; scientific method applied to magic), and Physical Adepts (magically improved attributes and innate supernatural abilities).

The Arcane Background edges give the player a ‘talent’ in the area of choosing; the Awakened background edge gives the player full access to the specialty. Whatever Arcane Bacground is chosen, they all share a drawback: their magically attuned bodies reject implanted cyberware.

No magic user is precisely like the canon SW rules:

- Hermetic Mages force the Astral plane to their will. They are physically weak, requiring their stats to be heavy towards Smarts and Spirit, but they are unlimited in the type of spell they can cast, and they do not need Edges to learn new powers. As long as they have the money for a teacher and a Hermetic Library they can spend their time learning new spells with successful Magical Theory skill checks. Most powerful of all, they can continue to cast spells even when they run out of Power Points. Shadowrun has very powerful magic, and there are new spells available to mages that are significantly more dangerous than typical Savage Worlds powers.

- Shamans request the Spirits to give them aid. Their particular talent is in summoning Nature Spirits several times a day. These Spirits can accomplish a much wider variety of magical effects, but they are limited by the capriciousness of the spirit. In addition Shamans are physically stronger individuals as they only need to have a high Spirit, and have more attribute points available for Vigor, Agility, etc. Finally Shamans work with magic as a ‘partnership’ and do not suffer the Drain when casting that Hermetic Mages must deal with (more on this later). With regard to ‘typical’ powers, Shamans are limited in their choice of spells. In general, they cannot cast directly damaging spells.

- Physical Adepts are magical beings in and of themselves. They are advanced martial artists and their supernatural abilities are an extension of that training and meditation. Their abilities are the most limited of all mages, chosed from their own list, and typically enhancing their already potent phycial skills. Think of them as magical warrior monks like Crouching Tiger Hidden Dragon.

The Magic section goes into more detail.

Archtypes

Savage Worlds blurs the border of dedicated ‘classes’ such as fighter, rogue, etc. The only real exception to that is Arcane Background and Professional edges which cannot be taken after character creation. Nevertheless, characters commonly fill the role of an ‘Archtype’; the following can give you a basic roadmap for character creation strategies.

Mage - Take the Arcane Background (Hermetic Magic) edge; the Awakened edge, and the consider the Wizard Professional edge. Smarts is important for your Spellcasting skill, while Spirit is your key attribute as it raises your Essence which helps you resist the Drain of casting your magic. You will need the skills of Sorcery (smarts) for spellcasting; Conjuring (spirit) for summoning elementals; and Magical Theory (smarts) to learn new spells. The Cerebral flaw can get you a few more skill points. Try to get some money as Hermetic libraries, foci, and summoning supplies are expensive. Also, mages in general like to live in plush style.

Shaman - You need the Arcane Background (Shaman) and the Awakened edge. Spirit is important for your Faith (used for spellcasting) and Conjuring skills, but you can certainly use your points for other attributes or a high Fate if you like as Shamans don’t have to worry about Drain. You do not need much money, so the Poor hindrance is an easy choice to get yourself more starting edges. You do not need magical theory; Additional powers are obtained through edges as usual. For some flavor, choose Arcane Background (Physical Adept) for a few supernatural innate talents.

Adept - Arcane Background (Adept) and Awakened are all you really need. This handles both starting powers and additional powers as you advance. Killer Instinct is probably the next best background edge. Also consider the Combat Edges Two Fisted, Frenzy, or Sweep, as these edges give you more attacks in Melee combat. Like the Shaman, you do not need much money, so Poor or Very Poor flaws are good choices to give you points to buy edges. For Skills, try to max out your Fighting skill. Also be sure to take a fairly high Stealth and Athletics skills. Archery (bows and crossbows) can be enhanced by your Adept powers.

STREET SAMURAI The quintessential cyberpunk warrior. Street Sams are strong, tough, accurate, and exceptionally fast. They shoot first. And last. And later on, think of questions they should have asked before shooting.

- Background Hindrances: Loyal, Stubborn, Enemy: Hated by Megacorp XXXX (fill in the blank)

- Background Edges: Rich, Gifted

- Regular Edge: Marksman (if he doesn’t move he gets a free aim)

Str d8 (d10 cybered) Agility d10 Vigor d10 Smarts d4 Spirit d8 Fate 2 (2 bennies per game session)

Charisma +0 Parry 6 Pace: 7 (14m per round) Toughnes 7 + 6/4 dermal armor = (13/11) Essence 6 (1.6 cybered)

Skills Fighting* d8 Notice d6 Shooting d10 Intimidate d6 Throwing d4 Demolitions d4 Stealth d6 Knowledge (Tactics / Military) d4 Athletics d4 Drive d4 Etiquette (street) d4

Cyberware: costs 364,000 nuyen (resources) Smartgun Link, Cybereyes with low light and 150m thermographic vision, Dermal Plating level 2, Wired Reflexes level 1, Retractable Cyberspurs, Muscle replacement level 1

Guns: costs 10,850 nuyen MG249 SAW (5.56mm high quality LMG ) with smartgun adaptation, folding bipod, Gas vent calibration, laser sight: 2d6 + 1 AP5 ROF 4 range 30/60/120m 5,100 nuyen HK227S (9mm high quality SMG) w/ smartgun adaptation, laser, sound suppressor 2d6 ROF 3 range 12/24/36m concealbility: -0 (to noticing) 3,400 nuyen Ruger Super Warhawk (.50 cal revolver) with smartgun adaptation, explosive ammo 2d8 +2 revolver range 12/24/48 conceal: -1 1,100 nuyen - 100 rounds explosive ammo, 10 assorted grenades

Other: Middle lifestyle x 3 months, used delivery truck, DocWagon contract. Improvised helmet. Trauma patch x2, Tranq patch x2, Antidote patch x2, Stim Patch x2, Fixer contact, Mafia contact : 31,100 nuyen

(2,150 nuyen left)

Decker/Rigger - You need both the Rich and Filthy Rich background edges to give you the million you need for your cyberdeck, drones, and vehicles. You should take a few hindrances to also start with the Ace professional edge if possible, as this lets you use fate points to try to soak damage on your vehicles and drones. Your Matrix capability is essential, but is only a part of what your team expects of you. The majority of the time your drones, piloting, and electronic warfare are what you will be using. You need quite a bit of skills, including piloting skills (ground, winged, and rotocraft), gunnery for vehicle weapons fire, computer, and hacking. Finally you absolutely need computer build/repair, and a build/repair for your drones. The Cerebral hindrance is particularly well suited for Deckers.

Agent - A sort of Street Samurai variant, the Agent chooses skills and cyberware for versatility and leadership as opposed to raw combat potential. Take the Rich edge for your basic cyberware. Take Gifted and . There are a few common themes for your remaining choices. The classical choice is to buy set of Skillwires and a Softlink processor as these cyberware devices let you use any skill that you have a microchip for. Extremely handy when you need to speak a dozen different languages and pilot random vehicles. Another option would be to take Filthy Rich and use the additional resources to pay for some luxury lifestyle thus meeting the prerequisite for Archtype Followers. Finally, you could take Connections and other social based edges to enhance skills of investigation, persuasion, and etiquette. These characters are the ones who most often get the job offers and uncover the most information; they are the dominant players in non-combat situations.

Contacts/Extras

Contacts are vital in Shadowrun. They are the people who the character knows who can assist the character on a mission with the most valuable of all commodities: Information. A character and his/her contacts have established a working relationship and some degree of trust. However this always must be mutually beneficial; a contact will not risk his/her neck for you and they expect to be paid for the information they provide.

Buddy is one step up from a contact. A buddy is a friend who is willing to go out on a limb to help the character. They will even consider taking personal risks for the character as long as you don’t take too much advantage of their friendship.

Connections are the next level. Connections are only available as a Professional edge. When you take this edge you have several buddies within a powerful organization, such as the military, a city government, or a Yakuza family. This does not mean the entire organization is your buddy, just 2-3 people on the inside; however in general the organization’s attitude towards you is fairly fraternal. Imagine that your 2 best friends from childhood are a Mafia Don’s grandkids and you get the idea.

The highest level of contacts are Followers. Followers will follow you into battle and die for you if necessary (provided they make a Guts check). Followers are acquired as a Professional edge at creation or a Legendary Edge late in you characters career. The skill level of your followers depends on your lifestyle: - For anything less than luxury lifestyle, your followers represent a Gang or similar group you are in. At any time with a Streetwise roll you can call them and 2d6 members will arrive 1d6×10 minutes. They are extras, have d8 for most of their attributes except Smarts, wear leathers, and are armed with simple firearms and melee weapons. - If you have a luxury lifestyle, things are different. Your followers are 5 Archtypes of your choosing, fully equipped. No you cannot take all their stuff and sell it. They are still extras, and do not have fate points of their own. But they can be deckers, street samurais, you name it. Unlike a gang, they do not ‘regenerate’. When they die, they’re gone. You are responsible for any equipment upgrades for them in the future, though they all have the edge: ‘Day Jobs’ to help pay for their lifestyles. Deckers and Mages expect a high lifestyle, everyone else is happy with middle. When Archtype followers accompany you on a mission (no matter how many), you get an additional cut of the loot from which you are expected to pay for their healing and repairs, as well as your own.

A character begins the game with 2 contacts for free. Additional contacts can be ‘bought’ at character creation for 10,000 nuyen each.

One Buddy can be acquired at character creation for 20,000 nuyen.

Connections and Followers are acquired through their respective edges.

Lifestyle

Your lifestyle level takes care of all your typical expenses so you don’t have to worry about buying flashlights, gas, basic ammo, climbing gear, etc. At character creation you must pre-purchase 3 months of lifestyle. Once these are exhausted you must pay upkeep every month. If you cannot, your lifestyle drops to the next lower level. You may buy additional months or even additional lifestyles (ie an extra house etc) as long as you pay 3 months in advance for it too.

Streets – 0 / month. Completely homeless and transient. You don’t even sleep in the same alley each night.

Squatter – 100/month. You either rent a sleep tank by the night, or you squat in an abandoned building that you share with other poor.

Low – 1000/month. You have a small apartment and a Tube-pass. Running water and power. Alternatively, you can choose an abandoned building where you make bribes to the local gang to keep an eye on for you. Don’t keep anything in there worth more than your bribe, or it will soon be missing.

Middle – 5000/month. You have a nice condo or small house with the basic comforts. Also a First-Class Tube-pass or a leased commuter car.

High – 10,000/month. You reside in a nice house or downtown apartment in a secure zone with excellent amenities. Appropriate bribes to local police and organized crime to keep their nose out of your business. You may have a housekeeper. You lease a luxury commuter car and also own a second van or pickup.

Luxury – 100,000/month. The best of everything. You have a penthouse or small estate with a house staff and maid service. All you clothing is Tres Chic, and you have a chauffered limo or luxury sports car, as well as several mundane cars, trucks, and motorcycles. + 1 Reputation.

Skills

Specialization is now an option – if you specialize, your die is one higher in your area of focus, and one lower for everything else. For example you could take Fighting: d6 or Armed Combat: d8(d4) for the same skill points. Feel free to make up your own specialization with GM approval.

Exceptional Skills – Some skills require an exceptional amount of time and single-minded focus to train to the levels considered standard in 2045. For example, a typical paramedic requires 4 years of continuous training, a computer programmer needs nearly 6. This isn’t just using them on the side, this is near full-time 30-40 hours per week training. These skills are marked with a * and cost double skill points to raise.

The Skill Web: If you have a skill that is closely related to the one needed (say Etiquette yakuza and Etiquette corporate), you can “default” from your related skill with a GM determined penalty between -1 and -4. .

All players Start with the following skills at d4 (in addition to their 19 starting skill points): Stealth, Notice, and an Etiquette of their choosing. You also have a fluent knowledge of one language. It is recommended that all players buy at least some skill in Drive, Athletics, Intimidation, and fighting.

Agility Archery – the * represents archery to the standards of accuracy expected of firearms. If you want to shoot an Elephant from 100 feet, just default off your Agility with the -4 penalty; The size of the elephant will offset the penalty. Athletics – catch-all skill for swimming, climbing, etc. anything intensely physical and non-acrobatic. Drive – (cars) Airplane – Rotorcraft – Riding – now covers motorcycles. No one knows how to ride a horse. Vectored Thrust – flight of VTOL aircraft, panzers, etc. Many others as well – eg: Sailboat, Large Ship, Train, etc. *Fighting – Shooting – Stealth – Throwing –

Smarts *Biotech – the same as Healing, but also covers cyberware. Boat Build/Repair – each build repair relates to a single type of equipment/engine system Computer Demolitions. Electronics – not only basic repair of most modern devices, but also the year 2045 equivalent of “pick locks” and “remove traps”. Maglocks are the most pertinent specialization. Finance – 21st century gambling Gunnery – this skill handles all computer aided and large weapons where accuracy is based more on knowledge and geometry rather than hand-eye coordination. It can be used with any computer aided weapon, such as SMGs mounted on a remote operated patrol drone. Other examples would be mortars, guided missles, etc. Very long sniper shots where wind speed, earth rotation calculations are used (approx 1500+ yards) can be self-assisted with Gunnery. *Hacking/Programming –. Used by Cyberdeckers for hostile/illegal cyberdeck and Matrix actions Knowledge – you can take virtually any academic skill, psychology, botany, etc Language – common non-english languishes are Elf, Japanese, Salish (from Algonquin roots, most common Amerindian around Seattle), Tsalagi (The Cherokee language, most common Amerindian language across the great plains) Magical Theory – this skill is used by Hermetic Mages to learn new spells. Notice *Sorcery Survival – specializations can be for a particular urban or wilderness environment, such as desert, etc. Tactics – a knowledge skill, used to give your allies situational bonuses in combat Taunt Tracking Etiquette – Ettiquette skills are all taken for a particular cultural group and they do not necessarily cross over. For example, all the skill in the world in Etiquette Street will not get you anywhere in the corporate world and vice-versa. This represent both social skill as well as your ability to gain favor and information from NPCs. Street, Corporate, Yakuza, Mafia, Pop-Culture, Matrix, Amerindian, Ork, Elf, Military are some common groups in Seattle, with many more groups in other areas of the world (Aztlan, Fey, badlands, etc.) There is no limit to the detail of these skills, as typically every group from a fraternity to the police have their own customs, slang, and code of honor.

Spirit Conjuring – used to summon Nature/City spirits (Shaman) or Elementals (Mage) Faith – the spellcasting skill of Shamans Guts – has been removed and is now simply a spirit roll Intimidation – this skill handles all openly hostile negotiations. If your target is intelligent and knows of you before the encounter, your reputations modify the roll. Persuasion/Negotiation – once proper etiquette has opened an avenue of communication, this skill handles all peaceful disagreements and negotiations.

Arcane Backgrounds (work in progress):

Mage: Pick 2 powers with basic edge, with awakened pick 4 more for a total of 6. 5 power points. Use Huckster rules + Dealers choice edge for drain, can go negative as well but does shaken/wounds. Cannot take edges to increase power points, but can take an Initiation edge (and all due trials and Geas per Shadowrun setting) to get some type of bonus to Drain, Grade, Metamagic, etc. Can Summon Elementals through ritual magic ($$$)

Shaman: Pick Summon Spirit (1/day), 1 power with basic edge. With awakened choose 4 more (including more uses per day of summon spirit). 10 power points. Choose a totem. Cannot take directly damaging spells (Native American shamans don’t toss fireballs) but can take powers than indirectly damage like Telekinesis.

PhysAd: basic edge gets you rank 2 (Magic 2), awakened raises this by 4 to a total of 6. Choose stuff off the Shadowrun Physad list and if necessary adapt SvgW powers to them. Most of all these powers are constant or at will. No power points needed. For the ones that do have drain (eg Mega Stat Boost) Roll a sprit check with penalties to match the difficulty of the shadowrun drain. Drain under controlled circumstances causes shaken/fatigued/exhaustion. Success/raise on spirit roll reduce this.

Initiation –

Shamans – ? maybe get to choose physad abilities? Better summoning or resistance to background count? Ritual Magic? Adepts – typical advancement as per SR(tom) rules Mages -+1 card drawn when Astral Binding, Metamagic, penalties on resistance checks by targets? Enhanced die type of damage?

Core rules 1.22

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