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The Shadowrun of Yesterday (SroY) is a work in progress

This is an attempt to meld Shadowrun with Shadow of Yesterday. Our goal is to bring the simplicity and fun of the TSOY system to the gritty cyberpunk future of Shadowrun (or to bring Shadowrun to TSOY.. anyway) Please feel free to contribute.

The setting is an urban cyberpunk future. It is cross-genre, in the respect that it features fantasy races and magic. Handy wikipedia link for Shadowrun here, if you're curious.

Character sheet here(approve sites) (http://slithytoves.sytes.net/~jerm/sroy_sheet.pdf(approve sites))

Sample Characters


Contents

1. Pools
2. Races
4. Magic
10. Keys
11. Notes

Pools

Rather than using the TSOY pools, Vigor, Instinct, Reason, Shadowrun of Yesterday uses the following:

Metal represents the character's raw natural talent for interacting with the Matrix, using electronics and machinery, and cyberware. Characters with high Metal are often known for being unmatched in the Matrix, being a wiz with electronics and mechanics, and for having multiple cyberware implants. Metal is refreshed by engaging in any act with another character that involves electronics or mechanics, specifically for the purpose of enjoyment.

Meat represents the character's physicality, speed, strength, toughness, physical charisma and sexuality. Characters with high Meat are known to be fast, strong, and hearty. Meat is also used for Shamantic Magic. Meat is refreshed by engaging in any act with another character that involves physical exertion or skill, specifically for the purpose of enjoyment.

Mind represents the character's raw intelligence and wit. Characters with high Mind are known to be clever, fast learners, innovative and able to think ahead. Mind is also used for Hermetic Magic. Mind is refreshed by engaging in any act with another character that involves a game of mental skill and strategy, or other intellectual stimulation.


Races

Races are handled in SroY the same way as Species in TSOY. We've theorized that unlike races in D&D or even TSOY, Shadowrun races do not have much that differentiates them from humans, aside from physical characteristics. Heck, alot of them WERE humans previously. Hence, we're thinking that there will not be Racial Abilities, and probably will not be much in the way of Racial Keys. We're looking at differentiating via Secrets, or possibly giving pool bonuses to races, though that would be a break from core TSOY mechanic.

Troll

Secret of Troll Size You're a colossus, standing about three meters (10 feet) high. This Secret gives you a bonus die to your Endure rolls, and a penalty die whenever you try to avoid physical attacks using React. Cost - Nothing.

Secret of Troll Strength Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

Elf

Secret of Elven Agility

Secret of Elven Magic

Dwarf insert dwarf racial secrets here

Human insert human racial secrets here


Abilities

These are recommended in addition to the abilities suggested in the core TSOY material.
Basic
Modify the core TSOY abilities as follows:

Endure (Meat)
React (Metal)
Resist (Mind)

Artistic

Freeload (Meat)
Create (Mind)
Story-tell (Mind)
Music (Mind)

Craftsman

Haggling (Mind)
Crafting - Miscellaneous (Mind)

Warrior

Sense Danger (Meat)
Battle Tactics (Mind)

Social

Sway (Mind)
Savoir-Faire (Meat)
Etiquette (Mind)

Illicit

Stealth (Meat)
Theft (Meat)
Deceit (Mind)
Streetwise (Meat)

Outdoor

Athletics (Meat)
Aim (Meat, though possibly Metal)
Navigation (Mind)
Animal Ken (Meat)

Priestly

Conjuring* (Meat)
Counsel (Mind)
Discern Truth (Mind)
Orate (Meat)

6th World

Complex Crafts - Electronics (Metal)
Complex Crafts - Mechanical (Metal)
Driving (Metal) For cars, trucks, motorcycles, etc.
Piloting (Metal) For boats, aircraft, etc.
Matrix: Combat (Metal) For all fighting within the Matrix
Matrix: Stealth (Metal) For remaining undetected, or detecting others, or for covering tracks and forensics.
Matrix: Engineering (Metal) For most all other Matrix tasks. Especially "doing" or "undoing". Think security doors and cameras.
Demolitions (Metal)
Firearms (Metal)
Close Combat (usually Meat)
Biotech/Medicine (Mind)
Megacorp Politicking (Mind)
Drone Rigging (Metal) (to be used with associated Secrets)

Magic
  • Notes: We found that having 6+ abilities for magic (those below, plus summoning, etc) was prohibitive to casting types. The TSOY rules of course call for all six of these magical abilities, which assumes that magic practitioners have to give it pretty much all of their focus. Anyway, consider as an alternative, only three Magic Abilities, that would mirror the Pools, Meat, Mind and Metal. Meat would affect anything natural or naturally occurring, including a person's body, a rock, air, water, etc. Mind would affect all manner of mind-related stuff. Metal would affect anything not naturally occurring.

Hermetic and Shamanic Magic in Sro Y are handled with the rules as written for Three-Corners Magic. Magic Abilities

Transformation (Meat)
Creation (Meat)
Destruction (Meat)
Enthrallment (Mind)
Divination (Mind)
Enhancement (Mind)

Spells (Pool costs assume that these are taken as spells. Spell Secret pool costs are -1, which is already reflected in the given costs)

Minor Invisibility (Enthrallment): This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 5 or fewer people, the cost is 2 Mind. These Invisibility spells are not effective against electronic means of visible detection - cameras and motion sensors, however they will work against people that have electronic vision enhancements like cybereyes.
Major Invisibility (Enthrallment): This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 25 or fewer people, the cost is 4 Mind.
Rough Invisibility (Enthrallment): This spell works identically to the Minor and Major Invisibility spells, except that the Gentle Touch component is dropped, so the viewers will be fully aware that they are being manipulated. This is acceptable if using the spell in front of others, in order to escape or evade. The cost is 1 Mind for Minor, and 3 Mind for Major, which are separate Spell Secrets.
Improved Minor Invisibility (Enthrallment): Works identically to the Major and Minor (and Rough) Invisibility spells, except that they add an element to work against electronic forms of detection. Cost: 2 Mind + 1 Metal, or 3 Mind. (Cost for Improved Major Invisibility is 4 Mind + 1 Metal, or 5 Mind)
Punch (Destruction): The caster does internal damage to the target by connecting with a physical touch. Success will reduce the opponents Pools, and the caster may choose which pool(s) to remove points from. If this is taken as a Secret, there is no casting cost.
Clout (Destruction): Clout is the ranged version of Punch. Caster may effect one target within sight with this spell. Cost: if taken as a Secret, 1 Meat.
Blast (Destruction): Blast is the area effect, ranged version of Punch. If this is taken as a Secret, the caster may effect up to 5 targets for 2 Meat pool.
Death Touch (Destruction): The caster does damage to the target by connecting with a physical touch. Successes will translate directly to Harm, or will simply be used to win a conflict. Cost: none.
Manabolt (Destruction): This is the ranged version of Death Touch. If this is taken as a Secret, there is no cost.
Manaball (Destruction): This is the ranged, area effect version of Death Touch. It can affect up to 5 targets. If taken as a secret, the pool cost is 1 Meat.
Knockout (Destruction): The caster stuns the target by touching them, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 2 Meat.
Stunbolt (Destruction): The caster may stun a target at a distance, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 3 Meat.
Lightning Bolt (Creation and Destruction): The caster creates and directs a vicious strike of electricity. It is a single target spell. Cost if taken as a Secret is 1 Meat.
Fireball (Creation and Destruction): This spell creates an explosion of flames that flash into existence and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
Analyze Truth (Divination): The caster may tell whether a target's statements are the truth. Cost if taken as a spell: 1 Mind, otherwise, 2 Mind.
Clairvoyance (Divination): The subject may see distant scenes as if physically present. Subject can only use normal vision. Spell does not translate sound, only vision. Cannot use to target other spells. Cost if taken as a secret: 1 Mind.
Detect Individual (Divination): The subject can detect the presence of a particular individual anywhere within sight. The caster must know the targets name, or have met him or her in the past. Cost if taken as a secret: 1 Mind.
Mindlink (Divination): The caster and one voluntary subject may communicate mentally, exchanging conversations, emotions and mental images. The subject must within sight, or about 100 feet. Cost if taken as a secret: 1 Mind.
Confusion (Enthrallment): Produces a storm of conflicting sensations and images to confuse the senses. Can effect one target within sight. Cost if taken as a spell: 1 Mind. There is a version of this spell that effects up to 5 targets, and costs 2 Mind.
Chaos (Enthrallment): Same as Confusion, above, but able to also affect technological systems and sensing devices, cost if taken as a secret is 2 Mind, or 3 Mind for the version affecting up to 5 targets.

Conjuring should be handled via Qek magic rules.
Ability

Conjuring (Meat) This ability allows the user, when combined with the Secret of Summoning, to contact and summon spirits. Use this ability to conjure or summon, or to banish a spirit. Use requires spending 1 Meat Pool. For banishing, the spirit may make a Resist Ability check, or a Spirit Force check. A Watcher Spirit may be summoned without spending any pool. Watcher spirits are weak and limited spirits.
Spirit Force (Meat) This ability reflects the strength of spirit that you are able to summon and control. Use this ability when resolving conflicts for a spirit that you have summoned or bound.

Magical Secrets

Secret of Electronic Influence (Enthrallment) You can affect electronic sensors including cameras, motion sensors, heat sensors, etc. This is needed in order to fool any of these electronic mediums, including electronic recordings. Note that in the case of recordings, the cost for a Spell or usage will go way up, because it must be Persistent, and must be able to affect large numbers of viewers. Cost: 1 Metal.

Secret of Permanent Recording (Enthrallment) You are able to have your Enthrallment effects become permanent on recorded mediums. This is usually combined with a magical disguise or invisibility. It only affects electronic recordings, and its affects are restricted to the bounds of the spell. For example, Invisibility usually only affects vision, and so the use of this Secret can render the user permanently invisible on the media, but sound may still be present. Its cost is 2 Metal, and the Secret of Electronic Influence is a prerequisite.

Secret of Summoning This secret opens allows you to contact and summon spirits. There are six types of spirits contacted by Mages, Air, Fire, Water, Earth, Man, Beasts. Use requires spending 1 Meat Pool.

Secret of Bound Spirit You have summoned and bound a spirit to you. This spirit will remain with you until your death, or its destruction. It may perform some services for you.


Adept Secrets

proposed secrets for adepts:

Secret of Flying Leap: Your character can make amazing leaps. Using this Secret, she can jump much further or higher than normal. For each Meat point you spend, up to three, you can jump another multiple of normal human ability for one leap.

Secret of Knock-back: Your character's blows send people flying. Knock back a stricken character one yard per success level. This immediately ends Bringing Down the Pain if you're involved in that, with no resolution as to intentions. Cost: 2 Meat.

Secret of Mighty Blow: Your character can strike with extreme might. Spend as many dice of Meat as you like to increase the harm of a successful blow in combat.

Secret of Throwing: Anything is a dangerous missile in your character's hands. She can throw anything fist-sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon (+1 to harm). Cost: 1 Meat.

Secret of Improved Ability: This secret allows the user to spend as many points as desired from his or her associated Pool when performing an Ability check, beyond the allowed first. Must be taken once per Pool.

Secret of Astral Perception: Spend one point from Mind and you can see into the Astral.

Secret of Attribute Synergy: The adept may choose a primary pool and a secondary pool. The adept may spend points from the secondary pool to fuel the primary pool on a one for one basis. All normal pool rules apply. Example: the adept chooses Meat as primary and Mind as secondary; Mind pool may now be used to give a bonus dice to Meat Abilities, or to fuel Meat secrets.

Secret of Combat Sense: With this Secret, an Adept may spend as many Meat pool as he or she likes to add bonus dice to a React roll in order to avoid damage in combat.

Secret of Critical Strike: Using magic to increase the damage of unarmed attacks, the user may add +1 Harm to damage dealt in unarmed combat. No pool cost.

Secret of Missile Parry: By spending 1 Meat, the adept may catch or deflect non-firearms projectiles, such as arrows, knives, thowing stars, etc.

Secret of Superior Falling: An adept may spend Meat, up to three, in order to avoid damage from falls or leaps from great heights. Each point of Instinct is good for 10 to 20 feet.

Secret of Kinesics: Kinesics is an adepts complete control over the body's nonverbal and subconscious communication and social cues. This secret allows the adept to add a bonus dice to social conflicts, and also allows the adept to understand the targets emotions and motives with the expenditure of a Meat Pool.

Secret of Mystic Armor: An adept with this secret may spend a Meat Pool in order to gain a +1 to armor due to magically toughening of skin.

Secret of Rapid Healing: This secret advances the rate of healing. During down-time, any harm that is physical is healed for half the pool cost to you. You could heal a level 4 Meat Harm by spending 2 Meat. 1 or 2 harm requires 1 point expenditure, 3 or 4 harm requires 2 points expenditure, 5 or 6 harm requires 3 points expenditure.

Secret of Spell Resistance: Adepts with this secret may add a bonus dice to conflicts involving their resistance to spells.

Secret of Voice Control: This secret allows an Adept to spend 1 Meat Pool to mimic sounds within the normal range of metahuman vocalization, including mimicking the voices of others. This can defeat voice recognition systems. Also, with the Pool expenditure, the adept may throw her voice up to 30 feet.

Secret of Distance Strike: By spending 2 Meat, the adept may make an Unarmed Combat test against an opponent. This is limited to a short distance, probably no more than ten to fifteen feet.

Secret of Killing Hands: By spending 3 Meat, the adept may double the damage dealt in an unarmed combat test. Does not double any damage gained from other secrets.

Secret of Improved Reflexes: By spending 1 point from Meat, the adept may immediately change intentions in B Dt P. Anytime surprise would mean rolling on Endure, React or Resist, a bonus dice is added.


Cyberware Secrets

Proposal: Cyberware will be implemented via Secrets. I welcome anyone interested to contribute here. Add as you think appropriate, if you have a better idea for an existing Cyberware Secret, please make a note of it, along with the current Secret.

Secret of Wired Reflexes: Spend 1 Metal Pool to add a bonus dice to a React roll, spend 1 Metal Pool to instantly change intentions in B Dt P.

Secret of Bone Lacing: Add one bonus dice to Endure rolls. Cost: 1 Meat.

Secret of Cyberlimb: Pick an ability such as Unarmed Combat or Athletics when you take this Secret, this cyberlimb allows you to spend as many points from Metal as you would like as bonus dice to that ability roll.

Secret of Cyberimplant Melee Weaponry: Adds a +1 to Harm for physical altercations. Can use either Armed or Unarmed Combat ability.

Secret of Cyberimplant Firearm: It's a gun concealed in a limb. Sneaky.

Secret of Dermal Plating: These thick plates beneath the skin provide significant protection. +1 Armor against physical attacks.

Secret of Muscle Replacement: This cyberware secret allows you to spend up to three points from your Meat or Metal pool for a physically challenging task.

Secret of Skillwires: This allows the user to spend two points from the related pool and be able to make a skill roll with an unskilled ability as though they were actually Competent. If a character with skillwires who was Unskilled in Driving wished to do so, they could spend two points from their Metal pool and make the check as though they were Competent.

Secret of Cyber Eyes: You can totally see in the dark. And in the infrared spectrum, and in sepia, if you want.

Secret of Cyber Ears: There is nothing that you cannot hear. There aren't really perception rolls in Sro Y, but the GM and players should all remember that you can hear it all.

Secret of Miscellaneous Cyberwear: This secret allows the character to lay claim to assorted miscellaneous cyberware. Subvocal microphone? Neural Dampeners? Small hidden compartment? This secret is not intended to grant cyberware that gives bonuses, but at your other players' discretion, it may grant an occasional bonus dice, or a bonus dice during a very specific situation.

Secret of Adrenaline Pump: This enhancement allows you to spend a round in B Dt P using defense only (Mind Meat or Metal), and at the end of that round, you may shake out harm, instead of waiting until the end of B Dt P.

Secret of Platelet Factory: This enhancement advances the rate of healing. During down-time, any harm that is physical is healed for half the pool cost to you. You could heal a level 4 Meat Harm by spending 2 Meat. 1 or 2 harm requires 1 point expenditure, 3 or 4 harm requires 2 points expenditure, 5 or 6 harm requires 3 points expenditure.

Secret of Symbiotes: This implant allows you to use Pool to regenerate Harm during B Dt P. May not be combined with Adrenaline or Platelet Factory. May only use on level 1, 2 or 3 harm. Doubles pool cost to heal. 1 Meat Harm would require 2 Meat Pool to heal.


Drone Rigging

Drone Riggers should be allowed to take the Drone Rigging Ability, plus have access to the following secrets:

Secret of Drone Mobility: This secret allows Drone Riggers to create drones which possess hard surface locomotion. Wheels, tracks, low-hover, etc. Without this Secret, drones are stationary.

Secret of Drone Size: This secret is intended to open up the option of very small drones, down to the size of insects, but not nanites. This type of drone is typically used for surveillance, and is typically not a viable combat drone.

Secret of Drone Firepower: This one lets your Rigger put mini-guns on their drones. Seriously, this Secret opens up combat for the drones. Without this secret, drones are largely relegated to errands and surveillance. Try not to get too carried away, although if your game calls for drones with heat seaking missiles and high velocity tank guns, I say go for it.

Secret of Drone Flying: This secret allows you to make use of flying drones.

Secret of Drone Autonomy: This secret allows you to get more than a few meters away from your drone. With this secret they can really do some exploring.

Please Note: This abstracted version of the Drone Rigger (and the rest of this conversion, really) relies heavily on players policing themselves against munchkinism and such. If you insist on having 5 drones that follow you constantly, and all have heat seeking missiles, maybe you need to be playing the 4th Edition version of Shadowrun, rather than this lite and fun conversion. There are no rules on drone creation, it is simply assumed that since you're the drone rigger and took the ability and secrets, that you'll have some around. Please don't abuse it, and just have fun.


Matrix Secrets

Secret of Fairlight Commlink: You spend a ton of nuyen on the top-of-the-line commlink. It provides you a real advantage in the Matrix. Counts as +1 Armor for Harm resulting from the Matrix.

Secret of Black Hammer: This is a Matrix secret. It is a program which deals powerful damage in Matrix combat. The hacker may spend as many Metal Pool as he or she likes to increase the harm of a successful blow in B Dt P.

Secret of Reading the Code: This is a Matrix secret. Select a specialty related to a Matrix Ability. Such as Overriding Security Cameras. Gain a bonus dice whenever the hacker attempts an action that falls within that category.

Secret of Agents: This is a Matrix Secret. With this secret, the hacker understands how to access and properly use Agent programs. An Agent behaves as a semi-autonomous persona that the hacker may use for a variety of tasks. The hacker should use his or her own Abilities for any contests that the Agent is required to make.

Secret of the Technomancer: You don't need to rely on a commlink. You can access the Matrix anyway, provided there's a Wireless network or data jack available.

Secret of Sprites: Technomancer Secret. With this secret, the technomancer is able to create and use sprites. A sprite is a semi-autonomous entity that the technomancer may use for a variety of tasks.


Sixth World Secrets

Secret of Lifestyle I (Low) Purchasing this secret gives the character an equivalent living arrangement to "Low". Hey, its better than being on the street or squatting. (Each is a prerequisite for the one that follows it)

Secret of Lifestyle II (Middle): Purchasing this secret gives the character an equivalent living arrangement to "Middle".

Secret of Lifestyle III (High): Purchasing this secret gives the character an equivalent living arrangement to "High".

Secret of Lifestyle IV (Luxury): Purchasing this secret gives the character an equivalent living arrangement to "Luxury".

Secret of the Hideout: This secret gives the character a place to crash when the heat is up. This is not a permanent place to stay, or a lifestyle, but instead is intended to give the character a secure place to lie low where his or her enemies are less likely to track him or her down.

Secret of Weapon Acquisition: Weapon junkies know other weapon junkies. This secret may be used to acquire weaponry that your character is familiar with, whether melee weapons or firearms. This is not a magic way to find weapons in a cabinet or in a potted plant, instead it is to represent that if given a few hours, the resourceful character can get his or her hands on some weaponry that he or she is familiar with, thanks to knowing other people who are similarly fascinated by weaponry. This is also not intended to give the character an arsenal of weaponry, or to get their hands on an assault tank, though they could use this secret to try to get some specific or specialized weaponry, though a penalty might apply. Also, if the character is in an unfamiliar area, a penalty will certainly apply.

Secret of Doc Wagon Contract: This secret represents a paid up contract with Doc Wagon or a competing vendor. In the event of a character's injury or demise, Doc Wagon operatives will show up in order to extract the character and revive him or her, if possible. Note that Doc Wagon? will not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.

Secret of B&E Gear: What is a sneak thief without a silenced ballistic grappling hook? What infiltrator wants to get caught without laser sensor detecting gas? This secret gets you all of that stuff.

Secret of high quality fake SIN: Your character has invested the time and money required to get ahold of semi-valid SIN. Might have belonged to someone who's dead now, or somebody up and sold their SIN to a black market dealer. Whatever, its yours now, and it gets you into places that others without SIN, or with lower quality SIN can't go, and makes you much less suspicious to law enforcement personnel.

Secret of Gun-Fu: You are a Street Sam, a Weapons Specialist, or a Gun Adept. When you shop for weaponry, you aren't just concerned about size, although that is certainly a concern - you consider its trajectory, weight, profile, heat signature, damage potential, penetration, and a dozen other considerations that others don't even know about. You may spend as many points out of the Metal pool to give bonus dice to the Firearms ability as you wish.

Secret of Exploding Ammunition: When the gloves come off, and stealth is no longer a concern, you put in the magazine with red tape on. This secret allows you spend as many dice of Metal as you like to increase the harm of a successful blow in B Dt P.

Secret of Kenjitsu: When you hold a diamondsteel edged katana, you are death walking. Taking this secret allows you to spend as many dice from Meat to increase the harm of a successful blow in B Dt P.

Secret of Tres Chic: You've invested a lot of money in your wardrobe. Pick a social ability, and gain a bonus dice to the use of that ability when you have the opportunity to impress others with your attire.

Secret of Amazing Endurance: This secret allows you to use Endure as an active ability in some circumstances. Example: while being tortured, you are trying to endure the torture and not crack, while your interrogator tries to break you. Use this Secret along with Endure during B Dt P to cause harm to your Interrogator, assuming that you are causing harm that represents his becoming frustrated with your incredible endurance, and may give up or decide that you have no valuable information. Secret use requires 1 Meat pool per dice roll. This is perpendicular.

Secret of Incredible Reactions: This secret allows you to use React as an active ability in some circumstances. Example: your enemy is trying to slash at you with a halberd, while you attempt to avoid being hit with it, hoping that he will wear himself out. Spend a point of Metal and use the React ability to cause harm to your opponent, based on the idea that you are wearing out your enemy. This is perpendicular.

Secret of Tremendous Resistance, aka Spell Resistance: This secret allows you to use Resist as an active ability in some circumstances. Example: An enemy combat mage is trying to take you out with Manabolts, you are trying to complete a task, hoping that drain will wear out the mage. Spend a point of Mind, and roll Resist to cause harm to your opponent. This is perpendicular.


Keys

Key of the Infiltrator
1 XP whenever you sneak past someone or something
2 XP whenever you reach a mission objective unobserved
5 XP whenever you leave a complex unobserved
Buyoff: gain the undivided attention of the local security forces

Key of the Inept Infiltrator
1 XP whenever someone sees you sneaking
2 XP whenever someone raises the alarm
5 XP whenever your real name and/or description are broadcast through the complex
Buyoff: successfully sneak past someone or something

Key of the Demolisher
1 XP whenever you blow something up
2 XP whenever you destroy a building
5 XP whenever you level an entire facility
Buyoff: disarm some explosives

Key of Paranoia
1 XP whenever you take some small action to make sure that you arent being screwed
3 XP whenever you end up altering plans for you and your teammates due to paranoia
Buyoff: Assume that no one is out to get you

nixnixnixKey of You Can't Pick Your Teammates
1 XP whenever your incompetent colleagues jeopardise the mission to hit their keys
2 XP whenever your associates bring down heat while trying to hit their keys
5 XP whenever your associates really mess things up because they were trying to hit their keys
Buyoff: jeopardize the mission to hit one of your own keys

Key of the Geek
1 XP whenever you solve a problem from The Matrix
3 XP whenever you solve a problem from The Matrix which would have been easier in the real world
Buyoff: complete a task without entering The Matrix

Key of the Astral Traveller
1 XP whenever you solve a problem from Astral Space
3 XP whenever you solve a problem from Astral Space which would have been easier in the real world
Buyoff: complete a task without entering Astral Space

Key of the Princely Pauper
1 XP whenever you pretend to be above your station
2 XP whenever you enter a function for people above your station
5 XP whenever you dominate a social scene, leaving everyone talking about you
Buyoff: admit you come from the slums or reach the upper limits of your society

Key of Honor
1 XP whenever you act to oppose corruption
3 XP whenever you risk great sacrifice or danger to preserve your integrity or to oppose corruption.
Buyoff: Accept a bribe, or otherwise give in to corruption.

Key of Planning Gone Right
1 XP when you have a plan and it works, on a small scale, like sneaking past a guard.
2 XP when you have a plan and it works, on a medium scale, like having your rigger disable all of the vehicles in the lot, so that you don't get chased when the alert goes up.
5 XP when you have a fantastic plan that goes fantastically right. Not only are you able to organize your team effectively, but everything goes according to plan.
Buyoff: Your plans go terribly wrong.

Key of Meticulous Planning
1 XP whenever you encourage your teammates to stop and plan and think about a way to tackle a problem or obstacle.
3 XP when you stop to formulate a plan, even though it seems obvious that planning at this stage is only going to slow you down.
Buyoff: Act in a blind panic or in passion.

Key of Planning Gone To Hell
1 XP when you have a plan and it doesn't work, on a small scale, like failing to sneak past a guard.
2 XP when you have a plan and it doesn't work, on a medium scale, like having another two trucks of guard show up unexpectedly, or you realize that your blueprints are completely wrong.
5 XP when you have a fantastic plan that goes fantastically wrong. The elevator cable breaks, the VIP isn't even at this facility, a platoon of Lone Star officers is having a meeting next door, AND instead of disabling the security lock on the main door in order to get you in, your hacker accidentally triggered a facility-wide level 4 security alert.
Buyoff: Your plans go right.

Key of Instinctive Reaction, aka Seat of the Pants
Remember when Bruce Willis' character in the 5th Element went in to "Negotiate" with the aliens on the luxury liner?
1 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible
2 XP whenever you interrupt planning to instead tackle a problem head on, attempting to achieve a positive outcome.
5 XP whenever your instinctive reaction result in a great success.
Buyoff: Come up with a plan to address a problem.

Key of Humanis Policlub
1 XP whenever you discriminate against another character based on race.
3 XP whenever you discriminate against another character in spite of very serious consequences.
Buyoff: accept someone, despite their race.

Key of Racial Profiling
note: it has been suggested that keys that you have no control over are no good 1 XP whenever someone responds poorly toward you because of your race.
2 XP whenever someone responds poorly toward you based on your race, and it causes some difficulty (won't let you into a club)
5 XP whenever someone responds poorly toward you based on your race, and it creates serious problems for you (attacked by a mob of Policlub guys)
Buyoff: Convince someone of how wrong racism is.

Key of the Team Player
1 XP when you work with your teammates toward achieving your group goal.
3 XP when you sacrifice an opportunity to persue your own goals in favor of the larger goals of the group.
Buyoff: Disregard the goal of your team during a mission. [This key is somewhat metagame, its meant to encourage team-work, and to give the opportunity to hit a key choice, since some keys and situations might seem to encourage splitting up and individualism]

Key of the Shadowrunner [lifted from Key of the Mission in the TSOY book: can be kept and applied to each job taken]
1 XP when you take an action to complete the current job
2 XP when that action is successful
5 XP when you take an action that completes a major part of the job
Buyoff: abandon the job

Key of Conspiranoia
1 XP whenever you tie in an event, situation, person, or something else currently at hand into a conspiracy theory.
2 XP whenever you bring up current matters in relation to conspiracy theory and it causes some difficulties.
5 XP whenever your insistence on a conspiracy seriously alters plans or arrangements, or creates a serious problem. Or when you are dead right.
Buyoff: Admit that, despite strong evidence of a conspiracy, that there is no conspiracy taking place.

Key of the Martial Shadowrunner
1 XP whenever you use your skills and powers to support your comrades, providing covering fire, or even keeping close eye on a corridor.
3 XP whenever you use your martial abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Awakened Shadowrunner
1 XP whenever you use your skills and powers to support your comrades, providing astral overwatch, casting minor spells that will aid your team.
3 XP whenever you use your magical abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Face
1 XP whenever you use your skills and powers to support your comrades, chatting someone up and putting them at ease, etc, or when you attempt and fail to talk/bribe your way past someone.
3 XP whenever you use your social abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Jacked-in Shadowrunner
1 XP whenever use your skills and powers to support your comrades, providing overwatch in the matrix or looking up some trivial bit of information.
3 XP whenever you use your matrix or rigging abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Veteran, aka Bullet Time Composure
You were forged in fire, and baptized in blood. You are most at peace when someone is emptying the belt of a light machine gun in your direction.
1 XP whenever ignore a clear and present danger in order to gain an advantage. Not blindly stupid, just incredibly confident.
3 XP whenever your character grits his teeth and puts himself directly in harm's way in order to achieve victory.
Buyoff: Panic when your associates are relying on your calm.
Note that this key can be applied to social, matrix, etc as well as just guns and magic.

Key of the Greenhorn, aka Shell-Shock
1 XP for expressing your fear or hesitation to escalate things. Shaking in your boots.
3 XP for totally backing down, or making a run for it, or being so petrified that you can't even move.
Buyoff: Move with calm confidence through the thick of battle.

Key of the First Person
1 XP when you speak in first person during the game. (subject of course to the normal 3xp limit)
3 XP when you masterfully deal with other characters in the game while speaking in the first person, and your fellow players commend your grasp of drama and role playing.

Key of Avarice
1 XP for beating the money horse, long after its dead. "All I know, is they better have the checkbook ready." "All of this metal ain't cheap, ya know." Lots of Cyberware junkies take this. They need tons of cash for the latest hardware. 3 XP for continuously insisting on any path that will reward you with the maximum monetary reward possible - insisting, in both word and deed, that the cash is the most important thing.


Bits that we may have to drop during this conversion

  • Spell Drain
  • Tracking Nuyen
  • Karma
  • Essence
  • Some Cyberware (by making Cyberware into Secrets, it does not seem efficient to mirror every piece of cyberware available in the SR system)
  • Edges and Flaws, though Secrets can easily make up for Edges

Notes

  • It is possible that some Secrets created during this conversion may prove identical to the benefit provided from an alternative expenditure of the Advance. For example, we may create a Secret of Rapid Reaction, which adds one to the Instinct Pool. This is the exact same benefit to be gained by simply spending an Advance to increase that Pool. Still, These benefits will likely be created to preserve some of the flavor of Shadowrun.
  • To preserve the spirit of Shadowrun, it is highly recommended that you and your players agree to not "mix and match". For example, Adepts should not take Shamantic or Hermetic magic Abilities or Secrets, nor should they take Rigger or Cyberware secrets. The same is true across the board - Cyber characters should not take on Magics, etc.
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Page last modified on August 10, 2009, at 04:43 PM by DoyceTesterman

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