I'll make this an ongoing series with (more or less) matching titles eventually, but I'm still just getting started on this.
Keep in mind that this is Shadowrun by way of Champions (hence the title of the post), not just Shadowrun using the Hero system. From what I can see, a literal, strict conversion is certainly possible, but I feel like you'd be losing a lot by doing so. Champions' handling of several core Shadowrun aspects brings an entirely new dimension to the game and some changes have to be made to maintain the Shadowrun flavor.
I am using Champions 4th-Ed. (BBB), Fantasy Hero (4th- and 5th- Ed.), Dark Champions, CyberHero, Ultimate Martial Artist, and Horror Hero as my system bases, along with Urban Fantasy Hero (5th-Ed.); both Fantasy Hero Companions; Justice, Not Law; An Eye for An Eye; Corporations; the 3rd-Ed. and 4th-Ed. Bestiaries; and The Spell Book for support material. I also have CyberSpace and several sourcebooks. And I'm converting from 1st-Ed. Shadowrun, Cybertechnology, Fields of Fire, Shadowtech, and the Seattle Sourcebook. I will also be referring to GURPS sourcebooks for additional support, especially Cyberpunk and Ultratech.
A strict conversion - literally converting Shadowrun into Hero system statistics - leaves out a lot of what I want in my "Shadowrun" game, such as an emphasis on kung-fu, ultramodern technology, Cybermancers (Hero's version of Technomancers), and more. All of this material was originally released in the early to mid-1990s and early 2000s, so it definitely had to be updated to include modern technology, etc. The Internet was basically just AOL and BBSes back then, and controlling technological equipment with nothing but the power of one's mind is now a thing IRL.
So, this is an interpretation
of Shadowrun under Hero, blending a lot more fantasy, cyberpunk, and Near/Dark -Future ideas from a multitude of disparate gaming sources. And that's key: Blending these systems and concepts -
not just jamming them together. Even discussing it looks like keyword
stuffing (and formats terribly, so sorry), but those are the genres and sub-genres involved, and those are
some of the sourcebooks I'm using for reference.
Anyway, this is a short example of what I have for a Shaman Totem Profile, so far. Keep in mind that this is a rough draft:
Snake (-15)
5 2d6 Aid EGO (Shaman Only -1/4; Detection, Illusion, Healing Spells Only -1/4)
3 Survival (Urban or Wilderness)
No access to War-Magery College or Combat Spells.
-1 OCV (-3)
Nosy and Intrusive - VC, Strong (-20)
As for Shamans summoning Spirits, half of Almanac I is about Spirits and Horror Hero has almost 20 pages on it, and I haven't read any of it yet, so that's why there's no mention of it (yet). I also have to watch the costs of the professions so players can also afford racial packages - otherwise, all spellcasters will be human. Which is interesting, and most fantasy races have innate magical powers of their own, but not really in-line with Shadowrun. I haven't decided yet, and it will depend largely on the points costs involved.
One thing I did was make the Totem a literal Familiar, which isn't necessary and is far more Champions than Shadowrun, but I like that, this way, the character can actually take on the Aspects of his Totem without me having to tie the system in knots to make it work. PCs are Mind Linked to their Familiar and can sense through them (see through their eyes, etc.).
I think it can work without doing it like this, and it does pull focus from the dark and gritty Shadowrun aspects, but I wanted to include more fantasy elements anyway, and this is certainly more High Fantasy than the rest of the game.
Here is an early adaptation of an Hermetic Mage's spell. I'm using Colleges with modified Limitations, and this example is from the College of Illusionists:
Illusionists:
-13/4
Side
Effects (-1/2),
Requires Magic Skill Roll (-1/2),
Gestures (-1/4),
Incantations (-1/4),
Must Have 10 points in College of Illusions (-1/4)
Detect Magic
Side Effects (3d6 Flash) (-1⁄2)
Many spells have to be handled individually, so it's slow-going, but there are only a handful of Colleges in play, so it isn't a complete slog. Both Shamans and Hermetic Magi have Bases (Medicine Lodge and Occult Library). Even though it's Wild Heroic, I'm using Knockback and Bleed with Extended END. The campaign takes place outside of any major city, including Hudson City.
© The Weirding, 2025
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