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I say poor man’s guide, because I do not have any rights to any of the Shadowrun materials, so I cannot make any monies from their work. This is merely an exercise for my own gratification because I love a game.
The Shadowrun Universe is a lovely setting in the not too distant future, a dystopian Cyberpunk chronicle produced first by FASA, and then later Wizkids. I don’t know if the rights have passed on to another producer since then, but it has a deep and voracious following that will not let it die. Most of this Guide will be from the point of view of pre-fourth edition Shadowrun, as those are the versions I have the most experience with, and 4th edition SR was really vastly different than the previous versions. I will concentrate on making SR fit into the already voluminous Savage Worlds rules, rather than twisting Savage Worlds to Shadowrun.
“Oh good, another dystopian Cyberpunk setting…”
I know we’re living in the age of mash-ups, (Achtung Cthulhu!), and but Shadowrun was the first in gaming circles to merge a fantasy/magic setting with the dark dystopian future of cyberpunk. It has a very rich and long storyline that has been added to for 20 years. The premise is that the world experiences magic in waves, during some ages, magic is low, and others, magic is high. Usually it is somewhere in between. In 2011, magic rose to a point where races and creatures that require magic to survive finally had enough ambient magic to return to the world. Most of them had been hidden dormant human beings. Few of these peoples knew before the return of magic that they were supernatural in any way, so to their great surprise they suddenly started mutating. Many died, some survived. Suddenly there were a hole smorgasbord of new races and monsters in the world, and the lines of racism were redrawn along xenophobic lines. Along with the supernatural races, those human beings that had a closer connection to magic before the surge suddenly found themselves sporting real magical powers, and a new age of wizards and shamans arose. Cultures with high belief in magic suddenly had an edge and split away from the cultures had oppressed them for years. This along with a rise in Mega-corporate interests diminishing the relevance of state governance caused a break-up of most large countries and a vast array of wars followed. All the while, technology has gone forward at a dizzying pace, allowing for technical and biological alteration of any part of the human body.
I have produced: Troll – Yada yada yada. Strong: D8 in Strength and may raise it to d12+2 via normal advancement Vigorous: D6 in Vigor Thick Skinned: +2 Armor (reduced by AP weapons) Huge: +1 Size Thick Skulled: Raising Smarts cost 2x points at character making and costs 2x Advancements during Character Advancement. The Shadowrun Universe has been expanded by a number of expansions to a whole slurry of races. I learn system’s more organically that way. Elves should suffer from the Delicate Build (-1 Toughness) Dwarves should have Infrared Vision instead of. Elves in Savage Worlds suffer from the All Thumbs Hindrance. but the core races defined in the main SR book are Elf. Ork and Troll. So before getting into all of the overwhelming deliberations on the system. You didn’t start as a bumbling peon that could . All subhuman races have the Outsider Hindrance and suffer a -2 Charisma modifier to all dealings with anyone not of their own race. Hideous: -3 Charisma Clueless: Major Hindrance Beginning Characters One of the great things about Shadowrun that was unlike most other game systems was that you began play with a completely competent character. First. The Savage Worlds Deluxe source book also lists comparable races.“But first! The Prostitutes!” I always make characters for a game before I read all the rest of the book. Dwarf. but they need to be tweaked slightly. setting and what have you. but this is not the case in the SR world. There is nothing even remotely like the SR Troll in the savage Worlds races. I’m going to cover enough that you can make any kind of SR character within the Savage Worlds system. Races Any character that isn’t fully genetically Homo Sapiens falls into the category of Subhuman. Low-light vision There is no Ork race setting in Savage Worlds. but the Half-Orc rules should suffices with the minor change of suffering from the Hindrance: Ugly. so using the Race Building Rules. read the SR book for race descriptions…. Instead.
you could stand your own in just about any situation by yourself. one of the 4 character creation pillars was money. or even Foci for spell casting. 2 Edges (1 if you are a subhuman) and $1000 Nuyen. Even doubling the paltry sum of money that SW gives at the beginning wouldn’t get you the most meager of cars or computers. and definitely won’t buy you any Cyber. they can’t take the upper level powers. In SR. since you are giving them away. etc. or start your characters as Seasoned or Veteran characters. One character might start with Double the Attributes. … if you use them up at character creation. It allowed a Rigger to buy a decent vehicle and throw a few armored plates and weapons on it. Start as Seasoned or Veteran: So once you have a basic character laid down. Mages would have to use them for magical enhancements like added powers or spell points or magic related Edges. Money. To reflect a long work history. Beginning characters really barely start able to do anything. Rigger. Some of the expansions get really involved in it. with the caveat. In Savage Worlds. then you advance them as though they were Seasoned or Veteran characters. . Double one Section: as with Double Everything. the characters are not yet Seasoned or Veteran. Skills. skills and edges. or Attributes. and then give 8 free Advancement Points. but characters only get one section to Double. you should be provided $500 extra Nuyen for each Advancement Point. but then they also have 4 or 8 more Advancement Points to spend for fleshing out of edges and attributes and skills. 30 Skill points. they do not get all the Action Cards. Double everything at character creation. You could choose from 4 different specializations. You can handle it in one of three ways. Mages start with 20 Power Points and 6 spells. The disadvantage of this is Savage Worlds characters only have 6 advancement phases to go through. Magic. Double one Section. Of course. Double Everything: This means that a basic human character begins with 10 attribute points. so they still get to go through all of the normal Character Advancements. there is less lifetime for your character… Free Stuff: Make a normal character. It allowed the Street Samurai to buy all of the cybernetic implants necessary to give them an edge on the streets.cast one spell and then was done for the day. sadly the opposite is true. It allowed the Matrix Runner (Hacker) to buy a competent deck giving him an edge on the ‘Net. but it adds to the complexity of the game. making it more bulky and unwieldy. Savage Worlds is not gearcentric right out of the box. This means that they have all of their basic attributes. Beginning mages start with 2 or 3 powers and enough power points to cast maybe 2 or 3 spells. and another might choose to have Double the Skill Points. So the Advancement Points used by a Street Samurai. But by the time you finished spending all those points. and Matrix Runner would be used for Cybernetic enhancements. they have to be spent on character-type related purchases and marked as such. The Greatest of All Evils Money.
Level 1 Subdermal Armor can general be hidden under clothes. something superhuman. tech will be designed to provide advancements in all walks of life. instead of bogging you down with a huge equipment list and trying to capture every possible thing that might ever be invented…. As implants go up in Level. The tech is bulky and messes up the cut of your jig.) provide some extra function the character would not normally have on his own. In the future. and you want to be able to put it away from you when you need to travel or go into a situation where it might create difficulties. as it would be cutting edge tech. but at the end of the day. Level 3 Advancements will only be available to characters at the Veteran Level or higher. to make them do thing special. The purpose of Cyberware and Vehicle Rigs and Matrix Running Computers and Software is to use technology to enhance your poor mortal frames. Level 3 Subdermal Armor visibly distorts all clothing put over it. this will be limited to 3 Advancements of its type. There is also a restriction on Bioware Advancements of Level 2 as explained in the Arcane Background [Bioware] section. i. or b) provide an Edge from the book as a piece of tech or and implant or c) give a +1 to die type to a Skill or Attribute or d) give a -1 to some Skill Use. The tech is illegal. you also used money to buy tech to enhance your character. To reflect this. so too does the obvious visibility of bulk of the implant. . Increased strength 3 (Cyber) would cost 3 Cyber Advancements. The tech is only needed on rare circumstances. To buy Advancements! Advancements should cost around $20.e. but you don’t want to have it invade your body for various reasons. They should a. It would cost him 3 Advancements purchased with money. a level 3 Advancement in this manner would be out of scope of a street level operator to acquire. He could buy it at a rank 1 for 1 money-purchased Advancement.000 Nuyen each. which will allow him to buy or mod a gun with smart sensors that give him a +3 die levels (Shooting) to all Shooting Rolls made with a Smart Gun. Generally. while you got Karma to enhance your skills and attributes in the normal manner. you will instead use your money. and only available in the Cyber clinics of the rich and powerful. and would raise a normal D6 strength to D12. sometimes you want a piece of tech to give you an Edge. Level 1 Retractable Blades (Cyber) (Fingertips Str +D4 damage) are much simpler to conceal than Level 3 Retractable Blades (Cyber) (Swords in your forearms! Str +D8 damage) Non-Implant Advancements It’s all kinds of sexy to talk about implants and magical powers. Generally. This would be indicated on the Character Sheet as Strength D6 (D12).In SR. In this way. Street Samurai can buy the Advancement Smartgun Implant (Cyber) 3. so technically (with the final approval of the Game Master) any Advancement could be reproduced with a piece of technology.
Whenever acquiring . Wizards are often quite weak early in their careers. Included in this section though for continuity and as a control device for character balance. but giving the object the Toughness of 10). as well as Smartglasses (for gun targeting. Cyberware and Bioware backgrounds and advancements can be added to a character that has any of the others. that tech is broken until it can be repaired (an extra Advancement can be paid to make the tech Rugged. What You’re Really Here For Arcane Backgrounds are those things that allow a character to step beyond normal human/metahuman boundaries. Health Scanners. and is drawn forth with elaborate rituals. runes. long range vision and VR manipulation). As the name implies. They draw on raw supernatural energy to fuel their eldritch fires. You often have to move your attention to them to operate them. the magical plane where all magic energies come from and allow magical creatures and men with magical powers to exist on the Sixth World. drug addiction. These MUST be taken before any Cyber or Bioware Advancements may be taken. adding Arcane Background [Cyberware] to a character with any of the magical traditions can possible destroy their connection to the magical realm. though they may be taken as Cyber or Bioware Advancements or just a regular Edge. i. etc. This energy often infuses the worlds in which they live. Watch you back in dark alleys! So it may be that you wish to acquire some ablative tech. words of power. and every organ-legger in town knows you have one. or perhaps even dark sacrifices. Decks for running the matrix. While it is impossible to have more than one of the Hermetic Mage/Shamanic Mage/ Physical Adept arcane backgrounds. etc. providing a -2 to Notice rolls when using them (some cases may ignore this rule) and They are subject to destruction … anytime a person with ablative tech is involved in a blast. adding to the bulk. but are forces to be reckoned with as they become powerful sorcerers. Maglock Pickers. may destroy the magical connection the character has to the magical plane. are the Cyberware and Bioware backgrounds. The tech is worth a lot of money. Arcane Background [Hermetic Mage] Arcane Skill: Spellcasting (Smarts) Starting Power Points: 20 Starting Powers: 6 Description: Magicians range from powerful wizards to vile cultists. getting cyber installed. most of them are related to the supernatural.e. But beware. Exo-frames (Strength Enhancing exo-skeletons). ►► Clean Living: Violations of the body. They are a thing that makes people special. These follow nearly the same rules as the Cyber and Bioware Advancements except they are not embedded in your body. This means that you cannot really hide them. they are usually pretty obvious. This category includes things like Rigger Vehicles and Drones.
If his Spellcasting die drops below D4. or he has more Cyber Advancements than his Spirit die. Incapacitated) that cause a permanent damage to the Holy Body may destroy the magical connection the character has to the magical plane. This can cause a wound. Shaman are interlopers often quite weak early in their careers. the character must roll his Spirit die. drug addiction. his connection to the magical world is broken and he becomes a burned-out mage. If his Spellcasting die drops below D4. may destroy the magical connection the character has to the magical plane. If his Spellcasting die drops below D4. or he has more Cyber Advancements than his Spirit die. They draw on their attunement to the natural world and its energies to fuel their great Changes. If his Spellcasting die drops below D4. the character must roll his Spirit die. ►► Tenuous Connection: Mortal Wounds (i. Arcane Background [Shamanic Mage] Arcane Skill: Spellcasting (Spirit) Starting Power Points: 20 Starting Powers: 6 Description: Shamans range from powerful druids and warlock to vile witch doctors. his connection to the magical world is broken and he becomes a burned-out mage.e. Arcane Background [Physical Adept] Arcane Skill: Chi (Spirit) Starting Power Points: N/A Starting Powers: N/A Description: Physical Adepts are magically active humans or meta humans whose magical energies express as superhuman abilities rather than spells. This can cause a wound. If he rolls a 1 his Spellcasting die is reduced one level. ►► Clean Living: Violations of the body. or he has more Cyber Advancements than his Spirit die. and is drawn forth with prayers and rituals. runes. Whenever suffering a Mortal Wound. If he rolls a 1 his Spellcasting die is reduced one level.cyber. If he rolls a 1 his Spellcasting die is reduced one level. or perhaps even dark sacrifices. If he rolls a 1 his Spellcasting die is reduced one level. ►► Tenuous Connection: Mortal Wounds (i. etc. his connection to the magical world is broken and he becomes a burned-out mage. but are forces to be reckoned with as they become powerful sorcerers. Whenever suffering a Mortal Wound. or he has more Cyber Advancements than his Spirit die. Incapacitated) that cause a permanent damage to the Holy Body may destroy the magical connection the character has to the magical plane. his connection to the magical world is broken and he becomes a burned-out mage. he is automatically Shaken. Whenever acquiring cyber. ►► Backlash: When a wizard rolls a 1 on his Spellcasting die (regardless of his Wild Die). the character must roll his Spirit die. invocations of spirits. Through deep meditation and . getting cyber installed. ►► Backlash: When a shaman rolls a 1 on his Spellcasting die (regardless of his Wild Die). the character must roll his Spirit die.e.e. This energy often infuses the worlds in which they live. i. he is automatically Shaken.
e. left arms. Arcane Background [Cyberware] Arcane Skill: N/A Starting Power Points: N/A Starting Powers: N/A Description: To follow the theme of the Weird Scientist. Repairs can be made to the Cyber if a full Cybernetic shop is available at a -4 and D6x1000 Nuyen in parts. Cyberware is being implemented as an Arcane Background even though Cyberware is not Arcane. may destroy the magical connection the character has to the magical plane. Whenever acquiring cyber.rigorous physical training. head. the GM determines which of those Cyber Advancements stop working. the Physical Adept can tap into the energies of the magical plane a draw the Chi of that plane into their bodies to make them truly a force to be seen. ►► Tenuous Connection: Mortal Wounds (i. If he rolls less than or equal to the number Cyber implants.e. After rolling on the Injury Table and a body location. ►► Breakable: Mortal Wounds (i. Shaman are interlopers often quite weak early in their careers. etc. . Incapacitated) that cause a permanent damage to the Holy Body may destroy the magical connection the character has to the magical plane.e. he then loses 1 non-refundable Advancement Point worth of Physad abilities. -Can choose any Edge regardless of level. drug addiction. etc. right legs. along with their supernatural connection. Incapacitated) that cause a permanent damage to the Character’s Body may destroy Cyberware embedded in the area of the body the wound took place on. If he rolls a value less than or equal to the Advancement Points of the violation (half for Bioware) or the level of the drug addicted to. the character must roll his Spirit die. but are forces to be reckoned with as they become powerful sorcerers. Cyber Advancements must also be assigned to a place (or places) on the body. the character must roll his Spirit die. torso. i. Advancement Points purchased with Nuyen or Beginning Character Advancements must be tagged with (Cyber) so an accounting of the Advancements spent on Cyber can be made. Physical Adepts are magically active humans or meta humans whose magical energies express as superhuman abilities rather than spells they????. If he rolls a 1 he then loses 1 non-refundable Advancement Point worth of Physad abilities (instead of the horrible disfigurement normally rolled on these occasions). getting cyber installed. and also so it can be determined if Cyber is damaged when a character takes an Incapacitating Wound. right arm. or if you pay a Cybertech at a rate of D6x1500 Nuyen. if that body location has any embedded Cyber. so it can be determined if they become damaged. Since the Physical Adept gives almost the entirety of their lives to the pursuit of advancing themselves. the number of Cyber pieces one that body part. and is in fact the antithesis of the Arcane World. roll a D6 vs. Whenever suffering a Mortal Wound. they all receive the -Receives 8 Advancement Points to be tagged with (Physad) ►► Clean Living: Violations of the body.
Bioware are enhancements to the body or mind by implant. Hermetic and Shamanic Mage traditions are variations of Arcane Background: Mage. if that body location has any embedded Bioware. government or wealthy zones have the kind of moxy to produce Bioware grown from a person’s own flesh. Incapacitated) that cause a permanent damage to the Character’s Body may destroy Bioware embedded in the area of the body the wound took place on. Initiation Requirements: Veteran. If he rolls less than or equal to the number of implants. As such. roll a D6 vs. Bioware heals itself at a rate of 1 week/level.e. The distinctions are as such: Totemic Guide Requirements: Arcane Background [Shamanic Mage] or Arcane Background [Physical Adept] ????Shamanic Magi yada yada yada damaged. and will not cause magic loss or burn-out. Advancement Points purchased with Nuyen or Beginning Character Advancements must be tagged with (Bioware) so an accounting of the Advancements spent on Bioware can be made. Edges While the expansions for SR deliver a number of different paths to magic use. bioware reflects enhancements made by genetically altering tissues grown from the host to create better abilities more natural to the body. Generally only corporate. Bioware Advancements must also be assigned to a place (or places) on the body. so Enhanced Strength 3 is not available to Bioware recipients. ►► Breakable: Mortal Wounds (i. Arcane Background [Hermetic Mage] or Arcane Background [Shamanic Mage] ????Shamanic Magi yada yada yada . so it can be determined if they become damaged. this kind of Advancement costs twice as much in Advancement points. After rolling on the Injury Table and a body location. head. and Bioware enhancement are limited to only 2 levels. These vat grown parts do not count as violations against the magical connection to the body. but instead of violating the body with a foreign piece of machinery or computer chips. right arm. the GM determines which of those Bioware Advancements stop working. left arms. etc. they boil down to variations of 3 paths: Hermetic Mage. Shamanic Mage. and also so it can be determined if Bioware is damaged when a character takes an Incapacitating Wound. The catch is that Bioware cannot be factory made and so costs much more to produce and is never available on the street level. the number of Bioware pieces one that body part. right legs.Arcane Background [Bioware] Arcane Skill: N/A Starting Power Points: N/A Starting Powers: N/A Description: As with Cyberware. and Physical Adept. torso.
but a Decker lives and breathes this stuff with his entire being. Initiation 1+ ????Shamanic Magi yada yada yada damaged. Profession: Decker Requirements: Novice. Weapon Focus Requirements: Arcane Background [Physical Adept] ????Shamanic Magi yada yada yada damaged. Arcane Background [Hermetic Mage] or Arcane Background [Shamanic Mage] ????Shamanic Magi yada yada yada Damaged Bound Spirit Requirements: Veteran. sleeps and drinks computers and computer related subjects. Drive D8+ . Initiate Group Requirements: Veteran. Arcane Background [Hermetic Mage] or Arcane Background [Shamanic Mage].damaged. People with the Professional Edge of Decker treat all matters dealing with computers and related tech as Common Knowledge and gain a +1 to rolls involving the fixing or creation of new code (Hacking). Spell Focus Requirements: Arcane Background [Hermetic Mage] or Arcane Background [Shamanic Mage] ????Shamanic Magi yada yada yada damaged. Initiation 1+ ????Shamanic Magi yada yada yada damaged. Some people can program. Arcane Background [Hermetic Mage] or Arcane Background [Shamanic Mage]. Quickened Spell Requirements: Veteran. Hacking D8+ The illustrious Decker is a person who eats. Profession: Rigger Requirements: Novice. and some people can hack with borrowed scripts.
Summon Spirit Rank: Arcane Background [Shamanic Mage] Rank: Novice Power Points: 3+ Range: Smarts Duration: 3 (1/round) Trappings: Summoning Nature Spirit Shamanic Magi yada yada yada damaged.The Rigger is a geek when it comes to vehicles. what-have-you. but a Rigger lives and breathes this stuff with his entire being. People with the Professional Edge of Rigger treat all matters dealing with vehicles and drone tech as Common Knowledge and gain a +1 to rolls involving the fixing or creation of new vehicles and functions of vehicles (Repair). Powers While the expansions for SR deliver a number of different paths to magic use. cars. . boats. Materialize Rank: Only Spirits Rank: Novice Power Points: 3+ Range: Smarts Duration: 3 (1/round) Trappings: Summoning Nature Spirit Shamanic Magi yada yada yada damaged. planes. Summon Elemental Rank: Arcane Background [Hermetic Mage] Rank: Novice Power Points: 3+ Range: Smarts Duration: 3 (1/round) Trappings: Summon Elemental Hermetic Magi yada yada yada damaged. Shamanic Mage. Some people can fix cars or knows a few things about airplanes. and Physical Adept. they boil down to variations of 3 paths: Hermetic Mage.
if the requestor has the right to go to the location. Sensor. There are some enthusiasts that are still completely IC. these same values apply to the Savage Shadows setting. a bunch of chips and wires needs to be integrated with the Rigger’s . Most air and water vehicles are hybrids. To have the ability for immersive VR experiences. One could I guess add computers as a Repair Skill. Range can be improved by vehicle modification. The default ranges for vehicles are listed in parens () after the vehicle name for its chassis. CyberDecks A Hermetic Mage uses the trappings of rituals and incantations Deck Mods A Hermetic Mage uses the trappings of rituals and incantations Rigger Black The Savage Worlds Deluxe game has a decent section on Vehicles and Vehicle Rules. anyone can hop into any car (they have rights to drive) and ask the car to take them to any location. Even flying vehicles and boats have the ability to pilot to any location reachable by its mode of travel. If you do not have stressful driving needs. that the Rigger is no longer able to receive sensory input from his meat body. or hybrid electric/IC (internal combustion).3 which is basically a fully VR immersive connection between the Rigger and his vehicle. in fact. and their brains outfitted with a Rigger Interface (Cyber) 1 . to go faster than the optimized speed for the road. and inelegantly bringing in Planes and Boats as an afterthought. ???? Since it would be nice to have things in one place. But for the people who need to have more control. the Rigger experiences all of the Vehicle’s sensory input as if it were his own body. but Repair is quite simply highly biased towards dealing with Cars. While immersed. but the fuels costs are prohibitive. You may have noticed the tag (Cyber) after the Rigger Interface mention above. In fact many people have cars and do not have drivers licenses. I am including Decker related Gear here in the Hacking Section as well. Planes without VTOL of course will have to go to the nearest airstrip. The greatest advancements in vehicle technology for the everyday Joe is that most vehicles by default have at least minimal AI. The vehicle will make its way to the desired location by the least tine-requiring and most law-abiding route. there are some serious vehicle options. the immersion is so complete. to go places they are not supposed to. because they would never do something so pedestrian as “drive their car”. This immersion gives the Rigger great advantage over normal AI’s and old style manual driving.Hack in a Box There are simply no rules in Savage Worlds for anything to do with computers. Self-Driving and GPS capability. Riggers can have their vehicles outfitted with a Vehicle Control Rig. For the most part. Most ground vehicles in this day and age are electric.
so give them new exciting names like the Ares Dragon or the Mitsubishi Nightsky. compact car (200). Drones are all the rage. They have the following attributes (Smarts D4. Acc/TS and Toughness. Tanks. Chassis 4 – 6 (except limo) are generally limited to militaries.neurological pathways. making your vehicles technically to be Allies. drone in this context are ???? Vehicles Chassis 1 (1 Advancement Point) – 1 light Drone (10 hours) or 4 micro-drones (10 hours) . All Vehicles come with Artificial Intelligence. Strength and Vigor are replaced by vehicle stats. Where is no Bioware variation of the Rigger Interface. military helicopter (500). I am including Rigger related Gear here in the Rigger Section as well. Spirit NA. . and Limousines. Notice D4. but since that is a 3rd level of advancement. Vigor (by chassis). Strength (by chassis). Knowledge (GPS Position) D10. making it less dangerous to bystanders and more versatile in urban environments. limo (300). light plane (400). governments or large corporations. Since it would be nice to have things in one place. and just having VR goggles is not enough either. and high level VIPs to have VTOL Personnel Carriers. it also has the advantage of being able to take off without an airstrip. Knowledge (Repair) D8 ) by default. or light helicopter (400) Chassis 4 (4 Advancement Points) – APC (300). The Rigger can upgrade the AI with Advancements Points to a maximum of D10. security forces. And while the AI on all vehicles technically make everything a drone. Driving(or Piloting or Boating) D6. the ability for VTOL (Vertical Take Off and Landing) has become more commonplace in the Shadowrun world. If the VTOL is on a winged plane. it is limited to military or megacorporation use. just modernized versions. VTOL has about the same stats as a AH-64 Apache from the SW Deluxe book. As far as Speed and Handling. light motorcycle (200) or small boat (200) Chassis 2 (2 Advancement Points) – Car (300) or crotch rocket (200) Chassis 3 (3 Advancement Points) – Van (200). but it is more a more common application for military and security forces. It is still uncommon for the average person to have a vehicle with VTOL capability. vehicle is technically a Wildcard. Improved Smarts – 1 die per Advancement (max 3). the only advantage being an enclosed fan-base. They are defined by the default vehicle values listed in the Savage Worlds books. Chassis 5 (5 Advancement Points) – Tank (200) Chassis 6 (6 Advancement Points) – Jet Fighter (1500) Vehicle Mods VTOL – Vertical Take-off and Landing . truck (200). Agility D4. There is no ablative alternative for Rigging. Acc/TS and Toughness can be upgraded up to 30% with Advancement Points using the Vehicle Mods below. Most of the vehicles you will need for your shadows will be variations of the vehicles in the SW Deluxe book.While not necessarily “new”. At level 3.
It can be controlled by the Rigger Interface or by the AI. for a cost of 1 AP for a D4. it can be submerged into the vehicle. meaning corporate or military or security sponsorship is necessary. But beyond all that. Mounted Weapon. which turns any normal human/metahuman into its vampiric equivalent. Vehicle – There are a number of Vehicle Mounted Heavy Weapons in the Savage Worlds Deluxe book but they are really only suitable for vehicles in the 4 – 6 Chassis level. For another AP. Light . The other thematically significant change to your Bestiary is the HMHVV virus. it only points one direction. it’s also dreadfully obvious. For another AP. Improved Agility – 1 die per Advancement (max 3) Improved Skill – Driving (Agility) or Boating (Agility) or Piloting (Agility)… 1 die per Advancement (max 3) Improved Acceleration/Top Speed/Climb – Larger engine gives 10% increase in ACC/TS and +1 to Climb (flying vehicles only) per Advancement (max 3) Improved Toughness Armor Plating – Fighting/Shooting Skill – Vehicles do not by default come with this skill unless they are military/security in nature. with a motor to pop it out for use. and you should consider that many Corporations have taken to using these new denizens as watchdogs and security systems. many corporations and militaries have also begun experimenting on enhancing these creatures with Cyber and Bioware. allowing it to be hidden from casual notice (need a raise on a Notice roll). ???? Appendix A: Things That Go Bump The Savage World Deluxe Book has a few examples of Creatures and Antagonists. and will get you pulled over by any authority you care to mention. the weapon mount may be enhanced with stabilizers to prevent the -2 Unstable Platform modifier applied to shooting from vehicles. you can take any normal weapon used by a man (plus the cost of the weapon) and mount it onto your vehicle with an actual mount. and may be improved to D10. and can improve it up to a D6. Pop-up Weapons consume at least one crew space on the vehicle. Under this law. For 1 AP. and you have to have a gunner to fire it. and have it swivel on a 60 degree arc (180 degrees if you have the space to add a turret). More requires sponsorship. so feel free to Juice up your encounter by adding a few unexpected enhancements so you can keep your rules-lawyers on their toes. The key point here though is it is illegal. A Rigger can make illegal modifications to his AI’s to provide this functionality.While it’s pretty simple to A-Team one of your Assault Rifles to the hood of your car. only normal humans turn into . Mounted Weapon. but you really need the Savage Worlds Fantasy Companion and the Savage Worlds Horror Companion to really get your hands on some interesting Normal and Paranormal Creatures and Antagonists. Any of the monsters in these books should be thematically compatible with your Savage Shadows campaign. Military vehicles will have this at a default of D8.
Vampires. Spellcasting (Spirit). etc) Skills: Spirits can perform any of the following skills at the same die level as his Attributes die: Climbing. Beast Friend. Magic Weapons). the spirit must have the Power of Materialize. but they cannot act outside of their Domain. Otherwise. Taunt. Toxic Spirits. Other Spirits. A Street spirit will Obscure his summoner with piles of garbage or flashing lights. Burst. Rank: Spirits have an equivalent Rank equal to their Force. To appear in the real world. Some examples are Hearth Spirits. Detect/Conceal Arcana. At summoning time. Wall Walker Power Points: Force x5 Pace: Force x5 Parry: (Force x2) +2 Toughness: (Force x2) +4 (+ Size Modifier) Special Abilities: Force Rating: Spirits have a Force Rating when they are summoned. and cannot leave that area. By peering astrally. Entangle. Stealth. i. Spirits summoned by Shaman are always spirits of a place. at summoning. Water Spirits. Knowledge (Astral Plane). Blind. will not be able to move or use Powers outside the park. Street Spirits. Slow. Building Spirits. A water spirit summoned from a pond from her pond will not be able to act outside of that pond. domestic or even toxic if you go that way. A spirit may not choose a Power that is not available to its Rank. Streetwise. a Force 1 Spirit uses a D4 for all actions. A house spirit may might Barrier . Confusion. Intimidation. whether that be in nature. Orks Mutate into Wendigo. then the creature forms before him in the Astral Plane. Growth/Shrink. D6 for Force 2. the Shaman visualizes the kind of spirit he would like to summon. and more effective the spirit becomes. or civic. A shaman may only summon a spirit from within its Domain. Air Spirits. Tracking Powers: Materialize. D8 for Force3. Pummel. Boost/Lower Trait. Force x Die Ranks (i. Burrow. Fighting. he remains in the spirit world and may only be affected by other Astral Beings (Projecting Mages. a Force 1 Spirit is a Novice. Armor. a Force 3 Spirit is a Veteran for all intents and purposes. nor can they affect the house in any way. Notice. Obscure. will have access to a number of Powers from the Power list above equal to its Force. etc.e. Investigation. the mage can give commands that he hopes the spirit will be able to perform. Spells. Bolt. the more powerful. All homes and buildings have spirits in them. Beast Spirits. Damage Field. Swimming (if water spirit). Throwing. Powers: Using their Spellcasting Skill. A street or neighborhood spirit will not be able to follow a Shaman into a house.e. Darksight. Forest Spirits. A forest spirit summoned in a park. Fear. The remainder will be listed here. Barrier. Attributes: Any. Storm Spirits. Trappings: Spirit Powers use the Trappings of their Domain. ???? Spirits Spirits are created by Shaman from the raw substance of the plane of magic. Havok. Environmental Protection. The higher the Force Rating. Domain: Spirits are tied to the Domain (boundary) from which they are summoned. Elves mutate into Beansidhe and Trolls mutate into Formori Stats for most of these beings can be found in the books listed above. Dwarves mutate into Goblins. larger. the spirit according to its theme. Blast.
the Elemental must come to the Mage instantaneously when called. the more powerful. Intimidation. the Magi visualize the kind of spirit he would like to summon. then the creature forms before him in the Astral Plane. while an Office spirit might use power and network cables… Size: Whether in the Astral or Material planes. Swimming (if water elemental). Elemental Manipulation. or both. a Force 3 Elemental is a Veteran for all intents and purposes. At summoning time. Pummel. bound by sorcery. Havok. . ). Confusion. Blind. they will try to escape. i. the spirit must have the Power of Materialize. The higher the Force Rating. etc) Skills: Elemental can perform any of the following skills at the same die level as his Attributes die: Climbing. The Elemental will be bound to him until it has performed all of the Services the Magi has achieved by the summoning. Until the Services are rendered. Fighting. the Magi will have a connection to the Elemental.e. Stealth. The Elemental summoning process is a long and involved ritual process. larger. Spirits appear with a Size baseline of -2 (housecat sized) for Force 1 and then scale up from there (-1 (medium dog) for Force 2. kill their masters. Armor. he remains in the spirit world and may only be affected by other Astral Beings (Projecting Mages. Bound: Spirits are slaves. Spells. Damage Field. Detect/Conceal Arcana. Investigation. A Forest Spirit will Entangle with vine and root. Force x Die Ranks (i. By peering astrally. To appear in the real world. at summoning. Slow Power Points: Force x5 Pace: Force x5 Parry: (Force x2) +2 Toughness: (Force x2) +4 (+ Size Modifier) Special Abilities: Force Rating: Elementals have a Force Rating when they are summoned. Taunt. Growth/Shrink. Blast. and more effective the elemental becomes. at the end of which. the mage can give commands that he hopes the spirit will be able to perform. Other Spirits. Throwing Powers: Materialize. a Force 1 Elemental is a Novice. D8 for Force3. Burrow (through own element).with piles of Furniture. a Force 1 Elemental uses a D4 for all actions. Notice. Obscure. Magic Weapons). it becomes a free agent and if it can it will try to kill his summoner and/or flee from the vicinity. Elementals come in 4 types: Earth. Air. given a chance. will have access to a number of Powers from the Power list above equal to its Force. Truly powerful spirits may achieve Leviathan levels (Spirit of Denver). D6 for Force 2. Otherwise. Services: Nature Spirits will perform 1 Service for the Shaman. 0 (human size) for Force 3. and then disappear. If the service lasts beyond the boundaries of dawn or dusk.e. Knowledge (Astral Plane). Bolt. Fire and Water Attributes: Any. but no Mages have been known to have achieved the ability to Summon on this level. the spirit according to its theme. Powers: Using their Spellcasting Skill. etc. If a Shaman is knocked unconscious while in control of the spirit. Entangle. Elementals Elementals are created by Hermetic Magi from the raw substance of the plane of magic. Barrier. the Spirit will stop his task and return to the Astral whence it came. Environmental Protection. An elemental may not choose a Power that is not available to its Rank. Spellcasting (Spirit). Rank: Elementals have an equivalent Rank equal to their Force. As such. Boost/Lower Trait. Burst.
Since some of them are truly iconic. 0 (human size) for Force 3. Elementals appear with a Size baseline of -2 (housecat sized) for Force 1 and then scale up from there (-1 (medium dog) for Force 2. ). Appendix B: Sample Cyberware Conversions Because the Cyberware in this game are being reflected as Advancements (Cyberware) that you have the ????. As such. most ammo is caseless and most guns can be made Smart. Bound: Elementals are slaves. like bulky early . and you can really go to town on making up interesting Cyberware to enhance your character. the possibilities are essential boundless. The areas where the guns of Shadowrun differ are in a handful of areas. Needless to say. or both. A Fire Elemental will Obscure his summoner with smoke or heat waves. I have decided to make an effort here to address some of the most popular and the possible Advancement interpretations that might reflect these objects in Savage Shadows. bound by sorcery. Truly powerful spirits may achieve Leviathan levels (Volcano Elemental). Once all of the services are performed the Elemental will disappear. etc. given a chance. The distinctions are as such: A Hermetic Mage uses the trappings of rituals and incantations Appendix C: Sample Gear Conversions Because the Cyberware in this game are being reflected as Advancements (Cyberware) that you purchase for you character. the Shadowrun system is hardly so free form. Services: Elementals will perform 1 Service per Rank of the Summoner. You cannot ask an Elemental to guard a place indefinitely. the weapons of the future still use chemical reactions to launch bits of metal your opponent. An Earth elemental will Barrier with an embankment of earth. Weapons in the Shadowrun universe should use these stats as a base and then allow for alterations to make them more futuristic. it becomes a free agent and if it can it will try to kill his summoner and/or flee from the vicinity. A Water Elemental will Entangle with strong currents or underwater vegetation… Size: Whether in the Astral or Material planes. they will try to escape. Services generally have limited boundaries for time. Hermetic and Shamanic Mage traditions are variations of Arcane Background: Mage. There are a handful of outriders. Technically. kill their masters. +1 per raise on the Spellcasting roll. The Savage Worlds Deluxe book has a number of weapon descriptions within it and the Fantasy Companion has an even further expanded list of melee weapons and medieval weapons.Trappings: Elemental Powers use the Trappings of their Element. but a lot of interesting pieces of Gear exist in the SR system and its supporting books. If a Magi is becomes Incapacitated while in the vicinity of the elemental. but no Mages have been known to have achieved the ability to Summon on this level.
but armor is doubled against them. like the Monowhip. They do impose a -2 modifier on the target while they are being struck by gel bullets for the next 3 combat rounds and the target must immediately save vs Intimidation(6) or seek the nearest cover. low clip. Narcoject Pistols and the like. Even smaller pistols if they have been modded with Smart systems. Cannot be silenced. Of Melee weapons. machine pistols and short swords can be hidden in a long coat. At a distance. but the majority of them will not be able to be concealed effectively. but lose any AP value the gun normally has. Weapons: Guns Remington Roomsweeper – A favorite of Mages everywhere. Some short rifles. Flechette Rounds are great against unarmored opponents. shock or vibro additional capabilities. and target tracking chips and wireless communication with either Smart Goggles or Smartgun (Cyber) to provide ???? APDS ammunition – APDS rounds stands for Armor Piercing . General only Light and Holdout pistols can be concealed in a pocket. so damage at range is 3D6/2D6/1D6. but may be modded for an additional cost. Ingram Smartgun . Below are some Shadowrun flavored mods beyond what is already available in the system. Cost: 100 Nuyen/10 Gel ammunition – gel rounds were developed as a non-lethal way of crowd control. flechette rounds spread like the shotgun round to make hitting easier (+2 to Shooting). but like the Shotgun round. but still the fact that a person is carrying is a relatively easy Notice roll. and require a bulky power pack). Rare. There is a couple of truly new melee weapon technologies. The GM can be as hard-assed or lenient as he likes in these occasions.generation Laser Rifles (Savage Worlds Deluxe has rules for futuristic Lasers.???? Ares Predator . Scopes or Laser Sights will quickly become unconcealable by anything smaller that a long coat. Concealability is a definite concern in the Shadowrun world. which will be described below. but the SR version should be large.???? Gun Mods The SW Deluxe book already covers such things as Bipods. they lose force with distance and spread. (Since the Shooting Skills of Magi are usually pretty low) This is a short semi-automatic shotgun with a pistol stock. Cost : 50 Nuyen /10 Flechette ammunition – Bursts of tiny packed metal slivers. They also never have an AP > than 0. they add a D6 of damage. You can use Sawed-Off DB shotgun values except with a Shots value of 8. most are the same as their medieval counterparts. Cost : 70 Nuyen /10 EX ammunition – EX rounds are explosive ordinance. small enough to be hidden in a long coat. Smart – Smartgun technology involves the integration of cameras. gel rounds cannot inflict more than Bumps and Bruises level of damage. Cost: 30 Nuyen/10 Tazer ammunition – These rounds have capacitor and metal hook net arrangement to pierce the flesh and dump a huge burst of electrical charge into the target’s body Cost: 50 Nuyen/10 . Scopes and a variety of ammunitions. The most common being the addition of a monofilament edge. A holster may allow for carrying some weapons in a jacket.
but is erratically travelling back at the wielder causing him 3D8 (AP 4) damage. Tracers instantly alert anyone observing the area of a shooter’s location.???? Scope. Using a monowhip unskilled should just end with the GM describing the violent removal of the one of the wielder’s limbs. Also. shows a light trace to the location the rounds are striking. Laser .???? Gyro Mount . The incendiary round doesn’t add to damage by burning. Cost:70 Nuyen10 Sight. but the implementation as a whip can be highly dangerous. The monowire is well able to cut through most materials like a hot knife through butter.???? Weapons: Melee Monowhip – The monowhip is a handle. a roll of 1 or 2 on the Fighting die resolves in a bystander hit much like a shotgun.???? Scope. but does provide 2 levels of AP. If the target OR the wielder is operating in a crowd.???? Bioware A Hermetic Mage uses the trappings of rituals and incantations . Magnification . giving the shooter an opportunity to adjust his aim. LowLight .???? Melee Weapon Mods Monofilament – All edged weapons can be enhanced with a monofilament edge. Tracer ammunition – Tracers load an incendiary round every third bullet.???? Recoil Compensators . This doesn’t increase the damage of the weapon. and a weight. Wielding the monowire by default gives a -4 modifier to Fighting. but instead. Damage: 3D8 (AP 4) Weight: 4 Reach 2 Cost: 3000 Nuyen (Very Rare) Stun Baton .???? Spurs . Thermographic . Full-auto fire with tracer rounds apply a +2 modifier to Shooting. Cost: 400 Nuyen Shock – Blunt weapons can be modded to include a Shock Option Armors A Hermetic Mage uses the trappings of rituals and incantations Cyberware Hand Razors .???? Scope. This doesn’t really help in any case except when firing in full auto mode. a spool of mono-molecular wire stabilized by an electrical charge. the roll of double 1’s indicates the monowire has not only missed.
Vehicles A Hermetic Mage uses the trappings of rituals and incantations Vehicle Mods A Hermetic Mage uses the trappings of rituals and incantations CyberDecks A Hermetic Mage uses the trappings of rituals and incantations Deck Mods A Hermetic Mage uses the trappings of rituals and incantations Appendix C: Lifestyle Dealing with the day to day expenditures . The distinctions are as such: A Hermetic Mage uses the trappings of rituals and incantations . Hermetic and Shamanic Mage traditions are variations of Arcane Background: Mage.
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