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BACKGROUND

I never liked Shadowrun rules a lot, but I loved the setting all way through. So even when I didn’t
liked the ruleset, we played shadowrun in lot of different editions, always fought with
unnecessary crunch and rules.And because Sixth edition didn’t live up to its expectations, I
chose to go in a different direction, different rpg ruleset. There is a lot of great hacks from
different systems, but I got enchanted by CyberpunkRed Jumpstart Kit.
So I got into work. All the cyberware, bioware, hacking and this stuff was already there. Easy
peasy. But what about magic? Floyd_underpants (from Reddit) came into the rescue and told
me about Nights Edge Cyberpunk2020 sourcebook, which dabbled in supernatural powers! And
because CyberpunkRed and Cyberpunk2020 are highly compatible, it wasn’t that hard to adapt
the system to the new version.
So here is the basics for Shadowrun Red, can I ask for your time to review it, dig into it and tear
it apart if something smells fishy? Thanks a lot chummers.

This hack is based on Jumpstart kit for CyberpunkRed and what was missing was taken from
older Cyberpunk2020 core rules+sourcebooks. I will definitely update it to the new
CyberpunkRed corebook when it comes out (hopefully later this year). Also, what I used for
small inspiration was The Witcher RPG, because it also from R.Talsorian games (creators of
Cyberpunk2020) and it uses similar, almost identical system.
(planning to dig into that more when Ritual magic and Alchemy comes to spotlight)

Here is some clarification on basic rules, to better understand concept of this hack. If you want
to get even better understanding, get some Cyberpunk, either edition, rulebook. They are mostly
the same. Or ask me in the reddit topic.

You have several attributes:


INTelligence, WILLpower, COOL (charisma), EMPathy (Essence - Humanity), TECHnique
(manipulate tools), REFlexes (coordination of hands), LUCK, BODy, DEXterity (overall physical
competence), MOVEment, MAGic.
All range from 1 to 10 normally (can be higher with cyberware, race modifiers, magic, etc. but
not too much).
Beware, cyberware comes with Humanity Cost, which in time lowers both EMPathy and MAGic.
Then you have skills. You get: Firearms, Melee, Brawling, Tracking, Driving, Persuasion, First
Aid, etc...also from 1-10.
So, this is mostly your character from basic rules side, without digging too deep for this small
document.

You roll on almost everything Attribute + Skill + 1d10. On 10 you roll again.
Using skill against someone is your Attribute + Skill + 1d10 against his Attribute + Skill + 1d10.
Whoever rolls higher, wins.
Difficulties are 10/14/18/22/25/30.
Ranged attack is against target number based on range.
Melee attack is opposed.
Weapons ranged do 2d6 (pistol) to 5d6 (assault rifle) damage and melee is 1d6 to 4d6. Armor =
Stopping Power is 4 (leather) to 15 (heavy armor), and it directly substracts from Damage. But
armor deteriorates after each damage it took (if you ended up taking some damage) by -1.
You have wounds (HP) equals to BODy x 5. You heal body equal to your BODy per day if
resting.

RACES
There was nothing like races in Cyberpunk2020, so i needed to invent it myself. My goal was
that all races should be balanced, so you wouldn’t need to choose a troll to be the best Samurai
and all races should add something different, interesting, but not too powerful.
So races only have positive attribute modifiers (no negatives, you will always be at same level
as majority of Samurais from any other race) and then you can choose one special power to
make you feel different in other way, than just +1 to some attribute.

RACE POWERS
(take one at chargen, never possible to get another one, each race can choose from 4 powers)
HARD TO KILL - lower penalties for Wounds (-2/-4 instead of -3/-5) and +1 to Death saves.
(dwarf, troll, ork)
TOUGH - get BODx6 HP instead of BODx5 (dwarf, troll)
FAST HEALING - you heal BODx2 for a day of healing instead of BODx1 (troll, ork)
DERMAL-PLATING - +1 to Armor every time - this bonus do not deteriorate (troll)
NIMBLE - +2 to Initiative (elf)
ADAPTABLE - when rolling for Humanity Cost for Cyberware add -1 to every roll (human)
PAINMASTER - +1/2? damage to melee attacks (ork, troll)
SMARTS - get 3 points to any skill except your role special ability skill (human, dwarf, elf)
KNOWLEDGEABLE - your Cultural Familiarity rolls are at +1 modifier (dwarf, elf, human)
STREET RAT - get +1 to Facedown rolls (elf, ork, human)

MAYBE, instead of this, they could also have some Special Ability as Roles from
Cyberpunk2020 if this feels overpowered.

AMPLIFIED ATTRIBUTES
You get 4 points and can put max 2 to one attribute OR all into one, but it raises it only by 3. It
also raises your maximum accordingly.
After that you get 40-70pts (depends if you want to play on Street level or Alpha runner) for
buying attributes where each point of attribute costs 1pts, but points AFTER 5 (so 6 and more)
will cost 2pts instead of one. Racial bonuses apply AFTER buying attributes for this amount.
HUMANS - COOL / LUCK / EMP
DWARVES - TECH / BODY / WILL
ELVES - COOL / INT / REF
ORCS - BODY / DEX / COOL
TROLLS - BOD / MOVE / WILL
ROLES
There will be roles similar to Cyberpunk 2020 core rulebook. I will wait with this for Cyberpunk
Red core rulebook, because only one that they showed us is Netrunner.
Samurai - same as Solo
Decker - same as Netrunner
Shaman/Hermetic mage - new, explained in this document.
Adept - //-
Rigger - same as Tech
Fixer - Fixer
Ganger - same as Nomad
etc.

MAGIC
Another important aspect of Shadowrun is magic. How do we approach that? Nights Edge
sourcebook! If you choose ANY magical role, you get MAGic attribute on rank 1 (yeah, that’s a
new attribute for you omae, non-magical Roles DO NOT get this one!). You can raise it at
character creation as normal one. Watch out for cyberware, it lowers the MAGic attribute in the
same way, as it lowers EMPathy if you lose too many Humanity (as per Cyberpunk2020 rules).

Then you buy spells (i´m not sure how much will they cost and how much will you get at char
creation, on that sometimes later, now we need to discuss functionality!).

How does magic work? Practically the same as any other roll in this game: 1d10 + ATTRIBUTE
+ MODIFIERS (+FORCE, but on that a little later).

Attribute that we will use is your newly acquired MAGic.

Modifiers could be tied to specific spell, background count of area, your wound modifiers or
some special conditions (meditation, focus, …). They range is in same values as normal
modifiers, no need to write all of them down now.

Next, is FORCE. You choose Force of the spell when you cast it and it is between 1-10. (i´m
thinking if it should be capped at MAGic stat?). Force tells you how powerful spell you cast, and
it gives you bonus to roll (because the power/effectiveness of the spell is decided after roll).
Next you roll and consult your final result with Spell Table (every spell will have table with
achieved effect, higher number > better effects).

After the spell is cast, now comes the Drain.

Base Drain is 10 (calculated as average stat 5 + average roll 5 ) + special modifiers listed at
each spell (if any) + Force you choose to cast the spell. You add everything and after that you
roll your Drain stat (COOL for shamans and INT for hermetics?) +1d10. If you roll less then the
Drain value, you take difference in damage.
That's it!

Now for some example spells:

MANABOLT / MANABALL / MANATOUCH


These spells channel destructive magical powers into the target, doing physical damage. The
damage is similar to massive cellular die off from radiation. These spells are mana spells, so
they only affect living things. It could be cast as touch spell, one target or area effect spell.
Modifiers: (manatouch) touch +2, (manabolt) sight 0, (manaball) area (for each 5m radius) -2
Damage is your roll minus his WILL (+1d10 > yes or no?)

MIND PROBE
This spell allows the subject to telepathically probe the mind of a specific target. The target is
aware of probing. You learn that many answers as the Force of the spell you used.
Diff 15 - Learn targets true identity (real name, birthplace, etc).
Diff 20 - Read surface thoughts.
Diff 25 - You can learn prime and hidden motivations/information of the target.
Diff 30 - You can learn anything from a target's past and even see it in vivid detail (even clearer
than in his own memories).

HEAL
Heal repairs physical injuries. After magical healing, you cannot get another magical healing,
just a normal one.

You heal damage equal to ½ the amount you rolled for spellcasting roll.

CURE
You help target cure of diseases, poisons, drugs and long-term injuries.
Diff 15 - You heal a minor disease or bad drug effect.
Diff 20 - You speed up healing process of natural healing. You heal 2 times more HP per day,
lasts Force days.
Diff 25 - You heal one major disease/poison/drug effect.
Diff 35 - You can bring character back to life, he cannot be dead more then Force
turns/minutes? Cannot be used at the same one for at least a Force days.

ADEPTS
Adept powers work similar as in Shadowrun, you also get a MAGic stat as Adept and the same
value of MagicPoints you can use to buy different powers. Their value will be decided after there
are more of them and the basics are working.

ATTRIBUTE BOOST
You can whip yourself to godlike levels.
You can raise your physical attributes by amount you roll on MAGic+1d10/2, rounded down. You
choose which attribute and how much you will raise it after you roll. Lasts MAGic turns?

KILLING HANDS
You can damage armored targets with your bare hands!
Diff 10 - you do damage as based on your BODy (per rules), but the target is not invulnerable
against it anymore, but uses his full armor rating.
Diff 15 - he only uses ½ his armor rating
Diff 20 - his armor doesn’t count at all.

SPIRITS
Hermetic mage can only bind and shaman can only summon (this rule i miss from 2nd edition,
but it is completely optional).

Summoning is the same as casting: MAGic + Force (1-10, max as your MAGic attribute) + 1d10.
Drain is the same as casting.

Spirits have Type, Perception (PER), speed (SPD), defence (DEF) attack (ATT) and Essence
(ESS) aka HP. Same as programs (and same as Sprites will be) in Jumpstart Kit.

Their stat is the same as Force you choose +/- some modifiers depending on Type.

How many Services they have would be based either on Force, MAGic or how well you rolled. I
still need to decide, i would like to see how Programs work in full core book of Cyberpunk Red
for that
.
They will have some powers, some for example:

Air spirit
Speed+4, ESSence: Force x 4

Attack power: Does direct (no SP/Armor applicable) 2d6 damage up to Force x 10m.

Materialize: can then attack beings on Material plane, have SP (Stopping Power = Armor) of
twice their Force rating. It can turn back into the Astral plane by will.

Levitate: can Levitate up to Force x 50kg total. As many willing targets as its Force. If unwilling
roll opposed roll ATTAck + 1d10 against BODy + 1d10.

Concealment: it can hide up to Force targets with magical means. Gives negative modifier same
as its Force to Perception tests.
Confusion: This power renders the target unable to think clearly. Roll ATTAck + 1d10 against
Targets WILL + 1d10. If you roll better, you give the Target negative modifier to all actions equal
to the difference.

Sooo...what do you think? I haven't tried that at the table yet, so it could be really unbalanced,
but I hope not. Also, I'm really waiting for Cyberpunk Red core rulebook (hurry up! :) ) to polish
this. Because they left a lot of things out, and I think they will provide a great basic for this hack.

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