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Message no. 1
From: DAVID M GIRARDOT <dmg5@***.CC.LEHIGH.EDU>
Subject: Converting Shadowrun Magic to Gurps
Date: Sat, 2 Jul 1994 22:49:01 -0400
I was talking a bit to Garth about this, and well it got me
thinking enough that I wrote up some ideas. This system has NOT
been tested (but I did run it through ispell) so YMMV. It seems to
me, though, that with a few easy cyberware-type conversions you might
actually be able to run the Shadows using the Gurps rules.

These conversions don't deal with enchantments, conjuring, etc. --
just the real basics. If anyone actually uses these conversions
in a game, I'd like to hear about it.

-- David

---------------------------cut here-----------------------------------
Converting Shadowrun Magic to Gurps

(Note, this is REALLY rough. )


1. Covert SR drain codes to "Gurps" drain codes (fatigue costs). I
suggest 2 for a light, 3 for moderate, 6 for severe, and 10 for
deadly.

2. Spells still bought at a given force. The higher the spell's force,
the greater the drain. Divide force by two (round up) and add to drain
code. Force is also the "effect modifier" of the spell. The effect
modifier is the maximum number a spell can succeed by.

Example: A spell that is Force 5 with a M drain in
SR converts to a Gurps drain of 6. The spell has
an effect modifier of 6.

Example 2: Grok casts the above spell and rolls a 3 versus
an adj. skill of 14. Normally, such a good roll would mean
(14-3) 9 points of success, but because the spell is only
Force 5, the maximum success is 5 points. Success points
are used to resist drain and improve spell effects.

3. Spell casting: Spell skills are Spellcasting, Conjuring, Magic
Theory. All are M-H skills, and the mage must take them as Shamanic
or Hermetic, depending upon what kind of mage. When a mage wants to
cast a spell, he rolls versus spellcasting skill in an "unresisted"
spell, or in a quick test (mage versus his skill, victim versus
resisting attribute).


4. Difficulty: Spellcasting skill is adjusted by Force/2. (Round
down). So a force 5 spell has a -2 modifier.

Certain Shadowrun spells give target
number of the target's attribute. In this case, take the Gurps equivalent. of
the attribute and consist the chart below to determine the spellcasting
skill modifier for the spell.

SR Att. Gurps Att.

Body HT (plus toughness)
Quickness DX
Strength ST
Charisma (ST+HT)/2 + charisma + appearance
Intelligence IQ
Wisdom IQ (plus strong will)

Attribute Spellcasting
Level Modifier

< 3 +3
3-5 +2
6-8 +1
9-11 +0
12-13 -1
14-15 -2
16-17 -3
18-20 -4
21-40 -5
41-60 -6
etc (-1)

Example: Grok has a spellcasting of 15. He is casting a
Force-5 spell with a moderate drain. The target number of
the spell is modified by the target's Quickness, which is DX
in Gurps terms. The target's DX is 13 which means a -1 modifier.
Grok's adjusted spellcasting skill is 14. The spell will have
a drain of (3+3) or 6.

5. Spell caster rolls vs. adjusted skill. Compare the result to the
needed number. If the result is lower than the adj. skill, the spell
succeeds. Furthermore, the drain of the spell is reduced by 1 for
each 2 points the result was lower than the adj. skill.

Example: Grok has an adj. skill of 14 and the drain of the
spell is 6. He rolls a 10. The spell is a success. Drain
taken is 4, (6-2).

6. Drain is taken as fatigue damage, unless the force of the spell
cast was greater than three times the mage's levels of Magery. If the
spell's force is greater than the level's of Magery, the mage should cast the
spell at reduced force, or take the damage as _physical_ damage.

[Note: Not sure about this. Basically, any spell higher than 6 force
should cause physical. drain unless power focus or something is used].


7. In a resisted spell, compare spellcaster's success points vs
target's spell points. (Subtract target's success from spellcaster's
success).

8. Spells can be taken with force-modifiers ala Grimoire: fetish
required (+1), fetish expendable (+2), exclusive (+2).

9. A mage can "stack" spells; the mage takes a -2 modifier plus the
largest negative modifier of the spells being cast, and must divide "success
points" between all spells being cast.

Example: Grok wants to cast a 3-L spell and a 5-M spell with
his spellcasting of 15. The drain codes of the spells are
4 and 6. The modifiers of the spells are -1 and -2. Taking
the largest of the modifiers, -2, plus the -2 spell-stacking
modifier, yields a total modifier of -4, and an adj skill
of 11. Grok rolls a 5, 6 success points, which are divided
between the spells. Grok puts 3 success points in each
spell. Drain is 1 for the 3-L spell, and 3 for the 5-M spell,
for a total of 4 drain.


10. Spell Effects: Damage is converted as follows, 2 for a light, 1D
for M, 1D+3 for S, and 2D for D. Armour does not protect unless the
spell is a damaging manipulation or similar. Mage can spend 2 success
points for another die of damage, or 1 success point for a +1 to damage.

11. Resistance rolls [up to you whether to allow]: Target rolls HT
or (IQ + will) depending upon physical or mental spell, adjusted downwards
by the force of the spell. Each two points of success provide D6 of
damage resistance, each 1 point provides +1.

Example: A force 6 hellblast is cast with 4 success points
(the rest were used by the mage to lower drain) and will
do a total of 4D damage. Fred (a hapless target) resists
with his IQ of 10. Luckily he has 3 levels of strong will,
for a Will of 13. His will is adjusted for the force of
the spell to (13-6) 7. Fred is really lucky and rolls a 6.
Damage is reduced by 2D, to 4D-1. Fred is most likely toast,
since his armor won't make any difference against hellblast.

--------------------------- end: sr2g ---------------------------------------






---David M Girardot-----dmg5@***.cc.lehigh.edu---dmg@**.com---dmg5@******.edu-
------Staff Documentation: CorNet Ltd---Freelance Consulting------------------
---EdTech: Lehigh University------Residence: Easton, Pa-----------------------
------"My opinions are my own, even when they don't make any sense."----------

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