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Message no. 1
From: Damon Wilson <damontw@****.com>
Subject: ED to SR and/or SR to ED
Date: Fri, 26 Apr 96 10:33 MDT
Does anyone have Shadowrun to Earthdawn/Earthdawn to Shadowrun conversion
rules handy? I would appreciate a copy...

Thanks in advance,

Damon Wilson

damontw@****.com
Message no. 2
From: MENARD Steve <menars@***.UMontreal.CA>
Subject: Re: ED to SR and/or SR to ED
Date: Fri, 26 Apr 1996 12:39:51 -0400 (EDT)
On Fri, 26 Apr 1996, Damon Wilson wrote:

> Does anyone have Shadowrun to Earthdawn/Earthdawn to Shadowrun conversion
> rules handy? I would appreciate a copy...
>
> Thanks in advance,
>
> Damon Wilson
>
> damontw@****.com
>
I doubt that such a beast exists. The rules in ED make character
use magic in a way unheard of in SR. Conversely, tech in very low in ED
(although that would be far easier to fix, ... prob similar to blood magic).


----------------------------------------------------------------------------
--- |\_/| Still The One and Only Wolfbane! ---
--- |o o| " Hey! Why ya lookin' at me so weird? Ain't ya 'ver seen a ---
--- \ / decker witha horn ?" --- Scy, Troll decker with a CC ---
--- 0 Steve Menard menars@***.UMontreal.Ca ---
----------------------------------------------------------------------------
Message no. 3
From: "A Halliwell" <u5a77@**.keele.ac.uk>
Subject: Re: ED to SR and/or SR to ED
Date: Fri, 26 Apr 1996 20:23:26 +0100 (BST)
| I doubt that such a beast exists. The rules in ED make character
|use magic in a way unheard of in SR. Conversely, tech in very low in ED
|(although that would be far easier to fix, ... prob similar to blood magic).

Actually, there is such a beast.
Someone posted it up on this list a while back.
I've e-mailed it to Mr Wilson.....
--
______________________________________________________________________________
| |What to do if you find yourself stuck in a crack in |
|u5a77@**.keele.ac.uk |the ground beneath a giant boulder, which you can't |
| |move, with no hope of rescue. |
|Andrew Halliwell |Consider how lucky you are that life has been good |
|Principal subjects in:-|to you so far... |
|Comp Sci & Visual Arts | -The BOOK, Hitch-hiker's guide to the galaxy. |
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can still say FUCK! Americans can't|
------------------------------------------------------------------------------
Message no. 4
From: omen@***.on.ca
Subject: Re: ED to SR and/or SR to ED
Date: Fri, 26 Apr 1996 22:10:47 -0400
shadowrn@********.itribe.net wrote:
>
> Received: from athos.itribe.net [199.3.224.17] by bbs.sos.on.ca with smtp
> id APCNBMCP ; Fri, 26 Apr 1996 15:45:28 -0500
> Received: from localhost (nobody@*********) by athos.itribe.net (8.6.12/8.6.12) with
SMTP id PAA01965; Fri, 26 Apr 1996 15:27:43 -0400
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> Received: (from majordom@*********) by athos.itribe.net (8.6.12/8.6.12) id PAA01952
for shadowrn-outgoing@********.itribe.net; Fri, 26 Apr 1996 15:27:40
-0400
> Received: from gabriel.keele.ac.uk (gabriel.keele.ac.uk [160.5.1.248]) by
athos.itribe.net (8.6.12/8.6.12) with ESMTP id PAA01947 for
<shadowrn@********.itribe
> Received: from potter.cc.keele.ac.uk by gabriel.keele.ac.uk with SMTP (PP); Fri, 26
Apr 1996 20:23:33 +0100
> From: "A Halliwell" <u5a77@**.keele.ac.uk>
> Message-Id: <10418.199604261923@******.cc.keele.ac.uk>
> Subject: Re: ED to SR and/or SR to ED
> To: shadowrn@********.itribe.net
> Date: Fri, 26 Apr 1996 20:23:26 +0100 (BST)
> In-Reply-To: <Pine.SGI.3.91.960426123827.20551B-100000@*****.jsp.umontreal.ca>
from "MENARD Steve" at Apr 26, 96 12:39:51 pm
> X-Mailer: ELM [version 2.4 PL23]
> Sender: owner-shadowrn@********.itribe.net
> Reply-To: shadowrn@********.itribe.net
> Errors-To: jdfalk@************.org
>
> | I doubt that such a beast exists. The rules in ED make character
> |use magic in a way unheard of in SR. Conversely, tech in very low in ED
> |(although that would be far easier to fix, ... prob similar to blood magic).
>
> Actually, there is such a beast.
> Someone posted it up on this list a while back.
> I've e-mailed it to Mr Wilson.....
> --

Any chance you could be bothered to send that to me as well
Thanks in advance.
Message no. 5
From: Damon Wilson <damontw@****.com>
Subject: Re: ED to SR and/or SR to ED
Date: Sat, 27 Apr 96 01:10 MDT
bummer...I have heard of a few of the GM's on this list talk of having their
players do crossover games. Do you use a Shadowrun only format with the
genre of Earthdawn? I do not _yet_ own a copy of Earthdawn (I plan to buy
one soon). I would like anyone's feedback on this subject.

Thanks in advance!

Damon Wilson


At 12:39 PM 4/26/96 -0400, you wrote:
>On Fri, 26 Apr 1996, Damon Wilson wrote:
>
>> Does anyone have Shadowrun to Earthdawn/Earthdawn to Shadowrun conversion
>> rules handy? I would appreciate a copy...
>>
>> Thanks in advance,
>>
>> Damon Wilson
>>
>> damontw@****.com
>>
> I doubt that such a beast exists. The rules in ED make character
>use magic in a way unheard of in SR. Conversely, tech in very low in ED
>(although that would be far easier to fix, ... prob similar to blood magic).
>
>
>----------------------------------------------------------------------------
>--- |\_/| Still The One and Only Wolfbane! ---
>--- |o o| " Hey! Why ya lookin' at me so weird? Ain't ya 'ver seen a ---
>--- \ / decker witha horn ?" --- Scy, Troll decker with a CC ---
>--- 0 Steve Menard menars@***.UMontreal.Ca ---
>----------------------------------------------------------------------------
>
>
Message no. 6
From: Damon Wilson <damontw@****.com>
Subject: Re: ED to SR and/or SR to ED
Date: Sat, 27 Apr 96 01:17 MDT
I do not have time to read through it at the moment. It is 19k in size. I
will happily forward a copy to anyone else who wants it :)

<bowing to Andy Halliwell>

Thanks!

Damon

At 08:23 PM 4/26/96 +0100, you wrote:
>| I doubt that such a beast exists. The rules in ED make character
>|use magic in a way unheard of in SR. Conversely, tech in very low in ED
>|(although that would be far easier to fix, ... prob similar to blood magic).
>
>Actually, there is such a beast.
>Someone posted it up on this list a while back.
>I've e-mailed it to Mr Wilson.....
>--
>______________________________________________________________________________
>| |What to do if you find yourself stuck in a crack in |
>|u5a77@**.keele.ac.uk |the ground beneath a giant boulder, which you can't |
>| |move, with no hope of rescue. |
>|Andrew Halliwell |Consider how lucky you are that life has been good |
>|Principal subjects in:-|to you so far... |
>|Comp Sci & Visual Arts | -The BOOK, Hitch-hiker's guide to the galaxy. |
>------------------------------------------------------------------------------
>|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
>|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can still say FUCK! Americans can't|
>------------------------------------------------------------------------------
>
Message no. 7
From: "Damion Milliken" <dam01@***.edu.au>
Subject: Re: ED to SR and/or SR to ED
Date: Sat, 27 Apr 1996 17:22:33 +1000 (EST)
Damon Wilson writes:

> I do not have time to read through it at the moment. It is 19k in size. I
> will happily forward a copy to anyone else who wants it :)
>
> <bowing to Andy Halliwell>
>
> Thanks!

You might send a copy to Paolo to place in the archive...

--
Damion Milliken University of Wollongong E-mail: dam01@***.edu.au

-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GE d- s++:-- a20 C++ US++>+++ P+ L E@ W(+)>++ N- o@ K- w(--) O@ M- !V PS+
PE Y+ PGP->++ t+ 5 X++>+++ R+(++) tv--- b++(+++) DI- D G+ e>++ h(*) !r y--
------END GEEK CODE BLOCK------
Message no. 8
From: "Gurth" <gurth@******.nl>
Subject: Re: ED to SR and/or SR to ED
Date: Sat, 27 Apr 1996 11:14:52 +0100
Damon Wilson <shadowrn@********.itribe.net> said on 10:33/26 Apr 96...

> Does anyone have Shadowrun to Earthdawn/Earthdawn to Shadowrun conversion
> rules handy? I would appreciate a copy...

Do you mean those conversion rules that someone on the ED list came up
with a few months ago, to play SR using the ED game system? I've got most
of them on my HD somewhere, yes.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
What's the difference between actors and politicians?
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5+ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------
Message no. 9
From: "A Halliwell" <u5a77@**.keele.ac.uk>
Subject: Re: ED to SR and/or SR to ED
Date: Sat, 27 Apr 1996 11:59:58 +0100 (BST)
| Any chance you could be bothered to send that to me as well
| Thanks in advance.

Well.... Here we go again.....
5 down, how many more to go? :)

------------------------- snip here ---------------------------------------

The Shadowrun conversion is detailed here. The text are notes for
converting characters rather than actual text, so you will have to
deal with abbreviated notes.

All characters are created and are advanced using the Shadowrun rules
except where noted. The Earthdawn combat rules are used. Shadowrun
characters have extra stats and most pools are ignored.

WARNING! This system leaves a lot undefined in the Shadowrun
magic system. Some Shadowrun spells will have to be defined in
Earthdawn terms. I have considered dropping the Shadowrun rules
and adopting the Threadweaving Earthdawn magic rules and spells
entirely, adding new spells to affect modern things like bullets.

Here it is:

----------------------------------------------------------------------

Character Creation.

Use the Shadowrun system with races as a "C" priority. Once the character
is created extra statistics used in the Earthdawn combat system are added.
Note that the actual Shadowrun statistics are used to figure the new
statistics, NOT the step of those attributes. New statistics include:

Death Rating (Body)
Unconsciousness Rating (Body)
Wound Threshold (Body)
Recovery Tests (Body)
Carry (Strength)
Lift (Strength)
Full Movement (Quickness)
Combat Movement (Quickness)
Physical Armor (Armor)
Mystic Armor (Willpower)

Each defense rating is figuring by adding two Shadowrun
statistics.

Physical Defense (Quickness + Intelligence)
Spell Defense (Willpower + Intelligence)
Social Defense (Charisma + Willpower)

Attibutes in Shadowrun have a "step" of the attribute +1. The Shadowrun
attribute is used to determine the secondary characteristics. The table
below shows the value of those characteristic based on the Attribute.

Death Uncon Wound Recover
Body Rating Rating Thresh Tests
1 22 13 4 1
2 26 17 6 1
3 30 21 7 2
4 34 26 9 2
5 38 29 10 3
6 42 34 12 3
7 46 39 13 4
8 50 43 14 4
9 54 47 15 5
10 58 51 17 5
11 62 55 18 6
12 66 59 19 6
13 70 63 21 7
14 74 67 23 7
Over +4 +4 +5/4 +1/2

Quick- Full Combat
ness Move Move
1 30 15
2 39 19
3 48 24
4 57 29
5 70 35
6 85 42
7 110 55
8 140 70
9 170 85
10 200 100
11 230 115
12 260 130
13 290 145
14 320 160
Over +30 +15

When figuring movement values, use Quickness -1 for dwarves, and use
Quickness +1 for elves and orks.

Streng Lift Carry
1 40 20
2 75 35
3 115 60
4 185 90
5 290 145
6 460 230
7 735 365
8 1160 580
9 1840 920
10 2900 1450
Over +1000 +500

Will- Mystic
power Armor
1 0
2 0
3 1
4 2
5 3
6 4
7 5
8 6
9 7
10 8
11 9
Over +1

- Skills -
Like Earthdawn, all skills have a step which is compared to a
target number. Most skills have a step equal to the step of 1
attribute plus the rank of the skill. Strain costs are taken
as per Earthdawn rules. All Shadowrun skills are available
from Shadowrun with no strain using a base attribute as
determined by the game master. (Quickness for Firearms,
Charisma for Negotiation, etc.)

The following Earthdawn skills are also available. This causes
some archetypes to be shuffled to add in new skills. These skills
are bought as any Shadowrun skill, are raised using Shadowrun rules,
and cannot start higher than 6.

Avoid Blow Emotion Song Second Weapon
Climbing Lip Reading Surprise Strike
Detect Trap Pick Pockets Trap Initiative
Disguise Riposte Wound Balance

- Character Improvement -
Use the karma rules for Shadowrun, with the following exception.
Attributes are much more important now, and the cost for raising
them is increased. An attribute can be raised above the racial
maximum, but the cost for raising increases each time you do so.

The costs are given in karma.

First raise for attribute New value x 1
Second raise for attribute New value x 2
Third raise for attribute New value x 4
Fourth raise for attribute New value x 8
Fifth raise for attribute New value x 16

So, if you start with a Quickness of 5 then the first raise will
cost you 6, the second will cost you 14, the third 32, the fourth
72, and the fifth will cost 160. No attribute may be raised more
than 5 times.

- Using Karma -
Ignore rules for group karma. A karma point may be used to affect
game play. You may spend a karma point to reroll any roll that
does not result in disasterous failure (all 1's). Only one karma
may be spent per roll.

- Combat -
All damage codes and drain codes are converted to a single value.
This value becomes the step for the damage and the base strain
value for the drain.

Melee weapons use the Earthdawn statistics if they are included.
Do not convert melee weapons from Shadowrun. Firearms and drain
are converted by adding the power level to some value determined
by the wound level.

Light +1
Moderate +3
Serious +6
Deadly +10

Using this system, a 6L would be a 7, a 9M would be a 12, and a
15D would be a 25. This conversion works for weapon damage,
spell damage (if the Shadowrun spells are used) and drain. For
more on drain, see Magic below.

- Firearms -
Firearms use the Firearms skill. Otherwise they do damage based
on their damage step like any weapon in Earthdawn. Changing
clips takes an action. Obviously you don't add Strength to the
damage step of Firearms.

Range modifiers, in steps, are as follows. Subtract from both
the attack and damage steps.
Short 0, Medium -1, Long -2, Extreme -4.

Laser Sights add +2 to the attack step.
Smart goggles add +2 to the attack step.
Smartguns add +4 to the attack step and have all the usual side
benefits like cloaking friendlies and auto clip eject described
in the Shadowrun rules.

Automatic Weapon fire assumes that the first bullets you roll
for are also the most accurate of the burst. To resolve auto-
fire, follow these steps.

First, determine how many bullets you will fire. For all intents
and purposes assume a character can burn the clip in 6 seconds.

- Roll an attack test for a bullet.
- If it misses, the bullet and the rest of the clip misses.
Your action has ended.
- If it hits it will do damage and you may roll to hit
for the next bullet. Each successive bullet reduces your
attack step by -2 for recoil.
- Continue to attack with each bullet until you miss or
you reach the number of bullets you fired.
- Avoid Blow and similar talents can be used on only one
bullet. If successful the bullet is avoided but the
attacker may continue to roll to hit for additional
bullets.

Example: Viper fires six bullets at a thug with a Physical
Defense of 9. Viper has an attack step, with laser sight,
of 16 (Quickness of 7, +1 for step, Firearms 6, +2 for laser
sight) giving him a d20+d8. He rolls the first bullet and
gets a 9. He hits, and the thug attempts to avoid it with
the Avoid Blow skill. The thug rolls a 12 as he hurls himself
to the ground and rolls. The bullet misses, but Viper can
continue to roll to attack until he misses or his bullets run
out. Viper rolls again at step 14 and gets a 22. He hits.
Viper rolls again at step 12 and gets a 15. He hits. Viper
rolls again at step 10 and gets a 5. That bullet and the
rest of the burst miss. Viper rolls damage twice and applies
it to the thug.

Recoil compensation prevents the attack test from reducing
for a number of bullets equal to its rating. So, with
recoil compensation 3 a character would not apply a -2
penalty for an additional 3 bullets. This would mean that
the fifth bullet would be at -2, the sixth at -4, etc.

Example: Viper has an attack step of 16 and recoil
compensation of 2. His bullets will be fired at step 16,
16, 16, 14, 12, 10, etc. Of course if he misses the
rest of the burst also misses.

Walking a burst over multiple targets works the same way
as autofire, except that you must fire at least one bullet
for every 10 degrees of arc and each 10 degrees of arc
gives you an additional -2 on your attack step. This
penalty is not negated by recoil compensation.

- Athletics -
When using the athletics skill for various tasks, assume
the following can be achieved.

- When running, use Quickness as the base attribute. Add
the result of the Athletics test to full movement, half to
combat movement.

- When leaping, use Strength as the base attribute. The
result is the number of feet the character can jump with
a running start. Half this for a broad jump or a high
jump, and quarter this to find vertical leap.

- When lifting, use Strength as the base attribute. Add
the result to your maximum lift value for one lift.

- When swimming or climbing, the game master should assign
the swim or climb a difficulty. Make a test based on
Quickness to succeed.

- Using Shadowrun Magic -
If you use the Shadowrun system, Sorcery is based on Intelligence.
The difficulty for any spell is the spell defense of the target or
double the Shadowrun target number unless covered in these notes.
Convert the drain to a value and that is the base strain for the
spell. The mage can reduce this strain by the result of a
Willpower test.

- Using Magic Pool -
Magic pool can be used each round to increase the spell defense
of yourself or another by 1 per "die" in the pool. It can also
be used to increase the effective force of a spell or the step
of the drain resistance test.

Magic Pool refreshes during initiative, NOT on your action.
This is because with the Earthdawn system characters do not
get more than one action from high initiative results.

- Metamagic -
Shielding adds to both the spell defense and mystic armor of the
victim. Mystic armor alway reduces the effect test of spells
even if the spell does not do actual damage.

- Spell Defense -
A character may voluntarily lower his or her spell defense to a
mage by a number of points equal to essence rating. This lower
spell defense lasts until the next initiative.

- Shadowrun Spells -
Heal - Use the force of the spell as a step, including additions
for magic pool. The recipient makes a roll using this step and
reduces current damage by the result. The spell must be sustained
(as per Shadowrun) for 30 seconds. Strain for the spell equals
the force of the spell x 2.

Treat - Allows the subject to take an immediate recovery test with
a bonus to the step equal to the force of this spell. Treat
will not work if the recipient has no recovery tests left. The
base strain equals the force of the spell. Treat need not be
sustained. Make a sorcery test against the spell defense of the
subject and use the table below.

Success Result
Average Add force of spell to recovery test.
Good Add force of spell to recovery test and cure
one wound.
Excellent Add force of spell x2 to recovery test and
cure one wound.
Extraordinary Add force of spell x2 to recovery test and
cure 2 wounds.

Barrier - The difficulty is the Shadowrun target number x 2. If
successful, make an effect test equal to Willpower + force. The
result is the armor rating of the barrier. If the barrier will
impede a character then this is also the target for a Willpower
test to push through the barrier.

Levitate - The difficulty is the target's spell defense. You may
move the target up or down a number of meters equal to the force
of the spell. If you want them to drop you must release the spell
which ends it.

Armor - This spell works like the Woodskin talent in Earthdawn. You
must hit the target's spell defense. If you do, the target makes a
Toughness test adding the force of the spell to the test. The result
is added to unconsciousness and death ratings. This skill does not
remove current damage. These points are the first to go, but taking
this damage can cause you to be knocked down or wounded normally.
Dropping the spell can cause the subject to fall unconscious or to
die if current die is suddenly higher than unconsciousness or death
rating.

Spells should use Sorcery to attack. The effect should be based
on Willpower + force. The mystic armor of the target should
reduce the effect of the spell whether it is a damaging spell or
not. The effect can be used as the target to break the spell, or
as a target to resist or see through the effects of the spell.

- Using Earthdawn Magic -
Another option is to use the Earthdawn magic system instead,
totally scrapping the Shadowrun magic system. Assume that
magic is based on patterns, as in Earthdawn. Items are
woven to rather than bonded, and you can even use patterns
for places, people, and group as per the Earthdawn rules.
The skills available to mages include:

Sorcery
Magical Theory
Elementalism (Threadweaving)
Nethermancy (Threadweaving)
Illusion (Threadweaving)
Wizardry (Threadweaving)
Spell Matrix

Making other talents available to spell casters is up
to the game master, although I would suggest that these
talents have a minimum magic rating equal to the level
at which that talent was gained in Earthdawn.

A mage cannot cast a spell if the circle is higher than
either his magic rating or appropriate threadweaving. In
addition, at least one spell matrix must be high enough
to hold the spell. The mage can purchase spells for his
grimoire with starting force points, with the cost equal
to the circle of the spell.

A mage can purchase the Spell Matrix skill a number of
times equal to his Intelligence. Each Spell Matrix
must be purchased and increased as a separate skill.

For learning new spells use the Earthdawn rules, except
use Magical Theory rather than Threadweaving for the
roll to learn them. The caster needs his grimoire to
reattune a spell matrix normally. If the grimoire is
not available the mage must reattune on the fly.

A mage can initiate to increase his magic rating as per
the Shadowrun rules. This increases the circle of spell
he can use. Using this system the mage has no magic
pool. A mage may protect a number of people with a
Counterspell equal to his magic rating.

Any effect that depends on the level of the mage uses
the magic rating of the mage instead.

Using this system there are no casting adepts and there
is no conjuration unless it is done using spells or
talents.

- Physical Adepts -
As per Shadowrun, Physical Adepts have a number of points to spend
equal to their magic ratings. Rather than the normal physical adept
powers, physical adepts purchase ranks in Earthdawn talents. Each
rank in a magical talent costs .25. The talents available to the
physical adept is given below. All talents are cumulative with
normal skills. Add both the skill and talent rank to the attribute
step to determine the final step. No talent can start higher than
rank 4.

Avoid Blow
Bank Shot (Missile)
Bank Shot (Thrown)
Battle Shout
Blind Fire (Missile)
Blind Fire (Thrown)
Blind Fire (Firearms)
Body Control
Claw Shape
Climbing
Crushing Blow
Durability 4/3
Eagle Eye
Earth Skin
Fire Blood
Great Leap
Lion Heart
Melee Weapons
Missile Weapons
Momentum Attack
Mystic Aim (Missile)
Mystic Aim (Thrown)
Mystic Aim (Firearms)
Resist Taunt
Safe Thought
Second Weapon
Silent Walk
Sprint
Steel Thought
Surprise Strike
Swift Kick
Trap Initiative
Throwing Weapons
Unarmed Combat
Vitality
Wood Skin
Wound Balance

- Cyberware -

Hand Razors - Damage step is Strength + 2
Razor Spurs - Damage step is Strength + 4
Muscle Replacement - Add rank to Strength, add 1/2 rank to Quickness.
Smartlink - +4 steps plus kudos.
Dermal Plating - Add +2 to physical and mystic armor for each rank.
Wired Reflexes - Add +4 to initiative step for each rank.
Boosted Reflexes - Add +3 to initiative step for each rank.

- Other gear -
Stim patch - This patch allows an immediate recovery test.
Tranq patch - This path reduces wound penalties by 3 for 10 rounds.
Trauma patch - This patch stops bleeding and gives +6 to the
step of your next recovery test.


That's all I have. Sorry it's incomplete.
RJC






--
______________________________________________________________________________
| |What to do if you find yourself stuck in a crack in |
|u5a77@**.keele.ac.uk |the ground beneath a giant boulder, which you can't |
| |move, with no hope of rescue. |
|Andrew Halliwell |Consider how lucky you are that life has been good |
|Principal subjects in:-|to you so far... |
|Comp Sci & Visual Arts | -The BOOK, Hitch-hiker's guide to the galaxy. |
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can still say FUCK! Americans can't|
------------------------------------------------------------------------------
Message no. 10
From: "A Halliwell" <u5a77@**.keele.ac.uk>
Subject: Re: ED to SR and/or SR to ED
Date: Sat, 27 Apr 1996 12:11:45 +0100 (BST)
|bummer...I have heard of a few of the GM's on this list talk of having their
|players do crossover games. Do you use a Shadowrun only format with the
|genre of Earthdawn? I do not _yet_ own a copy of Earthdawn (I plan to buy
|one soon). I would like anyone's feedback on this subject.
|
|Thanks in advance!
|
|Damon Wilson

Errrrrr.... Damon? I sent you a copy of it.....(The shadowrun/Earthdawn rules)
It should have been sitting in your mailbox for almost a day by now....
--
______________________________________________________________________________
| |What to do if you find yourself stuck in a crack in |
|u5a77@**.keele.ac.uk |the ground beneath a giant boulder, which you can't |
| |move, with no hope of rescue. |
|Andrew Halliwell |Consider how lucky you are that life has been good |
|Principal subjects in:-|to you so far... |
|Comp Sci & Visual Arts | -The BOOK, Hitch-hiker's guide to the galaxy. |
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can still say FUCK! Americans can't|
------------------------------------------------------------------------------
Message no. 11
From: "A Halliwell" <u5a77@**.keele.ac.uk>
Subject: Re: ED to SR and/or SR to ED
Date: Sat, 27 Apr 1996 12:16:49 +0100 (BST)
|
|Damon Wilson <shadowrn@********.itribe.net> said on 10:33/26 Apr 96...
|
|> Does anyone have Shadowrun to Earthdawn/Earthdawn to Shadowrun conversion
|> rules handy? I would appreciate a copy...
|
|Do you mean those conversion rules that someone on the ED list came up
|with a few months ago, to play SR using the ED game system? I've got most
|of them on my HD somewhere, yes.

Don't worry Gurth. I've already mailed them to Damon (and 5 other
people....)

someone did suggest sending them to paolo for inclusion in the archives
though. (I don't know his address off hand......)
--
______________________________________________________________________________
| |What to do if you find yourself stuck in a crack in |
|u5a77@**.keele.ac.uk |the ground beneath a giant boulder, which you can't |
| |move, with no hope of rescue. |
|Andrew Halliwell |Consider how lucky you are that life has been good |
|Principal subjects in:-|to you so far... |
|Comp Sci & Visual Arts | -The BOOK, Hitch-hiker's guide to the galaxy. |
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can still say FUCK! Americans can't|
------------------------------------------------------------------------------
Message no. 12
From: "Damion Milliken" <dam01@***.edu.au>
Subject: Re: ED to SR and/or SR to ED
Date: Sat, 27 Apr 1996 21:36:50 +1000 (EST)
A Halliwell writes:

> someone did suggest sending them to paolo for inclusion in the archives
> though. (I don't know his address off hand......)

>From his archive it is: paolo@*********.it

--
Damion Milliken University of Wollongong E-mail: dam01@***.edu.au

-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GE d- s++:-- a20 C++ US++>+++ P+ L E@ W(+)>++ N- o@ K- w(--) O@ M- !V PS+
PE Y+ PGP->++ t+ 5 X++>+++ R+(++) tv--- b++(+++) DI- D G+ e>++ h(*) !r y--
------END GEEK CODE BLOCK------
Message no. 13
From: "A Halliwell" <u5a77@**.keele.ac.uk>
Subject: Re: ED to SR and/or SR to ED
Date: Sat, 27 Apr 1996 14:01:39 +0100 (BST)
|
|A Halliwell writes:
|
|> someone did suggest sending them to paolo for inclusion in the archives
|> though. (I don't know his address off hand......)
|
|From his archive it is: paolo@*********.it

Consider it mailed.....
--
______________________________________________________________________________
| |What to do if you find yourself stuck in a crack in |
|u5a77@**.keele.ac.uk |the ground beneath a giant boulder, which you can't |
| |move, with no hope of rescue. |
|Andrew Halliwell |Consider how lucky you are that life has been good |
|Principal subjects in:-|to you so far... |
|Comp Sci & Visual Arts | -The BOOK, Hitch-hiker's guide to the galaxy. |
------------------------------------------------------------------------------
|GCv3.1 GCS/FA>$ d---(dpu) s+/- a- C++ U N++ K- w-- M+/++ PS+++ PE- Y t+ 5++ |
|X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can still say FUCK! Americans can't|
------------------------------------------------------------------------------

Further Reading

If you enjoyed reading about ED to SR and/or SR to ED, you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.