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General Informations &
Stuff
Dice Conversion - A Rule of
Thumb
Game Template
Attributes and Skills
Skill Checks
Character Generation
Combat
The Net
Magic
Rigger Territory
Other Technicalities
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General
Informations & Stuff
First Things First
You'll need a few handbooks to be able to follow our
notes.
The essentials are:
Shadowrun Rulesbook, 3rd Edition (but any other should
do)
Beyond the Shadows - A Shadowrun Companion
The D6 System
Any other Shadowrun supplement might be useful for playing
the game, but is not strictly necessary as far as these notes are
concerned. The following will in fact refer to the skills,
attributes
and equipment as described in the Shadowrun books, while following the format
of the D6 System. All three books should be readily available in good game
stores (and chances are, if you are reading this, you already own at least
one of them).
Adaptation Philosophy
These adaptation rules are a response to a personal need of
our team.
We
see the Shadowrun Universe as highly cinematic. The widespread
use of weapons, the general belligerence of many of its denizens and the
overall cheapness of human (or metahuman) life all point in this
direction.
In this sense, the Shadowrun 3rd Edition rules are too slow and
complex to grant a fast action resolution, and especially with players new
to the system, this can slow down and dilute the flow of action. Speed is
sacrificed
to detail and precision.
On the other hand, the presence of highly developed technology,
and the import of said technology in game terms, ask for a system with at
least a minimum of precision in dealing with skill checks and general
administration.
And magic should be easily added to the mix without any undue rules
proliferation.

In
this sense, the D6 System has already proven its worth and
flexibility handling the Star Wars universe. And it is a lot faster than
the SR engine.
The general result of the conversion is a faster and probably deadlier
game, but one that suits the atmosphere of our games.
We offer it to the gaming community as a humble proposal and not
as a revealed truth.
Here and there in the notes we even have the cheek of calling the
result of our fiddling SR6.
Dice Conversion
- A Rule of Thumb
As explained below, both Shadowrun and D6 use six sided dice
for skill test resolutions, but they use them in different ways. To convert
Shadowrun bonuses in D6 terms apply the following rules
1D6 equals 3 "points" in D6; this means that the progression
is 1D, 1D+1, 1D+2, 2D etc.
2 Shadowrun bonus points equal 1 D6 point.
Therefore, a character with a +4 bonus in Shadowrun will have
+2 bonus in D6. A +6 SR bonus equals +1D D6 bonus.
The application of the above conversion rule is at the core of this
whole conversion system.
Game
Template
Game Name: Shadowrun
Genre: Science-Fantasy with strong Cyberpunk elements.
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World Overview: Too long and complex to
summarize here. If
you are here, it is likely that you already know the Shadowrun setting. Should
our assumption be wrong, you are invited to peruse the many excellent web
resources supporting this game.
Technology Level: Basically High, with possible local
variations
Power Types: Magic
Attributes
and Skills
The Attributes and Skills are the same as described in the
basic Shadowrun rulesbook. Both system link each skill with a corresponding
attribute, so getting this part straight should not be difficult as long
as you have the two basic handbooks.
Note: Attributes that are not directly linked with a skill
will not be covered in these conversion rules - see later under
Other Technicalities.
Attribute and Skill Rating.
The D6 rates both skills and attributes using a number of six
sided dice (D for short). Same as Shadowrun, on the surface, but where
SR sets
each die result separately against a difficulty number, the D6 sums them
up and then compares
them to the difficulty, determining the success of failure of the
action.
In our adaptation, an attribute rating of 2D is considered
to be an unmodified human average.
Skills start at the same level (= number of dice) of the corresponding
attribute. A
number of additional Ds is available to customize the character template
rising the opportune skills.
Character
Generation
Option 1 - Customizing a Shadowrun Template
Both Shadowrun and D6 System are template-based games.
The following customization rules will enable to convert directly
any template or already in-play character (for game engine changes mid-adventure
- a sure way to shock your players).
Step 1 - Converting Attributes
The D6 conversion uses only seven of the Shadowrun attributes
-
those in direct connection with skills.
To convert them you will have to double the SR attribute and divide
it by three. This way you'll find the number of corresponding dice and points
under D6 rules.
A Character with a Strength 3 in SR will therefore have a 2D Strength
in D6, and an Intelligence of 5 in SR equals a 3D+1 D6 attribute.
Step 2 - Converting Skills
D6 stats start at the same level as the corrsponding
Attribute rating, and are subsequently modified by adding further
points.
To calculate the D6 rating of a SR skill, divide the SR skill rating
by two, rounding down, and consider the result as the number of points to
be added to the corresponding Attribute rating.
Don't make that face, it's not that hard!
A Shadowrun character has a Body rating of 5 and an Athletics Skill
rating of 3.
As we already saw in step one, SR-Body 5 means D6-Body
3D+1.
Dividing 3 by 2 we get 1.5, rounded down to 1. Therefore the Athletic
skill of the character in D6 is 3D+2.
Keep in mind that three points under D6 equal
1D.
The above is rather rough and will probably offend purists,
but still will give the players characters strong enough to survive in the
Sixth World and personalized enough to spice the game with a modicum
of real risk.
Step 2 can also be used to calculate the rating of Augmented or
Altered Attributes
Option 2 - Starting from Scratch
Using the above set of conversions, you can create a character
using Shadowrun Rules and then convert it.
A hybrid system is also available. The best way - in our opinion
- to go about this task is applying
the point-based number system detailed in the Shadowrun
Companion.
This can be applied more or less straightforwardly, assigning each
player 100 Building Points to spend for character creation.
Character Point Expenditure for Race, Profession and Resources remain
unaltered.
Each Attribute or Skill Die costs 3 Building Points,
or fractions thereof.
Racial modificators
Human - no Racial Modificator
Dwarf - +1 Body, +2 Modification, +1 Willpower
Elf - +1 Quickness, +2 Charisma
Ogre - +1D Body, +2 Modification, -1 Charisma, -1 Intelligence
Troll - +1D+2 Body, -1 Quickness, +1D+1 Modification, -2
Intelligence, -2 Charisma
Note that in the D6 System Skill Die are used to supplement
the
basic skill rating, that is considered to be equal to the corresponding Attribute
rating.
Keepers can of course set different conversion ratings, limits and
initial point pools to favour/hinder their players as they see fit.
Skill
Checks
As already noted, a number of dice corresponding to the relevant
skill or attribute are rolled when needed. The dice are added together and
the result is compared with a difficulty level determined by the Keeper.
If the result is higher than the difficulty, the check is successful.
Critical results are handled by the use of the Wild Die.
See the d6 System book for further details and some examples.
Combat
Turns
We prefer to use a simultaneous combat style in our games:
a single initiative roll is made by each side, the winning side attacking
first. This is not overly realistic, but has the added advantage of being
fast and uncomplicated.
Other initiative styles are described in the D6 System rulesbook
and are easily applied to the game - the Continuous Combat being probably
the one that more closely approximates the Shadowrun cascading turns
system.
Combat Resolution
As per D6 System Rulesbook
Wounds and Weapons Damage
The hit points system has been adopted instead of the wound
levels system used in Shadowrun. Each character has a number of hit points
equal to 20 + a roll of his Body attribute.
Where weapons are concerned, the following conversion rule has been
adopted.
Firearms
damage(*)
| Melee Weapons damage
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(*)The number preceding
the weapons damage rating
in the SR weapons list is divided by two and added on as a damage bonus.
Therefore an 18D cannon shell causes 8D6+9 hit points of damage
- minimum of 17, maximum of 57.
Armor
Armor rating ranges from 1 (street clothes) to 6 (combat armor)
- for all practical purposes use the SR handbook ratings unaltered.
The same rules can be applied to the Physical Adept armour effects
and to dermal plating (and, with increased rating, to vehicular armor).
The Armor rating number is the number of Ds of damage that the armor
can absorb - a 4 Secure Vest can take 4D of damage from the first attack.
if the overall damage delivered is equal or less than the Armor
Check, the armor survives undamaged and the person wearing it takes only
1 Hit Point for concussion.
if the overall damage delivered exceeds the Armor Check, the excess
damage is subtracted from the wearer Hit Points, and the armor rating is
reduced of 1 die.
Armor can be repaired (Skill B/R Armor) unless it has been
reduced to a 0 rating - at which point it is considered beyond repair and
fit for throwing away. The armor rating cannot be increased
above the original rating (you can't turn a kevlar vest into a ceramics
breastplate).
Optional: Stun Damage
A character wielding a concussion weapon, or fighting unarmed,
can deliver Stun Damage, rendering the target unconscious, if
he declares his intention of stunning the target before the
check
he delivers a damage equal or superior to one third of the target
Hit Points. Only the minimum damage for the weapon is subtracted
from the target's Hit Points.
A character suffering a loss of two thirds of his Hit Points
in a single fight, and failing a Body check against a Difficult level, is
automatically stunned and unconscious.
Again optionally, a character suffering the loss of one third of
his Hit Points in a single combat sequence/round, is to be considered
automatically stunned, and loses the following action.
The
Net
Quick and dirty conversion (still in testing phase but apparently
working):
Mmultiply by four the ratings of Matrix systems as given in Shadowrun
terms and use it as Difficulty Level for Hacking tests.
Deck rating and details: the maximum deck rating is 6. This
value,
multiplied by three, gives the number of points available for designing Persona
Programs. The Persona attributes are used as per D6 System rules.
Programs
are employed as skills for the Persona program, again as per D6 rules. The
Decker simply plays with his persona character wherever he acts in the Matrix.
Matrix encounters, activity and combat can be handled with
a minimum of fuss by sticking to the conversion rules.
We strongly suggest a general lightening of the math for cyberdeck
and program design, leaving to each team the choice.
Magic
As per D6 System handbook.
The conversion of each Spell elements from one system to the other
should be straightforward.
We strongly suggest the application of the Spell Shaping Rules and
the Unleashed Chaos
table.
As for the Magic Attribute, this is counted as a special
attribute possessed
only by spell-users and therefore represented by a simple check box on the
character sheet.
As an optional approach, a spell-user is granted a Magic rating
of 6. This number represents
the number of game time units he can sustain a single,
non-manipulated spell
the total number of spell memorized at the same time
For SR3 Adepts (SRC Adepts in SR and SR 2), the Magic
Rating represents the maximum number of dice that the Adept can add to his
phisiSRCibutes per combat.
Rigger
Territory
The D6 vehicle rules are infinitely leaner than the corresponding
SR rules. While we are working on a thorough conversion of the relevant
Rigger 2 material, we advise players and keepers to stick to the
simplified D6 System parameters.
The majority of terms should be self explanatory.
For maneuverability, we suggest a double standard, for rigger and
non-rigger control of the vehicle.
Other
Technicalities
Reaction & Perception
In the SR rules, Reaction is a special attribute calculated
from Quickness and Intelligence.
In SR6 we have considered
Reaction as the average of the Ds of the two previously mentioned stats.
In the character creation option 2, that value is automatically subtracted
from the beginning pool of Attribute Die purchased to maintain game balance.
Brutal, but it works.
Perception checks are considered to be Intelligence
checks.
Cyber Implants & Essence
The Shadowrun rules apply. Characters start with 6 points of
Essence and Essence cost are calculated as per Sr Rulesbook.
Staging Wounds
We don't do that anymore - we use hit points.
Dice Pools, Experience & Karma
Use the Character Points from the D6 System instead of separate
Dice Pools, starting
with 5 P in a single pool. The Pool refreshes once per game session.
This makes the game harder.
Keepers might like to give their players
more
P.
Karma Points substitute Fate Points and are used as per D6 System
rules.
Defaulting
As per Shadowrun rules as far as Skills and Attributes are
concerned. Each step backwards adds 2 difficulty levels.
Specialization
Specialization adds one die level to the specialized skill
while
subtracting one from the parent skill.
Advantages/Disadvantages
The list of advantages and disadvantages given in the Shadowrun
Companion complements the one present in the D6 System handbook. We strongly
recommend the use of this added descriptive tool.
D6 Optional Rules
The Weapon Speed Option can be used to increase the detail
of the game - but keep in mind that it will slow down test resolution.
The Hit Location option can be used to add detail to combat
description.
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