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Shadowrun D6 Conversion



General Informations & Stuff

First Things First

You'll need a few handbooks to be able to follow our notes.

The essentials are:

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.

D6 LogoIn 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.

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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

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.

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Game Template

Game Name: Shadowrun

Genre: Science-Fantasy with strong Cyberpunk elements.

Go
to a Great Shadowrun                                    Site!

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

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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.

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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

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.

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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.  

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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
  • L=1D
  • M=2D
  • S=4D
  • D=8D
  • L= Strenght+1
  • M= Strenght+2
  • S= Strenght+3
  • D= Strenght+4

(*)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.

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

  1. he declares his intention of stunning the target before the check
  2. 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.

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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.

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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

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.

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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.

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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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