Shadows o'the (Rising) Sun

Shadowrun  BESM



Intro
System
Character Generation
Netrunning, Decks & Software
Rigging, Vehicles & Drones
Cyberware & Equipment
Magic & PhysAds



ballIntro

Fourth adaptation of the setting to a different set of rules. Again, you won't need a computer assistant to run Shadowrun under BESM, which is a big advantage.

Why another adaptation?

Well, we felt like it , first and foremost.

Also, the system is pretty cinematic, very flexible, allows for a fair degree of sillyness if you want to add it to the brew and comes with a pair of highly suggestive sourcebooks that you might want to throw in to make life a little tougher for your players.

No, we don't mean Sailor Moon.

But unleashing the Tank Police on a team of self-confident shadopwrunners might liven-up their routine.

Finally, something we've found out is - the best way to learn the ins and outs of a new RPG System is to take it apart and use it to run Shadowrun. If it makes it in the Sixth World, it will make it everywhere.

To run the following adaptation you'll need a Shadowrun Handbook (third ed or previous, or the Quick Start Rules if you really feel cheap), the BESM 2nd Edition rulesbook; optionally, the Dominion:Tank Police RPG sourcebook ; the Shadowrun Companion can also come in handy.

OK, cheap it's not.
But it can be highly rewarding.


ballSystem

BESM is a customizable system, in the sense that, depending on the setting, starting characters have a variable number of points with which acquire stats, attributes and skills. Skills do also change their price depending on the setting, the rule of thumb being the more valuable the skill is in the setting, the higher the cost in points.

The number of points available depends on the game style.

Our personal suggestions are

Game Style

Power Level

Starting Points

Gritty, realistic, deadly

Average

30 or 35

Cinematic, higher survival rate

High-Power

40 or 45

As for Skills cost, the first column in the Skills Cost table on BESM 2, pg 60 (Cyberpunk setting) is the most appropriate.

If you're running on BESM 1st edition plus Dominion: Tank Police, refer to the latter for Skill Costs and related matters.

In the following text we'll introduce a pair of new Attributes and some general system tweaking notes.


ballCharacter Generation

BESM characters are defined by three stats (hence the Tri-Stat System logo) ranging from 1 (not worth mentioning) to 12 (best in the universe).

4 is the human average.

Yeah, you got it in one - human average.

A good starting point is devising a template system for metahumanity

Race

Stats Range

Etcetera...

Human

as per standard BESM rules

Dwarf

Average Body is 5 Attributes & Defects: 1 level of Damn Healthy! and 1 of Heightened senses (Sight) for free. Not So Fast (1st level)

Elf

Average Body is 5 Attributes & Defects: 1 level of Appearance and 1 of Heightened senses (Sight).

Ork

Average Body is 6 Attributes & Defects: Easily Distracted 1 level, 1 level of Heightened senses (Sight)

Troll

Average Body is 6, average Mind is 3 Attributes & Defects: Easily Distracted 1 level, 1 level of Heightened senses (Sight). Damn Healthy! (2 levels)

(>) Q: there's something wrong here. Dwarf and Elf getting the same Body rating? And Ork and Troll? C'mon....

This is due to the fact that BESM collapses into a single stat (Body) what Shadowrun splits among three different stats (Body, Quickness and Strenght).

Which leads us to ....

Converting Existing Characters

BESM

Shadowrun

Body (Body+Quickness+Strenght) / 2*
Mind (Intelligence+Wisdom) x 3 / 4*
Soul (Charisma+Essence) x 3 / 4*
(*) Round all fractions down for tougher
games, up for more cinematic

Just a rule of thumb, obviously, but reliable enough.

(>) Q: changing the average stat levels for different races also means that maximum values are increased accordingly?

No.

Twelve is still the best in the universe. A Body 12 Human and a Body 12 Troll are so much stronger than the average Joe that difefrences between them become a matter of linguistics.


ballNetrunning

Netrunning-capable characters acquire a new Attribute, Decker Dude and a related Skill, Netrunning

New Special Attribute

Decker Dude (4 points/level)

The Decker Dude attribute allows the character to operate a cyberdeck and operate directly into the Matrix. It provides the character with a basic deck, plus points to be spent either improving the machine or honing his skills.
1 level - toasternet deck with pathetic programs - 10 points to spend on training, software and peripherals
2 levels - fair mass-produced deck, standard programs - 20 points to spend on training, software and peripherals
3 levels - good solid professional deck - 30 points to spend on training, software and peripherals
4 levels - heavily doctored superior deck - 40 points to spend on training, software and peripherals
5 levels - custom made deck with designer software - 50 points to spend on training, software and peripherals
6 levels - stolen megacorp prototype running black software - 60 points to spend on training, software and peripherals

New Skill

Netrunning

Relevant Stat: Mind
Specializations: Intrusion, Combat, Data Mining, Surveillance
Type: Technological
Cost: 6 points/level
The Netrunning skill gives a measure of the decker's experience working the Matrix, and helps her do her bit while on-line. Note that while Netrunning is essential in operating cyberdecks, standard Computer and Electronics skills are needed to design software and hardware respectively.

ballCyberdecks & Software

Cyberdecks are treated as a special case of Mecha - the same attributes, defects and restrictions (with the opportune tweaking) apply.

Design the Cyberdeck as you would design a Mecha, with stats to represent the hardware settings and attributes as fit to simulate the software loaded.

The Persona program is a virtual character starting at 15 points and relying on the user's MIND stat for all Mind and Body checks. It can be expanded by buying software Attributes.


ballRigging

Riggers characters must acquire the Own a Big Mecha Special Attribute (BESM 2nd Ed. pg 123).
They are also granted a Special Skill, Rigging, to simulate their experience in the field.

Points obtained through the OBM Attribute can be used to design/acquire/customize vehicles or drones.

New Skill

Rigging

Relevant Stat: Body
Specializations: Ground Vehicles, Aircraft, Water Vehicles, Drones, Surveillance
Type: Technological
Cost: 6 points/Level
The Rigging skill represents the experience accumulated by the Rigger in his field, and is applied to all direct control checks when the rigger is on-line.

ballVehicles and Drones

Use standard mecha creation rules as per BESM handbook to handle vehicle design. 

Drones, intrusion-oriented mechanisms and the like are likely to have the Diminutive disadvantage as per BESM 2nd Ed. rules.


ballCyberware and Equipment

Cyberware basically endows a character with some special Attribute through mechanical means.

The conversion is relatively straightforward: find what kind of advantage the cyberware provides to the character and apply the appropriate Attribute from the ones available in BESM.


ballMagic & PhysAds

Magic adaptation is straightforward.

the Astral Projection Attribute covers Astral powers

the Dynamic Sorcery and Magic Attributes can be used to take care of both Hermethic and Shamanic magic. Mind Control and other forms of power are also available.

Physical Adepts can be endowed with Combat Mastery, Focused or Massive Damage. Sixth Sense, Speed and Jumping are also suggested. 




Updated December 2000


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