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Shadowrun/Feng
Shui Adaptation and Conversion
Notes
A Word of Explanation
This is our second adaptation of the Shadowrun universe to a different, lighter set of rules.
In this case, the use of the ultrafast cinematic Feng Shui system has two purposes
Feng Shui
players and keepers will be able to use
the excellent Shadowrun sourcebooks to flesh out the 2056 juncture (as we
wait for the "Seeds of the New Flesh"
sourcebook)
Shadowrun keepers and players will finally be able
to run games that look more like "The Matrix" than "Johnny Mnemonic"
As usual, the bulk of the conversion work will rest on the single keepers, that are advised to get a copy of Shadowrun 3rd Edition (but others should work just fine, too) and one of Feng Shui in order to follow us.
We are making a rough but workable Shadowrun/Feng Shui Character Sheet available to keep track of the new character's characteristics.
Enjoy.
Basic Attributes
Shadowrun | Feng Shui | |
| Body | Body |
|
| Quickness | ||
| Strenght | Chi |
|
| Charisma | ||
| Intelligence | Mind |
|
| Willpower | ||
| Essence | Reflexes |
|
| Magic | ||
Both Shadowrun and Feng Shui are template-based games; in each a player chooses a general character model he'd like to play, and personalizes it distributing points and filling in details.
The problems first arise when we consider the different way the two games handle attributes. The sidebar clearly shows that while Shadowrun goes for a traditional breakdown, Feng Shui uses a two-levels system, in which some of the basic attributes of Shadowrun are actually Secondary Attributes in Feng Shui. A direct conversion is therefore rather hard to implement.
The way we decided to follow is to convert the Shadowrun ratings into points to be distributed among the Feng Shui Primary and Secondary attributes.
All starting character templates have the following basing ratings:
Body | Chi | Mind | Reflexes | |
Human | 4 | 0 | 4 | 4 |
Dwarf | 4 | 0 | 4 | 4 |
Elf | 4 | 0 | 4 | 4 |
Troll | 7 | 0 | 3 | 3 |
Orc | 4 | 0 | 4 | 4 |
To the above, a number of points can be added, calculated as follows...
Shadowrun | Feng Shui |
| (Body Rating + Strenght Rating)/2 | Number of points to be allotted to the Body attributes |
| Quickness Rating | Number of points to be allotted to the Reflexes attributes |
| (Charisma Rating + Intelligence Rating + Willpower Rating)/3 | Number of points to be allotted to the Mind attributes |
| Magic Rating | Number of points to be allotted to the Chi attributes |
You need two points to raise a Primary attribute of 1 level, and a single point to rise of one level a Secondary attribute.
For the rest, standard Feng Shui character creation rules stand: choose a name, a melodramathic hook and a quote, fill in the blanks.
Skills
The Skill levels of SR translate directly as skill Bonuses for FS.
The concept of skills is somewhat broader in Feng Shui than it is in Shadowrun 3rd Ed., therefore:
As
a rule of thumb, all Cognitive skills in Shadowrun turn into Info skills
under FS rules.
Active
SR skills can be either compared to the equivalent FS skill, possibly
concentrating multiple stats under a single entry (i.e., Guns in FS covers
all the Projectile Weapons skills in SR), or the Keeper might choos e to
add a new skill to the FS skill list. In this case, applying an average
of the SR numbers as a FS bonus is probably the best course.
Handling Classes
Non Spell Users - normal access to Gun Schticks and
Fu Schticks, as per Feng Shui Rules (or favourite home-brew expansions)
Spell
Users
Keepers might like to make up further schticks or regulate differently the access to the ones already available.
Deckers
and Riggers
Refer to the character templates (forthcoming) and the sections below for specific skills and schticks/powers descriptions.
A collection of Shadowrun-Oriented Schticks and Powers is also under development.
Decker
Deckers use a (normally unlawful) portable computer unit (deck) to operate online. Different decks grant different performances.
Deck Rating - a measure of the power of the decker's interface, and also the number of programs the deck can run at a time. For all practical purposes, Programs are skills attached to the DR attribute, and are rated as skills.
Sample Programs: Combat (Gun or Fu), Intrusion, Sorcery etc.
New Skills
Decking (Int) - this skill allows the decker to operate on-line through a cyberdeck (login, search etc); it also gives him the basic knowledge of deck design and repair, and a few contacts (both on-line and in the off-line world).
New Schticks
Multitask - allows the decker to run two or more programs at the same time. Each extra schtick in Multitask adds another program.
Superuser - the superuser schtick allows the Decker to see through all of the virtual embellishment, down to the bleak number crunching reality of computer simulation, thus giving him an advantage over his on-line adversaries. One schtick in Superuser is the on-line equivalent of Fast Draw - the decker is sensibly faster than his adversaries. Two schticks allow the Decker to locally alter the matrix representation.
Custom Deck - the equivalent of a signature weapon, gives a +1 bonus to each decking check for each schtick spent.
Rigger
Riggers use a series of specialized interfaces and ports (Control Rig) to control vehicles, remote apparatus or weapons.
New Attribute
Rig Rating (Quickness) - all the activities of the Rigger go through the interface and are therefore dependent on it.
New Skills
Control (RR) - all driving and piloting tests are checked against the Control skill.
Sensor Array (RR) - all perception-through-sensors tests
Combat (RR) - use of mounted weapons, ramming etc.
New Schticks
Speed Demon - each schtick gives a +1 to all Rigger control and combat activities
Custom Job - signature vehicle
Weapons
There are only three Weapon stats undes Feng Shui rules, Damage, Concealment and Capacity.
Weapon Class | Damage Value |
Arrow | 7 |
Weapon Damage is calculated differently in FS and SR
(which uses
levels and wound staging), so that a direct translation is not possible.
On
the other hand, weapon classes, if nothing else, translate
straightforwardly: the keeper is advised to apply directly the Feng Shui
Damage chart (here
presented in simplified form) to the SR weapon list.
FS's
Concealment and SR's
Concealability express the same concept but are one the
opposite of the other - the more concealable is the weapon the higher is
the SR value, the lower is the FS equivalent. Therefore, to convert Shadowrun
Concealability into Feng Shui Conceal, subtract the SR value from ten.
Capacity translates directly, as it is the exact equivalent
of Shadowrun's Ammo.
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