Author Topic: Cybernetics, Shadowrun Saga Edition, and Star Wars Modern  (Read 364 times)

Dragonhelm

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Cybernetics, Shadowrun Saga Edition, and Star Wars Modern
« on: January 05, 2014, 09:51:20 pm »
Just curious, does are there any Star Wars rules for cybernetics?

It's been a while since I looked at the rules, but from what I remember, the SWSE rules could be used for a modern game. Personally, I think d20 Modern is a neat idea, but the rules are overly complex.

One of the things I've been looking for is a d20 system to use for Shadowrun. Now, d20 Modern (with Urban Arcana and their cybernetics book) could do the job, or I could also add in OGL Cybernet. I think I like the flavor of SWSE better.

Thoughts?


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StevenO

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I believe most of the rules for cybernetics in SWSE are found in Galaxy at War.

Now I never played much Shadowrun but I do seem to recall cybernetics being a LOT more involved/complicated then the are in StarWars.  For "advanced" cybernetics there is a chance for rejection (reflected by an attack against FORT) and if a part is rejected it can not be tried again.
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sienn_sconn

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Just curious, does are there any Star Wars rules for cybernetics?


Yes, there are.  Prosthetics (SECR page 137), Implants (KOTOR page 74), and advanced cybernetics (GaW page 48).  In addition, Scum and Villiany page 37 has the rules for modifying cybernetic parts.


It's been a while since I looked at the rules, but from what I remember, the SWSE rules could be used for a modern game.


Yeah, you could.  You'd have to integrate houserules to limit or remove certain items from play, as well as deal with certain things that Shadowrun has but that is not found in Star Wars, but it's doable.

One of the things I've been looking for is a d20 system to use for Shadowrun. Now, d20 Modern (with Urban Arcana and their cybernetics book) could do the job, or I could also add in OGL Cybernet. I think I like the flavor of SWSE better.

I really like the flavor of Saga also.  It has just about everything you need to adapt it to a new setting.  Like any system, it has it's shortcomings, but the rest of the system is very solid in my opinion.  I am, myself, working on adapting Saga Edition to a multi-genre template, for games like Heroscape and Rifts.  Shadowrun fits the same sort of thing.  About the biggest thing you have to deal with is creating new species traits to fit Shadowrun races (it takes time, and you feel the pain of game designers, but it is so rewarding to know that you have created something awesome).  You'll really have to emphasize the 'Class=Concept' idea that permeates Star Wars, too, but that's fairly easy.


Good luck in your endeavor, and let me know if I can help you any other way.
« Last Edit: January 05, 2014, 10:38:00 pm by sienn_sconn »
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ben hoenheim

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Actually, my group transitioned a D20 Modern campaign over to Saga and it worked pretty damn well. As well as a Zombie-Apocalypse themed campaign, very funny an easier to play along with that d20modern. Saga simplicity is very very helpful to bring new people into RPGs as well.

There's some differences but overall, just make sure you get a few of the Alternative Class Books so the non-Jedi classes have enough Talents to keep the game interesting. Also, The Force is an implementation of an effective SUPERNATURAL/MAGIC game mechanic.  Arcane check, Divine check or even Psychic checks are handy ways to convert your favorite abilities from whatever fictional material you prefer. If using the force somehow still crosses your mind.

In SAGA weapons loosely break down like this, compared to d20 modern :

Simple Weapons deal 1d- of Damage
Advanced Melee Weapons and Inferior Ranged Weapons deal 2d- of Damage
Normal Ranged Weapons (Blasters in Star Wars) deal 3d- Damage.

In d20 Modern and Equivalents most "Normal" Ranged weapons deal 2d- Damage but since in SAGA most characters have more HP than they would in d20 Modern the 3d- balances better.

Oh and as far as Classes go just use them straight out of the book... except for Jedi the "Noble, Scoundrel, Scout, Soldier" breakdown of SAGA works perfectly for most settings.

Cybernetics can be ported over from d20 Future, along with mutations. SW never did enough for gadget-minded PCs, and I think this helps. Also, they're slots to fill with rewards as the campaign progresses. It has great limitations on what to use according to your level.

I found some people who ventured into similar use of SAGA, converting the futuristic "Mass Effect" video game to saga rules, It was converted by some guys at he Giant in the playground forum : http://www.giantitp.com/forums/showthread.php?t=282956

As for Saga Edition going into a universal GURPS style game system, or some sci-fi Shadowrun oriented game -- maybe you can see Gary Sarli's E20 Evolved. Very complex to my liking, but you may find something useful.

Importantly, please keep us informed on how you develop this concept and how it plays out. Im personally interested to help other players enjoy SAGA if some conversion guidelines could be shared.
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StevenO

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I always hopes that WotC would take the SAGA mechanics and put them towards a d20 Modern, SAGA Edition after they lost the Star Wars License.  I mean the mechanics are almost all there in SAGA and work wonderfully in a modern game.

As for the issue of hitpoints and weapon damage I'll point out that under the RCR blasters still did 3dX damage and the hp were what they were in d20 Modern with is slug of 2dX weapons.  In many ways the RCR and d20 Modern rules were almost interchangeable except Star Wars weapons did a bit more damage.  SAGA specifically boost the starting hp of heroes simply so they could be more "heroic" without needing to worry as much about dying from a single HIT much less a crit.
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