My hope is to create a Shadowrun Genesys conversion following these principles:
- Keep a strong preference for retaining Genesys core mechanics
- Retain the feel and lore of Shadowrun
Here are some aspects of Shadowrun, and my thoughts on how to address them:
- Magic: Shadowrun has a Magic Attribute. I believe the Genesys magic system may be used as is, without the use of a Magic Characteristic. The mechanics of spellcasting changes, but the feel of Shadowrun can be maintained. Magic in Genesys requires a fair amount of customizing anyway.
- Essence: Shadowrun uses Essence to limit the number of cybernetics a character has, as well as balance a character's ability to use magic with the advantages cybernetics provide. I think this can be modeled by assigning cybernetcs points to any implanted equipment, setting a maximum value for these per character, and having setback and/or difficulty upgrades for magic use based on the total number of cybernetic points.
- Attributes: Genesys Characteristics are sufficient. Genesys Charicteristics would not vary as much as Shadowrun Attributes do.
- Equpiment: Can be ported easily enough, and people have already done a lot of work.
- Species: Some species in Shadowrun cost more during character creation. I don't think that is necessary in the conversion, and Genesis species building rules are enough to allow differentiation. Weaker species can simply come with extra abilities or XP, which in some ways mimics character creation in Shadowrun.
- Careers: Shadowrun allows for wide variation in investment in skills, attributes, magic, and money, largely independent of species. Genesys careers only provide different career skills. I think this is an aspect that would require significant modification. Careers would need to provide a bonus to XP to spend on Characteristics, more XP to spend on Skills, or money. I think this is an area that would require a good deal of thinking and balancing. Perhaps XP at the Species level would be reduced, with certain careers getting all, some, or more of it back. Careers may also define the limit of XP that can be spent on Characteristics.
- Cyberspace: This can be modeled with Genesys. The Computer skill in addition to a handful of specific knowledge skills should be enough to provide deckers with enough challanges. It wll require a small number of rules regarding penalties a decker faces in the material plane while decking.
- Astral Plane: This too can be modeled with Genesys, and can mirror the approach used to deal with cyberspace.
- Contacts: Contacts are an important resource that are gained in game, but can also be purchased at Character creation. Perhaps a series of talents to add more and better contacts?
- Qualities: These are Advantages and Disadvantages in Shadowrun. This could be modeled with Star Wars Obligation and talents purchased outside of the pyramid?
Are their other aspects of Shadowun I'm not listing that need to be dealt with? I don't want to start building any specific items/people/talents etc until I get the rule and balance issues hammered out.