Shadowrun - Paul M N Haakonsen

By Andreievitch, in Your Settings

I am surprised to see this hasn't been mentioned yet?

A wonderfully produced Shadowrun conversion. Hats off to Paul Haakonsen! I can't see this online anywhere other than Christopher West's link on the Facebook page:

https://www.facebook.com/groups/GenesysRPG/permalink/255122858538369/

This is publisher quality and looks like an amazing conversion. I am dying to play it!

It's a beautiful book, and I've liked a lot of the material I've read so far.

But a 600+ page pdf needs bookmarks.

Edited by dougansf

this is great..the Shadowrun conversion I saw before seems to be starting shadowrun.

whereas this seems starts with genesys then makes it Shadowrun flavored.

It gives me an error message whenever I try to access it.

1 hour ago, Noahjam325 said:

It gives me an error message whenever I try to access it.

Are you on the Genesys Facebook group? Maybe its related to that? There is a direct download link there that Christopher West added. I am not sure where the original sits though. Mu Google Fu brings up nothing. I can't even track down the create to pass on my kudos!

There is two Facebook Sites for Genesys, There is Genesys Universal Role playing Game and Genesys Role-playing game which Join Both of them and you will have access to whatever gets done, He has another surprise coming soon...

Possibly copy the URL link from Facebook here instead of the Link to Facebook that has the link? It takes me to the Group Join page. Perhaps I will join, but I really just want to see the Shadowrun Conversion.

Because I also found it problematic to only access it through Facebook, here's a more direct link.

https://drive.google.com/file/d/1ZugRlhH_V_rkSuyCrEnpO3kuOGIBzDDa/view?usp=drivesdk

That should be correct.

It's crazy how in-depth this PDF is. I think my only critique after reading through some of it is the choice of just using the 1 knowledge skill. If I run this I would probably add more.

On 1/4/2019 at 7:52 AM, Noahjam325 said:

Because I also found it problematic to only access it through Facebook, here's a more direct link.

https://drive.google.com/file/d/1ZugRlhH_V_rkSuyCrEnpO3kuOGIBzDDa/view?usp=drivesdk

That should be correct.

It's crazy how in-depth this PDF is. I think my only critique after reading through some of it is the choice of just using the 1 knowledge skill. If I run this I would probably add more.

As I have been communicating with Paul since I downloaded this pdf from the Facebook page. You can add whatever you want as Paul Created this Pdf

for a starting point for Shadowrun and any of his other pdfs hr has created which is 3 others one dealing with Zombies, another is a Lovecraft setting and his pride and Joy as he is in his 2nd edition is a Fallout adaption and he is working on another setting book and looks great for the parts I have read so far which is a Modern to Sci-fi setting and other things don't want to ruin the fun for you. I am only helping on Feedback since it is all his stuff. Will be highly recommended once it hits the the internet...

On 1/9/2019 at 2:35 PM, gilbur said:

As I have been communicating with Paul since I downloaded this pdf from the Facebook page. You can add whatever you want as Paul Created this Pdf

Am I missing something, or is how Technomancers interact with the Matrix missing completely?

Do you have contact details for Paul? I would love to ask him this and a coupe of other questions.

2 hours ago, Andreievitch said:

Am I missing something, or is how Technomancers interact with the Matrix missing completely?

Do you have contact details for Paul? I would love to ask him this and a coupe of other questions.

When Paul converted his Shadowrun, his players never played those classes and so would allow you to do your own creation as a couple of us are working on the Physical Adept, I have done the original Adept powers converted over for Shadowrun and here is the Adept as a starting class, we introduce a new Skill called Ki for the Adept. So the Physical Adept is Ki, Discipline, Charm, and Brawl with the other 4 being the players get to select or if it is a Secondary class would not be allowed to pick the other 4. We are into 4 skills that are given then allow the other 4 to be selected as this allows you to open up for characters to have other classes to buy into. Paul can be reached over on the Facebook page as well. The one for quick response would be the "Genesys Universal RPG System since there is 2 different pages for the Genesys role-playing Game. We do have a creative Messenger conversation going on and we talk quite a bit

I will let you know he is leaving it up to others to continue his work, he is big into the Fallout setting that he converted over, so whatever you continue to create he will be happy to hear what you have done and he will add changes as we all continue on with his work..

Adept powers.pdf

I fear creating Technomancers myself might be a bit hard given the time I have. I was hoping to use them for a one shot I am running.

I am converting Forgotten, the Order 66 module by @GM Chris , to Shadowrun. I was hoping to have the Dorn character be Technomancer, but might him a Decker instead.

i have not read that module been helping Paul with another setting for Genesys through our creative group on facebook. so i do talk with Paul on a regular basis.

So my thoughts for a Technomancer are as below. I am going to try and make it as simple as possible to convert ASAP.

Skill: Technomancer - allows player to access the Matrix without the need for a Deck. Acts pretty much the same as the Arcana magic skill.

Spells: I am going to add a Spell descriptor to each of the Matrix Actions. For example: Access system will be a Utility spell, Data Spike an Attack Spell etc. The player then uses the Technomancer skill for these actions just as a Decker would use Computer.

What do you think?

sounds pretty good, if you put together something, i will show Paul as he usually doesn't frequent this forum like i do. you can start with what you have planned and could modify as you go. i am actually getting ready to put together a shadowrun game myself and going to possibly work on the other meta sapients this weekend and maybe even expand on the adept powers from the magic book...

so here is two new Metasapients for Shadowrun, check them out and let me know what you think of them. Will most likely doing the others this weekend since we are under a Winter Advisory this weekend.

Metasapient races.pdf

got a response from Paul on the Arcane Arrester and downgraded to 2 setback dice, so if you want to change the modification go ahead under the gnome

Here goes a Revised edition of the Adept powers, if you have problems with them, we can talk about them as it is still a work in progress.

revised.pdf

So here the final Physical Adept powers to be converted over to Genesys for Paul's version of Shadowrun. Look earlier in this forum topic for the starting skills for the Physical Adept.

adept powers.pdf

How do power points work for phys adepts in this conversion?

i will look back at our discussion we had a while back. two of us started talking about it and which stat is was going to be based off of as Paul's group was not into the physical adept or the technomancer that is why they wasn't in the conversion but others are working on them

10 hours ago, Masablasta said:

How do power points work for phys adepts in this conversion?

There really isn't any thing set in stone, Chris Hartigan has started a shadowrun game already and has started power points at 2. Which I would use myself if my players play a Physical Adept. This stuff is still in the works as Paul as approved of anything we do, I myself has sent stuff to Paul and let him look it over and to allow him to add to his PDF or if he ever revises his rules.

On 1/21/2019 at 8:18 PM, gilbur said:

There really isn't any thing set in stone, Chris Hartigan has started a shadowrun game already and has started power points at 2. Which I would use myself if my players play a Physical Adept. This stuff is still in the works as Paul as approved of anything we do, I myself has sent stuff to Paul and let him look it over and to allow him to add to his PDF or if he ever revises his rules.

I have some basic notes on a ki skill and power points somewhere. Will dig up and post tomorrow for you. Note play tesyed yet, but meant to go hand in hand with Gilbur's adept powers. I also added new drain rules to spells casting.

Fantastic conversion!

Just wondering how starting funds are handled though? 1000 creds seems way to little for specific builds (most really). Was that intentional and I'm missing something?

Would anyone have any idea how to convert XP to extra resources (from SW perhaps?) to match the appropriate pricing levels in this conversion?

13 hours ago, Snowman81 said:

Fantastic conversion!

Just wondering how starting funds are handled though? 1000 creds seems way to little for specific builds (most really). Was that intentional and I'm missing something?

Would anyone have any idea how to convert XP to extra resources (from SW perhaps?) to match the appropriate pricing levels in this conversion?

This is what i did, My game i am runnign is Gutterpunk, so the advanced runner kits are not fully developed as i had no need for them yet.

Campaign types:
Gutterpunk - your introduction to the streets
Characters start with 1000 nuyen, this money can carry over to gameplay.
Characters may spend a 1 time buy of either 5XP or 10 EXP for 1000 Nuyen or 2500 Nuyen for purchasing gear. This money does not carry over to gameplay
Character will select one of the Basic runner gear kits (see Runner kits)
Party starts with a (1) Dodge Caravanner (Group) or (1) Dodge Scooter (Each).
Player starts as Squatter lifestyle and fake SIN rating 1

Established Runners - you have been in the shadows as a pro for some time.
Characters start with 5000 Nuyen, this money can carry over to gameplay.
Characters may spend a 1 time buy of either 5 XP or 10 XP for 10,000 Nuyen or 25,000 Nuyen for purchasing gear. This money does not carry over to gameplay.
Character will select one of the Advanced runner gear kits (see Runner kits)
Start with a bonus 20XP that can be spent on advancing SKILLS or TALENTS only.
Party starts with a (1) GMC Universe (Group) or (1) Suzuki Mirage (Each).
Player starts 1 month pre-paid Low lifestyle and fake SIN rating 2

Runner Kits

Basic Decker:
Datajack, Commlink w/ either Sleeze or Attack dongle

Basic Rigger:
Datajack, Micro or mini drone, Datapad.

Basic Mage:
Lodge rating 2
Reagents (10)
Membership in a magic society group, or 1 additional magic related contact.

Basic Samurai:
AK-97 or Katana, Cyberware worth up to 5,000 nuyen (starting money can supplement).

Basic Face:
Streetline special (hold out pistol), Fake SIN Rating 2, fake licenses

Basic Specialist:
Armor clothing, Medkit Rating 1, Maglock passkey Rating 1 Bug Scanner, RFID Stealth tags (10), Simrig w/ Simsense module

(under construction still)
Advanced Decker: DataJack, Cyberdeck Erika MCD-1
Advanced Rigger: Control Rig, Medium drone.
Advanced Mage: Lodge Rating 3, (1) Bound foci (no exp cost)
Advanced Samurai: Ares Alpha or similar costing weapon, 45,000 nuyen of cyberware.
Advanced Face: (2) Fake SIN rating 3, Fake licenses

Matrix:
Public Grid - anyone using the public grid suffers 2 setback dice from noise.
City Grid - no bonus, no penalty
Corp Grid - anyone using the corp grid gains 1 boost dice from advanced tech.


Knowledge Skills:
For each point of intellect the character has, they may select one knowledge specialty they always receive a single BOOST dice to checks.

Examples: A player with 3 Intellect could have Knowledge: Spirit world, Knowledge: Gangs, Knowledge: high society, thus gaining a boost dice to his Knowledge skill whenever rolling on these topics.

Lifestyles:
Considering charging lifestyles every 4th mission played regardless of timelines. This will suit drop in and drop out play better if the players can not attend every session.

Squatter: (Cost Free)
Player lives in Cargo container, tent towns or otherwise abandoned flop houses.
At the start of each mission a player makes a HARD Resilience test. Each net failure is a wound, each next threat is a strain to start the runner off on his day. This is to simulate the poor conditions of their everyday life. It is rolled at the start of a new mission, not every session/day

Player is on the Public Grid

Low: (2000 Nuyen)
Nothing says low lifestyle like a run down apartment full of roaches in the redmond barrens, but at least your door locks and you eat almost everyday chummer. At the start of each mission a player makes an AVERAGE Resilience test. Each net failure is a wound, each next threat is a strain to start the runner off on his day. This is to simulate the poor conditions of their everyday life. It is rolled at the start of a new mission, not every session/day

Player is on the Public Grid

Medium: (5000 Nuyen)
Moving on up in the world. Clean apartment with multiple rooms, steady diet. Player does not need pay night club entry fees, johnny cab fees, moderate food/drink costs are covered when out and about. Even every so often there is enough left in the kitty for a coffee or spirit that doesn’t say SOY in the name. Lifestyle options (SR core pg 370) become an option.

Player is on the City Grid

High: (10,000 Nuyen)
A roomy house or high end condo, REAL food, and the technology that makes life easy. The character may not have the same perks as the really big boys, but the view sure looks good.
Player may start each mission with a couple ammo loads of choice. Never pay for restaurants, Johnny cabs etc.

Player is on the City Grid

Luxury: (25,000 Nuyen)

This is the big time baby, gated communities, concierge, subscriptions to any in house services you can think of. Any and all lifestyle options can be applied to your residence. Make sure your SIN is going to pass the entrance committee scrutiny. When you go to the clubs it’s only the best, and the VIP sections. Player may start each mission with any personal loads of ammo within reason, a full medkit, and a couple drugs of choice should you be so inclined.

Player is on the Corp Grid