Shadowrun Horror

By Frank35, in Fan Creations

The phases have been run up differently. Here they are:

1. Karma: essentially the Mythos Phase, you draw a Karma card, you resolve it. You place a Problem (gate) on the board with an Enemy (monster) or two depending upon the game size, you move Enemies and place a Tension Token (rift progress marker), and you resolve the text. Environments replace other environments, and I seriously think that they should violate the normal resolution order and take effect before the Problem comes down. If a Problem comes down where there is already a Problem, you get a Vendetta (monster surge), and if a Problem comes down where there's an Exposé (seal) it bounces off with no effect unless it is a Coverup (gate burst), which are very rare. Every time a Problem actually shows up, you get a Doom Token, and the most common way for that to hapen is with the Karma card having a Problem on it.

2. Upkeep: All characters refresh all their cards. Then the First Player changes. From this point on, characters may trade items. Then all characters take turns moving sliders and taking any special upkeep actions they have.

3. Movement: Each character takes turns taking their movement phase. During movement you get a number of movement points equal to your Speed. You can take Movement Phase actions before, during, or after moving. Whenever you move out of a location you encounter any Enemies there. If you sneak past them (or an Elusive Enemy sneaks past you), you get to the next space. If you fight tem, you lose the rest of your movement points for the turn and can't get any more.

4. Encounters: Characters take turns resolving their Encounters. They may take Encounters phase actions whenever they want. Enemies that have not already been Evaded or Escaped from are encountered before drawing or resolving Encounter cards. If an Enemy appears during an Encounter, you encounter that Enemy before continuing with the card. When you encounter an Enemy because of a crd, that Enemy is not placed on the board (and thus does not count against Enemy limits) until the end of the Encounter. If you are at a location other than the streets, you draw the appropriate location encounter card. If there is aproblem token there you draw a Problem Encounter (gate encounter) instead.

And that's the phases. Here are the big differences in resolution:

Terror Track: The Terror Track closes a lot more things. Something closes every other Terror level. Also, the Terror Track is added to the city's Enemy limit rather than limit = infinity at Terror Level 10. And you add half the Terror Track to the number of Enemies you place down when a Vendetta happens. So Terror Management is something that matters a lot more.

Allies: There is no boarding house. All forty Allies begin the game available but generally only appear by name in encounters.

Encountering Enemies: If you attempt to Evade an enemy and fail, you begin combat normally. This encourages people to evade more, and makes Sneak more useful (since even a die of Evade is "better than nothing"). If you are surprised by an Enemy, you skip the entire Evade step and go straight to combat. Enemies perform the Combat check first, and the Investigation (horror check) at the end. If after a round of Combat you want to leave, you can make an Escape test, which is like an Evade test, except that you can use Sneak or Speed. If you Escape successfully you skip the Investigation. Investigations only happen if you defeat the enemy or get knocked unconscious. Weapons are "melee" or "ranged" and resistances apply. The Elusive ability means that you have to mak an Evade check to fight them. The Ambush ability means that if you fail the Evade check they inflict their Combat Damage before the first round of combat, and if you succeed at the Evade check you may choose to fight them or not. Nightmarish is called "Tagged." The Investigation is a Discretion check (secondary to Caution).

Board Encunters: Special encounters on the board are in addition to drawing an encounter card rather than instead of drawng an encounter card.

Problem Encounters: Problem tokens do not have difficulties, nor are there any outworld locations that you get transported to. Instead, each color of Problem encounters has a total of 5 Problem types associated with it (for example: Yellow has Corporate Secuity, Gang War, Yakuza, Triad, and Astral Rift I think). There are 25 of each color of card, so when you draw an appropriately colored card there are 10/25 cards that have a specific encounter and 15/25 that come up other (well, 20/50 for everything but CorpSec and Gang War that are 40/100, but you get the idea). All of the specific Problem Encounters have a "Problem Solving" test at the end. All of the "Other" encounters don't. If you get a Problem Solving chance, you can make the specific test it offers to solve the problem. If you succeed, you take the problem as a trophy and you can spend 5 clues to Expose it.

Mages and Hackers: The Astral Rift is closed to characters who are not Mages. System Failure is closed to characters that are not Hackers. There is a Spellcasting test that is usable only by Mages, it is Secondary Will check. There are magical spells in the Talisman deck that work like Spells in Arkham save that they have Drain that is a Stamina cost instead of a Sanity Cost. There are Hacking Programs in the Contraband deck, which use the Hacking test that is secondary to Logic and only available to Hackers. They have a Signature that costs ID.

3151835616_b7217b78cb.jpg?v=0 3152685337_47e164c1e7.jpg?v=0 3163004323_96f5ecedc4.jpg?v=0

3158144484_b24c4f5023.jpg?v=0

2987125667_276d35ecf4.jpg?v=0

3255187373_7dd03baf06.jpg?v=0

3207398579_7c85dd05f7.jpg?v=0

-Frank

Looks good, can't wait to see the finished product.

So there are Resources , which is all your Investigator cards, and there are Items , that are just your resources that you can trade. Items are Talismans, Common Items, and Contraband:

Talismans:

3216704966_b9b4e92d57.jpg?v=0

Contraband:

3350067144_666ff9a6d7.jpg?v=0

Common Items:

3349243641_fb51b7431c.jpg?v=0

Notice something about that last one? It's a Shadow Run , which is a lot like a Task or a Mission. There are several key differences. The most obvious is that there are skill tests that are listed on some of the areas. When you have an encounter there, you have to make the skill check or you don't get a progress token on the Shadow Run. The second important difference is that once you get a progress token and trade it to another Runner, you don't lose the progress token . Players are encouraged to join forces to complete more difficult runs by handing them back and forth so that the right specialist does each part of the leg work.

But not all Resources can be traded. Two that can't are Allies and Augmentations .

Allies:

3350122708_147113f519.jpg?v=0

Augmentations:

3349232435_b55b3376d8.jpg?v=0

Augmentations, in addition to being non-transferable and not counting as items have the inherent drawback that every one of them you have reduces all your Spellcasting checks by 1. Of course, if you're not a magician, you don't care. But there are Skills that can make you into a Mage or Hacker. Speaking of which, here's a Skill:

Skills:

3350141242_3e9d0d0655.jpg?v=0

The goal is to have skills do a bit more, to be a bit less one-dmensional and less forgettable.

-Frank

So I'm working on the rulebook (which is actually a powerpoint presentation). And I'm ironing down some of the minor rule variations.

Tension Markers: when you wuld be called upon to place a Tension Marker and both of the slots are already full, you draw the marker anyway and place an Enemy token at that location. So when you have a Riot going, you will see Enemies popping in all over town in addition to the Enemies that the Rot generates. This keeps the Tension markers from being something that is ever really "safe" to ignore.

Movement: Note that there is no longer a movement "action" that generates movement points, because there is no Outerworld movement, so there's nothing to distinguish.

Game Setup: There is no bonus Mythos Phase during Setup, because the Karma Phase is before the players take their upkeeps.

Traits: The game keeps track of traits for enemies (and allies) of Drone , Critter , and Spirit . Many spells and programs behave specially against one or more of those traits, and some Runners have special abilities that trigger off of that. For example: Damien is a devil rat, so his Ally has the Critter marker. Gillian Valentine gets a bonus on skill checks to gain Critter Allies, so she has a bonus on the die roll during the Problem Encounter where the player may get Damien as an Ally.

Card Lists:

  1. 111 Karma Cards:
  • 61 Headlines
  • 40 Environments
  • 10 Rumors
  1. 144 Location Encounter Cards:
  • 12 Free Commerce Zone Encounters
  • 12 Griffith Park Encounters
  • 12 Glendale Suburb Encounters
  • 12 River District Encounters
  • 12 Barrens Encounters
  • 12 Arcology Encounters
  • 12 El Infierno Encounters
  • 12 City Center Encounters
  • 12 Watts Encounters
  • 12 Docks Encounters
  • 12 Coastside Encounters
  • 12 Rust Town Encounters
  1. 100 Problem Encounters
  • 25 Green Encounters
  • 25 Blue Encounters
  • 25 Red Encounters
  • 25 Yellow Encounters
  1. 20 Problem Tokens
  • 4x Corporate Security Tokens
  • 4x Gang War Tokens
  • 2x Yakuza Tokens
  • 2x Triad Tokens
  • 2x Vory Tokens
  • 2x Mafia Tokens
  • 2x System Failure Tokens
  • 2x Astral Rift Tokens
  1. 21 Runners
  • 10 Threats
  1. 6 Johnsons
  • 140 Enemy Tokens
  1. 16 Special Cards
  • 8x Wanted/Favors cards
  • 8x Bum Fighter/Good Karma cards
  1. 40 Skills
  • 41 Allies
  1. 30 Augmentations
  • 2 Shadow Runs
  1. 60 Contraband
  • 15 Hacking Programs
  • 5 Shadow Runs
  1. 60 Common Items
  • 5 Shadow Runs
  1. 40 Talismans
  • 20 Spells

-Frank

Work continues. Here is what the Problem Encounter back looks like:

3352604126_7ff94f9c56.jpg?v=0

-Frank

Nice graphic work, I would love to try it out!

Here are samples from the rest of the neghborhoods, so you can see what all the encounters look like:

3357255333_d80d643e1b.jpg?v=0 3358130694_3f27678223.jpg?v=0 3358145966_f2506b4229.jpg?v=0 3358156196_53bf071bcf.jpg?v=0 3358167350_9cd875ea6e.jpg?v=0 3358178306_a61f46a09b.jpg?v=0 3357378739_20e13e77f7.jpg?v=0 3357389181_490180e024.jpg?v=0 3357404175_59fd9462af.jpg?v=0 3358233566_7d1cca8eeb.jpg?v=0 3357428853_fbeee92658.jpg?v=0

-Frank

Here are samples from the Enemy lists:

3359586447_04a2d2916e.jpg?v=0 3359589173_43111f39cc.jpg?v=0 3360411014_44ebbec7b5.jpg?v=0 3360413594_ae1f9a5569.jpg?v=0 3359598613_2071706ef6.jpg?v=0 3360419692_ec4fdeaefc.jpg?v=0 3360423554_651b24603d.jpg?v=0 3359609255_8b7a8b9414.jpg?v=0 3360424942_64e2c1e5cb.jpg?v=0

-Frank

Frank said:

Here are samples from the Enemy lists:

hehe, fun stuff :)

that dodomeki girl (hm, it is girl, right?) looks pretty weird.

flervk said:

that dodomeki girl (hm, it is girl, right?) looks pretty weird.

sorpresa.gif

Apparently my brain is trying to 'fix' what I'm seeing, causing the image to change all the time... a wonderful effect!

Yeah, looking at he Dodomeki causes me actual Sanity loss, which is why I used it.

In other news, here's a Johnson Card:

3360046967_9313965b6d.jpg?v=0

Johnsons are like Guardians and Heralds. At the same time. Each one represents the Johnson who hired the team, and the interests they represent provide effects that are both good and bad for the runners.

-Frank

I am so going to have to check this out closer. I will definitely have to create custom investigators for remorable characters played by myself or others throughout the years.

TatteredKing said:

I am so going to have to check this out closer. I will definitely have to create custom investigators for remorable characters played by myself or others throughout the years.

I certainly encourage people to do that. It'll be a little bit difficult though, because I'm an incredibly crappy java programmer. I literally do not know how to make scripts. So these cards have been made by me hacking up the resource files in my own copy of strange eons. And when I tried to send the resource files to a friend it didn't even work on his computer. Maybe he did something wrong? Maybe the java generates different resource files for different operating systems? I don't even know. So while I would love to be able to provide some kind of plugin to let other people make SR Horror characters and cards easily, but Java is not a language that I know.

There has also been a request to do a second version for Seattle. Making a seocnd one would be a whole lot less work than making the first one, because so much of the balancing and even many of the cards and locations can port right over (ther's a Taco Temple in every city). But that would still be at least a year off and I would be more than happy if someone else wanted to do most of the work.

Also, does anyone know a place I could store this thing online? It's way too big for emailing around, but it's not actually that bad for direct download. Once it's done I could probably release it as a torrent fairly effectively, but before then I would like to run a bunch of cards (especially encounter cards) past others for proof reading before it goes into a final cut.

-Frank

Holy Sh... this looks awesome! I realy love the Shadowrun-Environment, so I will keep an eye on this! You got my deepest respect for your work, graphics, ideas and time-investition!

This is what one of the Prolem Tokens looks like:

3403339485_f477d7f458_m.jpg

Proofreading encounters right now. It takes much longer than actually writing them.

-Frank

This just keeps getting better and better. I can see the future well enough to know my printer is not going to like you for this.

Great idea on the Johnsons, by the way. A mixed Herald/Guardian is both thematically and mechanically cool.

This looks interesting. If you need help proofreading / playtesting, I'm willing to help.

One thing I noticed: Is it intentional that there is a bottleneck on the map? The only way to Rust Town is via Watts (and vice versa), so an enemy in Watts could lock down about a third of the map. Or is it possible to move between the Train Depot, the Free Commercial Zone and the Arcology? They all seem to have the train symbol. Rust Town and beyond also seems to have its own circle of black and white arrows, so perhaps it was your intention to have something similar to Kingsport or Dunwich, just on the same board.

Morgaln said:

This looks interesting. If you need help proofreading / playtesting, I'm willing to help.

One thing I noticed: Is it intentional that there is a bottleneck on the map? The only way to Rust Town is via Watts (and vice versa), so an enemy in Watts could lock down about a third of the map. Or is it possible to move between the Train Depot, the Free Commercial Zone and the Arcology? They all seem to have the train symbol. Rust Town and beyond also seems to have its own circle of black and white arrows, so perhaps it was your intention to have something similar to Kingsport or Dunwich, just on the same board.

The Train Stations (Arcology, Free Commerce Zone, Longbeach Train Depot, and Train Station) can indeed be traversed with a movement point and 1$ (or possession of a Transit Pass). Other than that, the only way into Longbeach is through the bottleneck between Watts and Rust Town. So if you can't or won't take the Train, it can be quite difficult to get from the Docks to the Arcology.

In other news, cardlists:

Skills

  • 2x Artisan
  • 1x Assensing
  • 2x Athletics
  • 2x Close Combat
  • 1x Conjuring
  • 2x Cracking
  • 2x Data Search
  • 2x Disguise
  • 2x Dodge
  • 2x Driving
  • 2x Electronics
  • 2x Etiquette
  • 2x Firearms
  • 2x Infiltration Linguistics
  • 2x Negotiation
  • 2x Palming
  • 2x Perception
  • 2x Shadowing
  • 2x Sorcery

Allies

  • Agni
  • Amazing René
  • Claire Walters
  • Damien
  • Dan
  • Donald Hwang
  • Donner
  • Dr. Jesus
  • Edward
  • Fingers
  • Gabrielle
  • George the Party Dwarf
  • Glyphendel Fairchild
  • Green Ring
  • Gregory Ho
  • Grinner
  • Inspector Killborn
  • Josephine
  • Kaitlin Milano
  • Kana
  • Kaoru
  • Karen Beecher
  • Katherine Hemming
  • Kodama
  • Laughing Hawk
  • Little Vulture
  • Max
  • Michelle Kaplan
  • Mr. Mackelroy
  • Murphy
  • Naila
  • Nancy Tang
  • Parvathi
  • Putas
  • Rainbow Morgan
  • Ramon Huitzilopotchtli
  • Sarabelle Kent
  • Sarah Parker
  • Socky
  • Tesla
  • Tony

Augmentations

  • 2x Blood Filtration
  • 2x Bone Lacing
  • 1x Cranial Bomb
  • 2x Cyber Arm
  • 2x Cyber Spurs
  • 2x Data Jack
  • 1x Data Lock
  • 2x Dermal Sheath
  • 2x Muscle Replacement
  • 2x Radar System
  • 1x Retinal Duplication
  • 3x Sense Recorder
  • 1x Sleep Regulator
  • 1x Symbiotes
  • 2x Synthacardium
  • 2x Tailored Pheromones
  • 2x Wired Reflexes

Contraband (60)

Drugs (18 )

  • 3x BTL
  • 3x Nova Coke
  • 3x Tempo
  • 3x Tranq Patch
  • 3x Valkyr
  • 3x Zen

Hacking Programs (15)

  • 2x Black Hammer
  • 2x Brain Scan
  • 3x Crash
  • 2x Denial of Service
  • 2x Fabrication
  • 2x Impersonate
  • 2x Intercept Transmssion

Shadow Runs (5)

  • A Daring Plan
  • Bug Hunt
  • Data Steal
  • Escort Service
  • Rescue the Hostages

Weapons (11)

  • 2x Combat Shotgun
  • 3x Hand Grenade
  • 1x Mono Whip
  • 1x Rocket
  • 2x Seven-7
  • 2x Zip Gun

Other (11)

  • Area Jammer
  • 1x Digital Grimoire
  • 1x EMP Device
  • 2x Iced Organs
  • 1x Military Commlink
  • 1x Nanopaste Disguise
  • 3x Objectionable Materials
  • 2x Persona Chip

Talisman Cardlist (40):

Drugs (9)

  • 3x Deep Weed
  • 3x Laes
  • 3x Immortality Potion

Spells (20)

  • 1x Binding
  • 1x Control Earth
  • 2x Detect Enemies
  • 2x Hell Blast
  • 2x Chaos
  • 2x Invisibility
  • 3x Mana Bolt
  • 3x Power Bolt
  • 2x Ritual Sorcery
  • 2x Turn to Goo

Shadow Runs (2)

  • 1x Astral Quest
  • 1x The Undercity

Weapons (6)

  • 2x Macuahuitl
  • 1x Laser Weapon Focus
  • 3x Weapon Focus

Other (3)

  • 1x Blood Rose
  • 2x Hush Anchor

Common Items list (60 cards):

Shadow Runs (5)

  • 1x Baby Sitting
  • 1x Courier Run
  • 1x Stealing the Painting
  • 1x Tailing the Wife
  • 1x Wet Work

Weapons (20):

  • 2x AK-97
  • 2x Angle Grinder
  • 3x Hammerli
  • 2x Katana
  • 3x Knife
  • 2x Predator IV
  • 2x Pulsar Taser
  • 1x Sakura Fubuki
  • 1x Sport Rifle
  • 2x Uzi III

Other (35):

  • 2x Ambergel Can
  • 2x Chemsuit
  • 2x Flare Gun
  • 2x Gecko Gloves
  • 2x Grappling Hook
  • 2x Harley Scorpion
  • 3x Incriminating Data Chip
  • 3x Las Chicas Bonitas Tickets
  • 1x Laser Mic
  • 2x Lucky Lakers Hat
  • 2x Med Kit
  • 2x Navi
  • 1x Pre Release Sim Chip
  • 1x Suzuki Aurora
  • 2x Tag Eraser
  • 1x The Chat Logs
  • 3x Transit Pass
  • 2x Trauma Patch

-Frank

The other problem tokens are online now. Here's the back:

3411561662_4b69ee69c4_m.jpg

And here are the other fronts:

3411538932_06c9dfca28_m.jpg

3411640790_8fd9a9d4a2_m.jpg

3410958085_4f7d7c2935_m.jpg

3411079741_6f46d60fba_m.jpg

3411989374_3c161c2eb9_m.jpg

3411213051_4265d29492_m.jpg

-Frank

This stuff KICKS ASS!!! and it disturbs me a little but I like it. sonrojado.gif

OK, question time. Are the Problem Encounter cards easier to read when they are in the original format:

3352604126_7ff94f9c56.jpg?v=0

Or when they have their Problem Icons on them, like this:

3431449056_c7ed72697c.jpg?v=0

-Frank

Since Shadowrun Horror has few enough Problem types that each has a distinct symbol, I think putting the symbols on the card is pretty useful. Couldn't work in AH very well, especially with expansions, but I think it works just fine here.

Shadowrun Horror looks very interesting, keep up the good work.

Problem icons on the cards sounds like a good idea.

Have you found any site to post a preview of the game? Maybe megaupload.com or rapidshare.com or goggle sites?

*yoink* takes background of Mythos (whatever) card... angel.gif

Mayan-Calendar-Front-Side.jpg

Aztec?

Fireblaze said:

Shadowrun Horror looks very interesting, keep up the good work.

Problem icons on the cards sounds like a good idea.

Have you found any site to post a preview of the game? Maybe megaupload.com or rapidshare.com or goggle sites?

What 'm currently doing is circulating pages of cards to friends and family at low res to get them properly edited. Once I distribute it in full I don't see how I can fix any errors, so I'm trying to get it all done with before it gets to that stage. I'm also doing it at 600 DPI, so the files are unfortunately really big. The problem tokens alone are about 80 megs for two picture files. As far as I can see, Megaupload won't give me the space I need, so it's all going to be distributed by Torrent.

---

And yeah, that calendar is Mayan. And of course, you are welcome to take any of my work to use for whatever purposes you choose to put them to.

-Frank