Rules notes

This campaign uses the basic Shadowrun 5th Ed rules with very few changes beyond skinning for style.

House Rules

  • No guns
  • No cars or vans
  • No Matrix
  • No Deckers
  • Technomancers
  • No long-range comlinks/telecoms (short range communications devices may be possible)
  • Flight will be allowed, but limited.

Skinned rules

  • Cyberware: cyberware augments translate to bits of demons and monsters implanted by surgery and magic. They still cost money and a sufficiently skilled Cutter (Street Doc) to implant them, they still cost essence, they are still awesomely cool.
  • Riggers: These guys control monsters and/or beasts. They have a serous chunk of the brain from a particularly power set of demons (control rig) that allow them telepathic control of a class of suitably conditions other beings (skinned drones). You want to play a Druid? = Rigger (Animal-skinned drones)/Mage, a necromancer? Rigger (undead-skinned drones)/Mage, a demonologist? … well, you get the picture. It could even work with human-skinned drones if you want to be a really ill concept.
  • Bikes = horses. Fast bikes = fast horses.
  • Aircraft = flying creatures – these will not be common (or cheap) though so don’t expect to start with one.
  • Anything you can find in the shadowrun game that you can convince me to allow with a plausible re-skin – go for it!

Currency

Shadowrun uses nuyen, but medieval Scotland doesn’t. Actually, its not very clear what currency was used. We shall use the following:

  • pennies – equivalent to 10 nuyen. The lowest form of denomination. Everything that should cost less than 10 nuyen, now costs 10 nuyen.
  • Sheckles – exchanged for 12 pennies, equivalent of 120 nuyen.
  • Groats – exchanged for 24 Sheckles, equivalent of 2880 nuyen.

Don’t worry about the maths, I’ll give rewards as nuyen values to keep things simple OOC, its just that NPCs in the world will talk about these denominations. The LocalHistory page gives a rough rough idea of the relative wealth of different classes.

Healing

Healing is way to easy IMHO in roleplaying games, so I’ve made things a little more tricky here:

  • Each wound you receive can be subjected to a single magical healing attempt (potion, spell, etc), and a natural healing attempt (first aid) – excess healing is not carried over!
  • Thereafter, any remaining wounds take time and rest to heal. The times will depend on how severe the characters wounds are. Starting with the wound farthest along the condition monitor, consult the following:

Wound on row 1 of Condition modifier: 1 day / point
Wound on row 2 of Condition modifier: 4 days / point
Wound on row 3 of Condition modifier: 1 week / point
Wound on row 4 of Condition modifier: 1 month / point
Wound on row 5 of Condition modifier: 3 months / point
Wound on row 5 of Condition modifier: 1 year / point

Learning new positive qualities.

I’m a bit nervous about people buying new positive qualities for their characters. I know it says you can in the rules but I’m left asking where this sudden quality magically comes from. So I’m going to house rule to say that developing a new positive quality takes an amount of weeks equal to the karma cost of the quality – it won’t require a teacher or funds, but that time is essentially spent practicing what you want to be good at. That time can run in parallel with the time requirements for developing a skill, provided that skill is directly related.

So, for example, Animal Empathy will essentially take 3 weeks of time spent around animals in some context to develop some empathy for them. You could then learn this Animal Empathy quality at the same time as learning the Pilot Ground Craft (horse) skill, but not at the same time as studying, say, blades.

Rules notes

Shadowrun: Dark Ages NickSchurch