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Who said running the shadows was easy? Dodging bullets, swords, spirits, and spells just to name a few. Elves, Dwarves, Trolls, even the occasional Dragon can make any Shadowrun go bad.
 
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 Star Wars in Shadowrun

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Number of posts : 302
Age : 31
Registration date : 2010-07-31

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Character Name: яөъөсөр
Race: Human After All
Sex: French

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PostSubject: Star Wars in Shadowrun   Star Wars in Shadowrun EmptyTue Oct 05, 2010 7:58 pm

Sure, any Mystic Adept can tell themselves they are Jedi and call their 'Stun Bolt' 'Force Lightning', and you could call an Ork an Aqualish, but when it comes down to it, it's just not Star Wars. It's just some wackjob wizzer fooling themselves. There are no faster-than-light hyperdrives and intergalactic trade, nor are there lightsabers. But there is this: The sprawling megaplex that is the city-planet Corellia. Here we see many similarities to our own beloved Sprawl. Smugglers, bounty hunters, cantinas, and even the occasional Jedi.
My proposal is simple; a campaign set in the underground of Corellia. Skip intergalactic travel - save your smuggler contacts bringing you gear from other planets. Rogue Jedi/unaligned force users are allowed. I suppose you would need Force Magicians, Mystics, and Adepts and modify magic and powers into Force powers. You could also just group them into one group, Force User, and replace Latent Awakening with Force Sensitive. As for hackers, riggers, and technomancers, I really don't know where they would fit. You could use KOTOR active skills (Computer Use, Demolitions, Stealth, Awareness, Persuade, Repair, Security, and Treat Injury). I guess someone with high Computer Use and/or Security skill could be considered a hacker, although there is no Matrix to speak of and it's mostly used to mess with droids and security consoles.
Weapons would need an overhaul and cortosis weave would need to be added to armor modifications. Weapon specifications (Taser, Pistol, etc.) could still be used. Just change Ballistic to Energy and you're golden.
This is starting to get a little specific though. What do you guys think? Would you like to develop this/play a run with these rules? elephant
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Wreck
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Number of posts : 1442
Age : 43
Location : Earth -5:00 GMT
Registration date : 2008-12-07

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Character Name: (0d3\/\/R3(|{
Race: Human
Sex: Male

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PostSubject: Re: Star Wars in Shadowrun   Star Wars in Shadowrun EmptyTue Oct 05, 2010 8:37 pm

If I want to play Star Wars, then I want to play Star Wars. To me, the inter planetary bit is sort of key to that. Don't get me wrong, I prefer a game in the dark seedy underbelly... but again, Star Wars has a system that works just fine for it. Sure, it's not as customizable as a point based system... but it works.
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Number of posts : 302
Age : 31
Registration date : 2010-07-31

Character sheet
Character Name: яөъөсөр
Race: Human After All
Sex: French

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PostSubject: Re: Star Wars in Shadowrun   Star Wars in Shadowrun EmptyTue Oct 05, 2010 9:44 pm

To be fair, there is already a Star Wars d20 system and a GURPS sourcebook so I guess this would really just be a conversion. I bet it is still fun to play a nutty mystic adept who thinks he is a Jedi like from those olden 20th century movies. Until he is disillusioned, of course. Then he is just a sad nerd. pale
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Number of posts : 302
Age : 31
Registration date : 2010-07-31

Character sheet
Character Name: яөъөсөр
Race: Human After All
Sex: French

Star Wars in Shadowrun Empty
PostSubject: Re: Star Wars in Shadowrun   Star Wars in Shadowrun EmptyFri Oct 08, 2010 7:36 pm

Found this on Dumpshock:
Quote :
Theorhetically, you could simulate a lightsaber (or like weapon) under similar conditions. Inhabitation spirit with Elemental Aura (Any, Light would be fitting) and Natural Weapon inhabiting a metallic cylinder/sword hilt. The spirit manifests (not like astral manifestation, more like Spirit Mask) its Natural Weapon as a beam of energy, and whammo!
Yep, looks like the delusional Mystic Adept is on the path to disillusionment.
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