Shadowrun
Shadowrun is a science-fiction roleplaying game, originally published
by FASA Corporation, then later by FanPro and Catalyst Games.
It is set a dark near-future environment where rogue operatives, called Shadowrunners,
slip through the cracks in a world dominated by monolithic megacorporations. Part
cyberpunk, part fantasy, Shadowrun is the game where "man meets magic and machine".
In 1995, I published a short bit of fiction for Shadowrun in the Shadowland fanzine,
as well as the Learning and Improving Skills system that our gaming group had created as a house rule. These
articles caught the attention of the folks at FASA, and before we knew it, my writing partner John
Jacobson and I were full-fledged FASA freelance writers. I later went on to do some solo
work for Crimson Skies.
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Here you'll find some house rules written for SR 2nd Edition. Some transfer better than others to SR3 or SR4.
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Martial Arts Rules V2.0
Popular combat rules for adding flavor to your hand-to-hand fights.
Skill Improvement Rules
Featured in the Shadowrun Companion, these rules expand the process of
improving your skills and attributes.
Down-Time Karma Rules
How to handle the use of Karma Pools between missions.
Misc House Rules
Running, explosives, overdamage, and other miscellaneous house rules.
Alternate Races
Rules for using Vampires, Ghouls, and Shapeshifters as player characters.
Without Karma
Rules for advancing skills and doing magical activities without the use of karma points.
DocWagon
Info on DocWagon and ideas for using it in your campaign.
Critical Hit Rules
Though a bit bulky, these rules add a new level of deadliness and
depth to Shadowrun combat.
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