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> Shadowrun: 2988, Space Runners with an eartdawn feeling
fistandantilus4....
post Oct 14 2006, 09:15 PM
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Personally I'd avoid removing drain just because I like the feel of it. I'm a big ED fan, but I like the drain system better than juggling spell matrices. Just a personal preference.

The hitch hiker sounds like they'd be the new "geek the mage first" target if you go with the living ships. Seriously, a mage that can turn your ship against it's crew. yikes

I'd say technomancers would be better for that actually.
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Dentris
post Oct 15 2006, 02:52 PM
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Resonance Special Powers

A resonance user has a single power, deep resonance. It gives a bonus to his sprite rating and to his known complex forms equal to his initiation grade divided by 2.

Resonance Discipline

Technomancer (Hacking complex forms only and Crack Sprites only)
Solar Seer (Common Use, Knowsofts and Linguasofts complex forms only and Courrier and Data Sprites only)
Solar Glider (Autosofts complex forms only and Fault and Machine Sprites only)

A resonance user may thread any kind of complex forms, but he can only permantly learn a few of them.

In that sense, both the resonance user and the hitchhicker are dangerous for ships.
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hyzmarca
post Oct 19 2006, 06:04 PM
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QUOTE (Dentris)
If i remember correctly from SR3, an astrally projected character cannot go through living material. Thus, a magical beast used as a ship would give the same protection against astral invasion.

You remember incorrectly. In order to act as a barrier to movement it must be dual-natured it must not have any holes large enough to pass through. Of course, a dual-natured ship is vulnerable to manabolts from Astral space-fiends and living ships in general are vulnerable to manabolts from materialized space-fiends. In general, living ships are bad idea given that the SR magic system makes casting against living biological materials far easier than casting against industrially processed materials.

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fistandantilus4....
post Oct 19 2006, 08:01 PM
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well if he's combining SR and ED, he can always bring back mystic armor.
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Warmaster Lah
post Oct 30 2006, 08:48 PM
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I always figured Shadowrun in the future would be more like Cowboy Bebop with a little of Outlaw Star mixed in. Or the perennial favortie Firefly.

But never really thought about far-far future.

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eidolon
post Oct 30 2006, 09:09 PM
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I have to say, that's my take on it too. (Well, minus Outlaw Star; I'm not familiar with it.)

And as neat as it would be to see a SR setting for it, I'd just end up running that kind of game in Alternity.
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Dentris
post Oct 30 2006, 09:37 PM
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Well, my own idea of Shadowrun in the future is pretty much post-apocalyptical. In the current setting, so much things could go wrong it's (probability-speaking) impossible that nothing goes wrong.
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eidolon
post Oct 30 2006, 10:28 PM
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Word. A SR/PA game would rule too.
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Dentris
post Oct 31 2006, 01:07 AM
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well, what kind of adventures could happen in an apocalyptical world set in the solar system, with magic, metahumanity and horrors?
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eidolon
post Oct 31 2006, 04:56 PM
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But would an apocalypse on Earth really affect the solar system as a whole? Or is it by the extension of humans from a post-apocalyptic Earth into that solar system that would cause an effect?
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Dentris
post Oct 31 2006, 09:28 PM
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well, according to my draft timeline, metahumanity suffered so much from metaplanar problems they ahd to abandon their homeworld and to go into space, where magic doesn't exist, only to see magic did exist in space, it was only ''different''.

So they went away from a post-apocalyptical world to find themselves in an even worst place.
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Garrowolf
post Nov 8 2006, 09:27 AM
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I'd have to agree with some of the others about the time line being too far forward. I would put it much more recent or you will loose too much of the flavor of shadowrun. Cowboy beebop is about right.

One thing you might want to consider is an alternate timeline instead of a future timeline. (Okay alternate future timeline but let me explain)

Don't have magic come back at all in 2012. We move out into space and expand out into the solar system. Give it a hundred years or so but little or no cybertech - there is no need for it.
Then magic returns and goes out into the solar system. Maybe the magic sphere covers most of the system so that there are no mana zones past Saturn.

Magic returns and people develop cyberware to compenesate. The cyberware is at about the same level with some modifications. Your ships are reasonably powerful without getting overboard.

That is what I am doing for a game I'm working on.
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Dentris
post Nov 9 2006, 06:18 PM
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Well, creating a post-apocalyptical world was necessary if i wanted to use the same tech-level. (No tech-improvment at all, we just lost the way to create them and we have to scavenge them instead.)

But your idea of an alternate timeline is interesting, and made me wonder. What about parrallel realities. In my timeline, the mana level was so high, horrors were able to travel from their metaplane into ours. But a single event may change everything. What if the ghost dance never occured? The mana level would have increased, but a lot slower, giving the time for humanity to adapt.

And what if both possibilities are coexisting. The wasted world would be a nest of horrors with only a few survivors left, and the ''clean'' world would be as you speak, with a low, but safe mana level. The two worlds could interact ina small way, as the horrors would want to go from one world to the other.

What do you think?
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Warmaster Lah
post Nov 14 2006, 02:35 PM
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QUOTE (eidolon)
I have to say, that's my take on it too. (Well, minus Outlaw Star; I'm not familiar with it.)

And as neat as it would be to see a SR setting for it, I'd just end up running that kind of game in Alternity.

http://tvlinks.voodeedoo.org/index.html

If you want to watch Outlaw Star check it out. Sort of a mix of magic and crazy sci-fi.

I think they got Cowboy Bebop on there. And Firefly as well!! And check out Battlestar Galactic for good measure.

Anyway lots of great shows.
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eidolon
post Nov 14 2006, 03:45 PM
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QUOTE (Warmaster Lah)
<snip>

You sir, are my new hero.
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mintcar
post Nov 16 2006, 10:03 PM
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If you want Earthdawn in space you need to push the timeline forward a few thousand years more, as has been stated. That's not that much of a problem, though. Just have the horrors ruin everything again, but after man reaches space and on a gallactic scale this time. Survivors have to start over. That way you can get a tech level similar to Shadowrun in the year 5000; in space and with Earthdawn style magic. Remember that Earthdawn was a post-apocalyptic game. A future Earthdawn/Shadowrun could well be too. And also remember that in such a world, NOBODY would likely know that there ever was a time when fantasy creatures were'nt real, (eccept the odd archeologist) and that's what would make it a new setting like Shadowrun is to Earthdawn. That's the point of 5000 year cycles in a storytelling view. It's hard to imagine knowledge of the 21st century being completely gone in the year 3000, but in the year 5000, it's feasable that most records of our existence has vanished.
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