QUOTE (Laodicea @ Jul 22 2013, 12:00 AM)

I'm working on a reskin of Shadowrun 4A to a system for a Star Wars game. I'm not done, but I wanted to share what I have so far.
Click here for Google docThoughts? Questions?
Flames?

Depending on how much work you want to do, I'd recommend researching the 3 big Star Wars games: the old West End Games version, the d20 (revised) one, and the new Fantasy Flight one.
Instead of Adept/MysAd, I'd use the Magician rules for standard Jedi/Sith. Magic = Force (like The Force, not Spell Force). Create three Force skills (Control, Sense, Alter -- fairly standard to Star Wars RPGs). Then write abbreviated spell lists from the lore. Heal, Improved Attribute, Improved Reflexes, Control Thoughts, Armor, and plenty of others can be adapted cleanly. Then use Force + Control or Force + Sense or Force + Alter for each of those spell (Force Power) categories.
The Magic/Force part would be a very quick rewrite. You might want to add some spells like Force Leap and Force Speed that follow the general movie/RPG/lore lines (Force Leap: each net hit on the test propels you up to 10m toward your target, etc).
No Astral.
I'd also consider gutting most of the cyberware and Matrix for simplicity. Slicing could be more Logic+Computer vs System Rating, and less involved that Shadowrun, since computer hacking isn't a major focus of Star Wars. Some 'ware can be adapted, but I wouldn't add in stuff like Wired Reflexes and the like. Cybernetic implants are fairly common in the Knights of the Old Republic computer game setting, but they're pretty rare otherwise.
I'd suggest trying to cut down on +IP modifiers, anyway, except for Jedi and maybe some super-rare things (maybe some combat droids?) because for the most part Star Wars is gunslinger/western in space with lots of movement and running fights, and not '3 second blur-fast shootout' like Shadowrun.