Monday, August 1, 2011

B/X or SWN Shadowrun: Races

Take 3: Based on B/X D&D stats.
Yes, this is Take 3. I wrote Take 1 while coming off pain killers and it was just god awful. It was ugly, inelegant, and way too complicated. I have scratched it and put this in it's place:

-Elf: +1 Dex, -1 Con. Elves have low-light vision.
-Dwarf: +1 Con, -1 Cha. Dwarves have thermographic vision. Dwarves also get a +2 to all saving throws vs. poison or disease.
-Ork: +1 Str, +1 Con, -2 Cha. Orks have thermographic vision.
-Troll: +2 Str, +2 Con, -1 Int, -1 Wis, -1 Dex, -2 Cha. Trolls have thermographic vison. Trolls do 1d4 with their unarmed attacks instead of 1d2. Trolls have a natural AC of 7. (Assuming descending 9 system) Trolls roll a hit die of one type higher than that of their character class. (So if the Street Samurai class rolls a d8 for hit points, a troll samurai is going to roll d10s, while a troll mage rolls d6s, etc._

Take 2: The SWN Version
These use Stars Without Number as a base. In SWN, some alien races get a bonus to a score's modifier, rather than the score itself. For instance, a troll with Strength 10 (normally a 0 modifier) has +2 modifier, making a troll with Strength 10 the equivalent to a human with Strength 18. On the other hand, a troll with Strength 15 (a +1 modifier) has a total modifier of +3; stronger than any human could ever hope to be. (Without cybernetics or other enhancements, that is...)

Human: No modifiers
Elf: +1 Dex mod, -1 Con mod, Low-Light Vision
Dwarf: +1 Con mod, +1 Physical Effect save vs. disease/poison, Thermographic Vision
Ork: +1 Str mod, +1 Con mod, -2 Cha mod. Thermographic vision.
Troll: +2 Str mod, +1 Con mod, -1 Int mod, -1 Wis mod, -2 Cha mod. Thermographic vision, Natural AC 7


  1. Whoops! I forgot to email you those documents! I'll get you at least Chapter 2...soon! Sorry...

  2. No worries. I've been under the weather and off the computer recently, and I'm sure you've had post-vacation downtime.