Shadow Blades Running Dark
How to apply Blades to running Shadowrun's setting?
Physical | Magic | Tech | Social |
---|---|---|---|
Athletics | Conjuring | Computer | Con |
Firearms | Sorcery | Mechanical | Sway |
Stealth | Astral | Biological | Negotiate |
still 12, but now more, smaller, saving throws
So strain retention caps at a slightly lower level, and there are more groups. I'm ok with that.
shadowrunesque
By starting with SR's skill lists, we're backpedalling from the style that Blades and Fate-Accelerated use instead of skills. In Blades, it doesn't matter whether you're using a gun, sword or fist -- if your intent is to engage in pitched combat, you roll Skirmish. By reverting to "skills," we are allowing a PC to focus points on how they approach problems, instead of tying dice to goals. As retraining players to think in Blade's "actions" paradigm has been a tax on table time, I'm not bothered by its absence.
I'm thinking of removing the separation between "these numbers are for actions" and "these numbers are for saving throws" -- that allows PCs to say "fooey to being a generalist" where desired. Such specialization feels genre appropriate, and it avoids the hacker needing a point of doctor to boost Tech. (This is already a non-problem in Blades despite what a quick read of the Resist Roll rules might suggest.)