Sunday, September 13, 2026

Violence and Cyberpunk Double Feature

I don't have enough for a Grab Bag post and these two are not big enough for an individual post apiece.

Violence meets Eclipse Phase 2E

Why Eclipse Phase?
Eclipse Phase is a big and deep setting with a unique focus on body-hopping and a strong action/horror vibe.
Downside is it is mechanically fiddly for a D100 game.

Why 2E?
As it's simpler than 1E and has less fiddly parts for it's morphs. Though they still are pretty annoying to convert. I'm probably doing too much math compared to how Violence should be used, but this is what I have.

Converting a Morph
Cost: Starting characters get 1d6-2 Morph Points as in normal Eclipse Phase, as they are not supposed to be big heroes
Savings, insurance and political-actor backing means you can get MP Cost-1 back if your current morph ceases functioning

Avail: Roll d100 to see if it's avaliable in your area, subject to whatever extra Negative traits and gimmicks the GM feels like

WT: 6-WT = Reduction to Injury Check

DR: Represent being Downed, add 1 to th 16+ roll required per 5 points of DUR
Biomorph +2 per injury as normal, Synthmorphs +1 per injury

Pools: Give Adv per point for whatever the GM thinks that pool applis to. Flex is free for the players to spend on making their lives easier.

Movement Rate: Normal human is 4 for walking and 20 for running. Anything higher or lower is going to either catch them or not given enough time

Ware, Traits and Equipment do what they say in the Eclipse Phase book, but as this is Violence. They either dictate you can or cannot do something (mostly Ware and Equipment) or give a Violence Advantage or Disadvantage roll to doing a task. This is up to the GM to adjudicate as the players cannot inherently rely on knowing in Violence.

I might have Traits cut into the 6 skill totals as a balance thing or maybe not.
More likely the Traits and Ware lists should be kept seperate.

Two Common Morphs and how they function in Violence

Flat - Normal human not many of them left
Cost: 0 MP • Avail: 30
WT: 6 • DUR: 30 • DR: 45
Insight 0, Moxie 0, Vigor 0, Flex 0
Movement Rate: Walker 4/20
Common Extras: Many have the Genetic Defect trait

Exactly the same as normal Violence character
Only can find a spare human body 30% of the time

Case - The Clanking Masses, for the poor to be sleeved in
Cost: 0 MP • Avail: 100
WT: 5 • DUR: 25 • DR: 50
Insight 0, Moxie 0, Vigor 0, Flex 0
Movement Rate: Walker 4/12
Ware: Access Jacks, Cortical Stack, Cyberbrain, Lidar, Mesh Inserts, Mnemonics, Puppet Sock
Morph Traits: Exotic Morphology (Level 1), Inherent Flaws
Notes: Light Frame (Armor 6/4)

Synthmorph, so a whole range of extra traits the book only tells you in the generic description
Only adds +1 per Injury to Down roll
Everywhere in the Solar System, they will sell you a garbage body
Cases take +1 Injury Checks because they are cheap garbage and get Downed on a 15+
They can't run as fast as a normal human being
Lots of Ware to interact with the world
Have peanlties to adjusting to being sleeved in such garbage, has a 10% chance to automatically take a second Injury if a 20+ is rolled for recieving an Injury
Light Frame sounds like civilian armor, so it does bear out their total Injury check modifier is -1 (+1-2=-1).

The details of the Equipment itself is fairly pointless and with guns and melee weapons work like normal Violence. Anything labelled an X-Risk imposes a Save or Die roll.

Converting Silver Angel to Cyberpunk RED Waterdeep

So this is a Shadowrun 1E module being converted to Cyberpunk RED for use in a game whre the magic and setting is using a weird Forgottn Realms as it's background. It wasn't as hard as it sounded until I got to recreating the computer network for Cyberpunk RED. Every edition of Shadowrun and Cyberpunk have very different ideas about how to make a good network for players to netrun in.
As I may run this for my players, I'm going to just post rule changes. If you have a copy of Silver ANgel, you will know what I changed.

The NET Architecture and the NPC spells were the most difficult to do, just some gaps don't quite mesh, even though Callie did have vaguely enough spells to pretend she's a Lore Bard.

Shadowrun 1E Difficulty to Cyberpunk RED DV.
3 = 09
4 = 13
5 = 15
6 = 17
7 = 21
8 = 24
9 = 29

Barrier Rating x 5 = HP: 3 = 15 HP, 8 = 40 HP and 10 = 50 HP.

The payment
50,000NY up front 35,000NY on completion 15,000NY if silent for 100,000NY total
In Cyberpunk RED, a Moderate Mission pays 2,000eb per player in total, not just in cash but in loot as well.
So the new totals are:
1250eb up front 875eb on completion and 375eb if silent, per person.
Loot will make up what's probally lost from the unrelated alarm or loud approaches.

All bribes and Nuyen costs are /40, so the 2500NY bribe is 50eb

Winslow the Troll bouncer could be used to really hammer home the awfullness of Shadowrun's future. He's old enough to see his apparent humanity stripped away and repalced by something strange. And to watch the new generation devolve into medically-certifiable short-lived violent morons. Since Shadowrun was pretty clear the generation who underwent Goblinization retianed their intelligence and lifespans, but their descendents did not.
But as Waterdeep RED isn't using thoe themes, I replaced him with an Ogre to have the different theme that the modern/future world is always willing to employ a person who fits a mold.

Ogre Bouncer
4 REF 8 DEX 3 TECH 2 INT 3 COOL 3 WILL 8 BODY 3 EMP 6 MOVE
HP 40 SP 7
Darkvision 20 yards/metres
Skills +2
Combat Base +10
Greatclub (Big bat) M 4d6
8 Javelin (Melee or Ranged) 2d6

Security Forces are Security Operative Mooks
Guards inside facility have Assault Rifles in armoury
Have medium armour jackets they will try to put on as well, conveniently Shadowrun 1E and Cyberpunk both do 3 second rounds.

As I didn't want to build my own Net Architecture, I reused the structure from Interface V1 - small corp facility.
Executive system is sub-architeture that can be tied into the main one from the Computer Center (Room 18)
To be accessed from any terminal.
Or hacked directly for just the sub-architecture in the Computer Center (Room 18)

The old version:
SPU-1 Nothing
SPU-2 No Hellhound
SPU-3 No Hellhound No Node-File DV6
SPU-4 No Hellhound No Node-File DV6
SPU-5 Killer No Node-File DV6
SPU-6 Wisp No Node-File DV6
SPU-7 Hellhound Files DV6 Control Node DV6
SPU-8 Skunk No Node-File DV8
SPU-9 Kraken Control Nodes DV8 Self-Destruct DV10
SPU-10 Nothing
SPU-11 Nothing
SPU-12 Hellhound No Node-File DV8

Based on reading this review and conversion of the network to Shadowrun 3E
https://www.nullsheen.com/posts/silver-angel-review/

Normal Small Corp Facility Floors 1 to 3
No Demons, all Manual Activation
Password DV8
File DV 8
Black ICE: Raven DV 8

SPU A (Personal Terminals, Admins Terminals)
1A Password DV8
2A Black ICE: Skunk, Wisp
3A File per Terminal DV6

SPU B (Buildings Systems)
1B Password DV8
2B Black ICE: Hellhound
3B Control Node: Heating DV6
4B Control Node: Elevator DV6
5B Control Node: Power DV6
6B Control Node: Airlocks DV6

SPU C (Security)
1C Password DV10
2C Black ICE: Asp, Kraken
3C Control Node: Cameras (1/Floor) DV10
4C Control Node: ID Card Scanners DV10
5C Control Node: Maglock Controls DV10

SPU D (Executive Systems)
I presume the security of D has already been dealt with by the NPC runners who happen to be in the Computer Center at the same time.
1D Password DV8
2D Black ICE: Raven x 2
3D File: Silver Angel DV10

When security arrives from offsite, I would assume they are also just Security Operative Mooks with maybe a Lieutenant classed foe to lead them, one group has the following leading them.

Mage (Wage)
6 REF 6 DEX 7 TECH 7 INT 4 COOL 4 WILL 4 BODY 4 EMP 4 MOVE
HP 30 SP 11 (Mage Armour)
Equipment: Wand
Skills Magic +6/Base 11 History +6/Base 11 Perception +4/Base 11 Others +2

Multiattack. The mage makes three Arcane Burst attacks.

Arcane Burst. 1.5 yards/metres Range 40 y/m. Hit: 6d6 Force damage.

Spellcasting. The mage casts one of the following spells, INT casting DV to avoid effect 14

At will: Detect Magic, Light, Mage Armor (included in SP), Mage Hand, Prestidigitation

2/day each: Fireball (level 4 version), Invisibility

1/day each: Cone of Cold, Fly

Bonus Actions
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions
Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

See-Me-Not Spell
Modified Crown of Madness, Level 2 Enchantment

The NPC team is comprised of: White Tiger (Netrunner, RED CRB p.414)
Callie Firebird (Reclaimer Chief with no cybernetics and no Heavy Melee Weapon, Paramedic and Pick lock removed, replaced with Magic +10, RED CRB p.414)
Callie could even be upgraded to an Outrider  (RED CRB p.415)  with no cybernetics, Shotgun, Criminology and Land Vehicle Tech replaced with Magic +14 and Moto 4 replaced with Combat Awarenss 4.

- Callie is conducting a NPC-only Ritual to enforce the Crown of Maddness and Clairvoyance spells.
- Callie casts with EMP + Magic if that is relevant

- Reactions
Protective Magic (3/Day). Callie casts Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

- Her spells are DV14 and are the following:
Cast at level 1:
Cure Wounds
Mage Hand
Magic Missile
Shield

2/Day, cast at level 2
Crown of Madness (Cast once already)
Invisibility (Cast once already)

1/Day, cast at level 3/4
Clairvoyance (Cast already)
Confusion (Cast already)